7,273 research outputs found
Investigating familiar interfaces to help older adults learn computer applications more easily
Many older adults wish to gain competence in using a computer, but many application interfaces are perceived as complex and difficult to use, deterring potential users from investing the time to learn them. Hence, this study looks at the potential of âfamiliarâ interface design which builds upon usersâ knowledge of real world interactions, and applies existing skills to a new domain. Tools are provided in the form of familiar visual objects, and manipulated like real-world counterparts, rather than with buttons, icons and menus found in classic WIMP interfaces.
This paper describes the formative evaluation of computer interactions that are based upon familiar real world tasks, which supports multitouch interaction, involves few buttons and icons, no menus, no right-clicks or double-clicks and no dialogs. Using an example of an email client to test the principles of using âfamiliarityâ, the initial feedback was very encouraging, with 3 of the 4 participants being able to undertake some of the basic email tasks with no prior training and little or no help. The feedback has informed a number of refinements of the design principles, such as providing clearer affordance for visual objects. A full study is currently underway
Ecological IVIS design : using EID to develop a novel in-vehicle information system
New in-vehicle information systems (IVIS) are emerging which purport to encourage more environment friendly or âgreenâ driving. Meanwhile, wider concerns about road safety and in-car distractions remain. The âFoot-LITEâ project is an effort to balance these issues, aimed at achieving safer and greener driving through real-time driving information, presented via an in-vehicle interface which facilitates the desired behaviours while avoiding negative consequences. One way of achieving this is to use ecological interface design (EID) techniques. This article presents part of the formative human-centred design process for developing the in-car display through a series of rapid prototyping studies comparing EID against conventional interface design principles. We focus primarily on the visual display, although some development of an ecological auditory display is also presented. The results of feedback from potential users as well as subject matter experts are discussed with respect to implications for future interface design in this field
Current Practices for Product Usability Testing in Web and Mobile Applications
Software usability testing is a key methodology that ensures applications are intuitive and easy to use for the target audience. Usability testing has direct benefits for companies as usability improvements often are fundamental to the success of a product. A standard usability test study includes the following five steps: obtain suitable participants, design test scripts, conduct usability sessions, interpret test outcomes, and produce recommendations. Due to the increasing importance for more usable applications, effective techniques to develop usable products, as well as technologies to improve usability testing, have been widely utilized. However, as companies are developing more cross-platform web and mobile apps, traditional single-platform usability testing has shortcomings with respect to ensuring a uniform user experience. In this report, a new strategy is proposed to promote a consistent user experience across all application versions and platforms. This method integrates the testing of different application versions, e.g., the website, mobile app, mobile website. Participants are recruited with a better-defined criterion according to their preferred devices. The usability session is conducted iteratively on several different devices, and the test results of individual application versions are compared on a per-device basis to improve the test outcomes. This strategy is expected to extend on current practices for usability testing by incorporating cross-platform consistency of software versions on most devices
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The role of language in engineering competence
The behaviour of engineered products is becoming less evident from their outward appearance. Thus many current engineered products have unseen properties that become evident only after protracted investigation, analysis or use. Nevertheless marketing staff, potential users, disposal experts, financiers and so on will wish to make informed decisions about products and commonly their choices will be based on more accessible descriptions, explanations, scenarios and accounts of a products use rather than their direct experience. Engineers usually work with others in enterprises that produce things or provide services. The engineer rarely provides the service or makes the goods but, as a professional, the engineer guides the rest of the enterprise and persuades others to take particular courses of action. It is clear that an engineer's central interest is the artefact. Interestingly the artefact may be in the process of design or the subject of a feasibility study and hence will have no material existence, but it will be circumscribed by a wide variety of texts including specifications, technical reports and standards. Using their specialist language and analytical techniques, the individual engineer will gain assurance about his or her view of the artefact through discussions with fellow engineers, but at some point they will have to convey that view to non-technical specialists. Within the enterprise the engineer will become either an advocate or an adversary of the artefact faced by other individuals or groups who because of their professional or cultural background will value things in different way. The role of the engineer is then as a protagonist or opponent of the artefact within, using Bruno Latourâs evocative phrase, a âParliament of Thingsâ. And competent engineers, as competent advocates of artifacts, need fluent linguistic and rhetorical skills as well as analytical proficiency and the knowledge that will give them the confidence to project their views. The paper examines the implications for engineering education
Integrated modeling tool for performance engineering of complex computer systems
This report summarizes Advanced System Technologies' accomplishments on the Phase 2 SBIR contract NAS7-995. The technical objectives of the report are: (1) to develop an evaluation version of a graphical, integrated modeling language according to the specification resulting from the Phase 2 research; and (2) to determine the degree to which the language meets its objectives by evaluating ease of use, utility of two sets of performance predictions, and the power of the language constructs. The technical approach followed to meet these objectives was to design, develop, and test an evaluation prototype of a graphical, performance prediction tool. The utility of the prototype was then evaluated by applying it to a variety of test cases found in the literature and in AST case histories. Numerous models were constructed and successfully tested. The major conclusion of this Phase 2 SBIR research and development effort is that complex, real-time computer systems can be specified in a non-procedural manner using combinations of icons, windows, menus, and dialogs. Such a specification technique provides an interface that system designers and architects find natural and easy to use. In addition, PEDESTAL's multiview approach provides system engineers with the capability to perform the trade-offs necessary to produce a design that meets timing performance requirements. Sample system designs analyzed during the development effort showed that models could be constructed in a fraction of the time required by non-visual system design capture tools
An Introduction to 3D User Interface Design
3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article
Semantic multimedia remote display for mobile thin clients
Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
Variable search for orientation, uniformly optimal search for identity.
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