13,666 research outputs found

    Ecological IVIS design : using EID to develop a novel in-vehicle information system

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    New in-vehicle information systems (IVIS) are emerging which purport to encourage more environment friendly or ‘green’ driving. Meanwhile, wider concerns about road safety and in-car distractions remain. The ‘Foot-LITE’ 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

    Rapid prototyping and fast user trial of multimedia broadcast and cellular services

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    This paper presents the results of fast user trial of multimedia services that are enabled when a mobile terminal has access to converged services over digital broadcast and mobile telecommunications networks. It first describes the motivations behind developing this system and describes the service scenarios that benefit most from it. It then provides an overview of the service components of the test case scenario. Finally, it presents the results of fast user trials on end users of the services that were developed. This work was conducted as part of the EU-funded CISMUNDUS project

    PoN-S : a systematic approach for applying the Physics of Notation (PoN)

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    Visual Modeling Languages (VMLs) are important instruments of communication between modelers and stakeholders. Thus, it is important to provide guidelines for designing VMLs. The most widespread approach for analyzing and designing concrete syntaxes for VMLs is the so-called Physics of Notation (PoN). PoN has been successfully applied in the analysis of several VMLs. However, despite its popularity, the application of PoN principles for designing VMLs has been limited. This paper presents a systematic approach for applying PoN in the design of the concrete syntax of VMLs. We propose here a design process establishing activities to be performed, their connection to PoN principles, as well as criteria for grouping PoN principles that guide this process. Moreover, we present a case study in which a visual notation for representing Ontology Pattern Languages is designed

    SWiM: A Simple Window Mover

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    As computers become more ubiquitous, traditional two-dimensional interfaces must be replaced with interfaces based on a three-dimensional metaphor. However, these interfaces must still be as simple and functional as their two-dimensional predecessors. This paper introduces SWiM, a new interface for moving application windows between various screens, such as wall displays, laptop monitors, and desktop displays, in a three-dimensional physical environment. SWiM was designed based on the results of initial "paper and pencil" user tests of three possible interfaces. The results of these tests led to a map-like interface where users select the destination display for their application from various icons. If the destination is a mobile display it is not displayed on the map. Instead users can select the screen's name from a list of all possible destination displays. User testing of SWiM was conducted to discover whether it is easy to learn and use. Users that were asked to use SWiM without any instructions found the interface as intuitive to use as users who were given a demonstration. The results show that SWiM combines simplicity and functionality to create an interface that is easy to learn and easy to use.Comment: 7 pages, 4 figure

    A Comparison of Correction Formats: The Effectiveness and Effects of Rating Scale versus Contextual Corrections on Misinformation

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    What style of journalistic factchecking is most convincing to readers? This study uses an online survey experiment to compare two prevailing approaches to correcting both consumer and political misinformation: factchecks that rely only on written analysis to assess claims, and those that also deploy a graphical meter or "truth scale." Testing a series of simulated factchecks from a fictitious factchecking organization, GetTheFacts.org, we find first of all that both approaches were effective on the whole, with respondents who saw either format significantly more likely than a control group to correctly evaluate a claim that had been previously debunked. Does using a truth meter make a difference? In the case of a misleading advertising claim unrelated to politics, adding a meter to the written analysis appeared to make the correction more convincing. However, both formats proved equally effective in challenging political misinformation. Both formats also yielded their largest improvements among readers who selfidentified from the same party as the politician being checked. Although respondents scored best in identifying misinformation from a politician of the opposing party, seeing a correction made no significant difference in that case. Among other results, we also find that when given the choice, just over half of respondents preferred to see corrections that included a truth scale

    Visual-Related Factors in Mobile Iconic Communication

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    The purpose of this exploratory, sequential, mixed methods design research was to explore current design trends and patterns in mobile application icons by analyzing existing icon elements and principles of design. The process of data collection and data analyses went through three main phases: (a) identify current characteristics and pattern design of existing icons, (b) compare mobile icons across selected application categories to underline how each category was different from the other regarding elements and principles of design used, and (c) explore users’ perceptions about the elements and principles of design and account for how these elements and principles influenced the mobile application user’s interaction. The results of the three phases concluded that in mobile iconic communication, the most impactful elements of design were color and graphics. It was also concluded that the icon’s visual design had a significant impact on mobile usability, interaction, and communication whereby mobile developers were encouraged to design attractive, appealing and easy to recognize icons. The outcomes of this study emphasized the importance of graphic visual-design as a visual representative of the content and category of the application. Further studies are needed to explore the impact of other senses involved in mobile communication

    Knowledge base methodology: Methodology for first Engineering Script Language (ESL) knowledge base

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    The primary goal of reusing software components is that software can be developed faster, cheaper and with higher quality. Though, reuse is not automatic and can not just happen. It has to be carefully engineered. For example a component needs to be easily understandable in order to be reused, and it has also to be malleable enough to fit into different applications. In fact the software development process is deeply affected when reuse is being applied. During component development, a serious effort has to be directed toward making these components as reusable. This implies defining reuse coding style guidelines and applying then to any new component to create as well as to any old component to modify. These guidelines should point out the favorable reuse features and may apply to naming conventions, module size and cohesion, internal documentation, etc. During application development, effort is shifted from writing new code toward finding and eventually modifying existing pieces of code, then assembling them together. We see here that reuse is not free, and therefore has to be carefully managed

    A knowledge-based system design/information tool

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    The objective of this effort was to develop a Knowledge Capture System (KCS) for the Integrated Test Facility (ITF) at the Dryden Flight Research Facility (DFRF). The DFRF is a NASA Ames Research Center (ARC) facility. This system was used to capture the design and implementation information for NASA's high angle-of-attack research vehicle (HARV), a modified F/A-18A. In particular, the KCS was used to capture specific characteristics of the design of the HARV fly-by-wire (FBW) flight control system (FCS). The KCS utilizes artificial intelligence (AI) knowledge-based system (KBS) technology. The KCS enables the user to capture the following characteristics of automated systems: the system design; the hardware (H/W) design and implementation; the software (S/W) design and implementation; and the utilities (electrical and hydraulic) design and implementation. A generic version of the KCS was developed which can be used to capture the design information for any automated system. The deliverable items for this project consist of the prototype generic KCS and an application, which captures selected design characteristics of the HARV FCS
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