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Market User Interface Design
Despite the pervasiveness of markets in our lives, little is known about the role of user interfaces (UIs) in promoting good decisions in market domains. How does the way we display market information to end users, and the set of choices we offer, influence users' decisions? In this paper, we introduce a new research agenda on "market user interface design." Our goal is to find the optimal market UI, taking into account that users incur cognitive costs and are boundedly rational. Via lab experiments we systematically explore the market UI design space, and we study the automatic optimization of market UIs given a behavioral (quantal response) model of user behavior. Surprisingly, we find that the behaviorally-optimized UI performs worse than the standard UI, suggesting that the quantal response model did not predict user behavior well. Subsequently, we identify important behavioral factors that are missing from the user model, including loss aversion and position effects, which motivates follow-up studies. Furthermore, we find significant differences between individual users in terms of rationality. This suggests future research on personalized UI designs, with interfaces that are tailored towards each individual user's needs, capabilities, and preferences.Engineering and Applied Science
Investigating user preferences in utilizing a 2D paper or 3D sketch based interface for creating 3D virtual models
Computer modelling of 2D drawings is becoming increasingly popular in modern design as can be witnessed in the shift of modern computer modelling applications from software requiring specialised training to ones targeted for the general consumer market. Despite this, traditional sketching is still prevalent in design, particularly so in the early design stages. Thus, research trends in computer-aided modelling focus on the the development of sketch based interfaces that are as natural as possible. In this report, we present a hybrid sketch based interface which allows the user to make draw sketches using offline as well as online sketching modalities, displaying the 3D models in an immersive setup,
thus linking the object interaction possible through immersive modelling to the flexibility allowed by paper-based sketching. The interface was evaluated in a user study which shows that such a hybrid system can be considered as having pragmatic and hedonic value.peer-reviewe
Measuring usability for application software using the quality in use integration measurement model
User interfaces of application software are designed to make user interaction as efficient and as simple as possible. Market accessibility of any application software is determined by the usability of its user interfaces. A poorly designed user interface will have little value no matter how powerful the program is. Thus, it is significantly important to measure usability during the system development lifecycle in order to avoid user disappointment. Various methods and standards that help measure usability have been developed. However, these methods define usability inconsistently, which makes software engineers hesitant in implementing these methods or standards. The Quality in Use Integrated Measurement (QUIM) model is a consolidated approach for measuring usability through 10 factors, 26 criteria, and 127 metrics. It decomposes usability into factors, criteria, and metrics, and it is a hierarchical model that helps developers with no or little background of usability metrics. Among 127 metrics of QUIM, essential efficiency (EE) is the most specific metric used to measure the usability of user interfaces through an equation. This study involves a comparative analysis between three case studies that use the QUIM model to measure usability in terms of EE for three case studies: (1) Public University Registration System, (2) Restaurant Menu Ordering System, and (3) ATM system. A comparison is made based on the percentage of EE for each element of the use cases in each use case diagram. The results obtained revealed that the user interface design for Restaurant Menu Ordering System scored the highest percentage of EE, thus proving to be the most user-friendly application software among its counterparts
Diagnostic mHealth for Autoimmune Disorders
Many mobile applications on the market can help patients record symptoms and progression of their illnesses, and among them, many help to document autoimmune disorders. In this article, I\u27ve used the content analysis method to analyze the existing relevant apps in the Apple App Store. My results reveal an important design gap, in that there is almost no app that allows patients to communicate with their doctors in a timely manner and accurately record their week to week, month to month medical condition. This article presents the smartphone app I developed based on the iOS operating system to fill this gap, allowing patients to journal about their pain conditions in real time, communicate with doctors online, and generate personalized custom reports. In developing this app, I designed a series of user interface prototypes as my idea evolved. I also surveyed physicians and used their feedback to modify my design and give it further theoretical support. Then I conducted usability testing with participants who have undiagnosed chronic pain or autoimmune disorders. I found that this app improved doctor/patient communication and allowed patients to be more anatomically accurate as to the source of their pain when recording their condition.
My design strives to make up for market vacancies and cater to user needs. Through three generations of prototyping, communicating with professionals and conducting effective user testing, I arrived at a final design prototype. This project aims to contribute to the healthcare field by bringing new design inspiration to user experience and user interface design
Perancangan dan Evaluasi Sistem Transaksi Online Pasar Tradisional Menggunakan Metode Goal Directed Design dan Evaluasi Heuristik
Today the development of technology is growing, one of them is a mobile phone that is transformed into a smart phone, as well as a modern market that is developing and easily available and very comfortable physically, this development has involved traditional markets, the government continues to revitalize traditional markets using physical, technological developments are used as a means for developing traditional markets as an effort to facilitate transactions, get information quickly and on target. User interface Of course not separated from the appearance of the user interface Even the user interface is important, because the user interface can provide comfort and convenience for users in accessing any information for which the system can be obtained by the user. The purpose of this research is to create a traditional market online transaction system user interface. Where the research used in this study is the Goal Directed Design method which is a user interface design design method that fits the user's goals and needs. In this study there are five stages of experimental research, modeling, requirements, frameworks, and improvements. As well as the evaluation in this study using heuristic evaluation consisting of 10 principles. The final result of this study is a user interface design design that has been created for further development while the results of this study are 94% in the category of "Very Good"
Design of small interfaces
Treball desenvolupat dins el marc del programa 'International Design Project Semester'.Many modern devices with different kinds of characteristics have been invading the market in recent years and nowadays the market place is flooded with them.Users are experiencing a storm of new technology and a massive variety of new functions. This current work purposes an innovative approach for the design of small interfaces that can be used by a company to increase their own competitiveness or to develop research studies in an academic domain.
With a wide range of research about concepts, interfaces, classification, products history, market tendency, user preferences, guidelines examples and ergonomics in visual and touch channels, was developed a new and effective guideline for small interfaces. With the evaluation of two systems (tablet and smartphone), was possible to do improvements on the design in order to garatee an effective guideline as the final result.
The guidelines that we set out to create incorporate research into human anatomy as well as behaviour when using the Tablet. This was done with volunteering test subjects as well as close observation of each user and how they reacted to the tablet and how quickly the adapted and recognised icons within the interface. We also looked into other areas such as the social implications of owning a tablet and the typical demographics of tablet users.
This research allowed use to gain a better understanding and insight into the mind of the user so we could deliver an interface to user that was not only what they needed but also one that they wanted to use
A Tactile Interface to Assist Older Adults in Finding a Roommate
This thesis focuses on helping older adults find an ideal co-living roommate via physical interaction design. The literature review suggests that almost all of the existing systems and products for roommate-finding currently in the market rely on digital devices. For older adults, this is a problem because they are not proficient at using computers or other smart devices ( Tech Adoption ). A tactile (physical) interface is an appropriate interface for elderly users for a roommate finding product (Güldenpfennig and Fitzpatrick, 1). This thesis proposes a design intervention that uses a tactile interface to solve this problem. The resulting design creates a positive and comfortable experience that responds to an elderly user group
Board Game Under Construction: Putting the Design in Game Design
The contemporary design landscape is informed by the need for interactive design, yet not all interactive media is digital. Technology has transformed the way many people receive information, and thus the way that they interact with graphic design, and the impact of user interfaces in creating a positive interactive experience is more important now than ever. However, while this phenomenon is usually identified with the digital environment of smartphone apps, websites and video games, user interface is equally important in analog design, and few media illustrate this better than board games. Board games have enjoyed a surge in popularity over the past two decades, during which time the variety and complexity of games on the market has increased dramatically. Board games rely on a thematic and intuitive analog user interface to create an immersive experience for their players, and graphic design plays a substantial role in the success of this interface. Good design bridges the gap between players and a game’s mechanics, and can therefore help make a game more engaging and its rules easier to understand and remember. Conversely, poor design can create unnecessary frustration that inhibits players’ ability to engage with a game. Furthermore, unlike magazine articles or websites, which often follow a relatively predictable format, the mechanics of individual board games might require radically different approaches to design. Therefore, it is necessary to gain a better understanding of the impact of graphic design in board games by examining the success (or failure) of the graphics, icons, text, illustrations, and layout of the components in a board game’s prototype, with the goal of discovering the most effective approach to the game’s user interface and ultimately developing a finished, publication-ready game
Designing interaction for a multi-touch wall
As large-scale display and multi-touch technologies become more affordable, the market has seen the development of multi-touch walls. This new medium offers a unique mix of information density, direct interactivity and collaboration support, and the new features have radical effects on interaction design. Here we explore some research issues together with proposed solutions and some design suggestions, based on our own approach to three areas of interaction design: multi-touch input, user interface and co-located collaboration
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