2,031 research outputs found

    Unifying conceptual and spatial relationships between objects in HCI

    Get PDF
    To design interfaces which occupy a continuous space of interaction, the conceptual model of an interface needs to be transferred to a spatial model. To find mappings between conceptual and spatial structure which are natural to people, an experiment is undertaken in which participants organize objects in a semi-circle of shelves around their body. It is analyzed how conceptual rela-tionships between objects such as categorial relationships and sequential rela-tionships within task performance are represented in spatial configurations of objects as chosen by the participants. In these configurations, a strong correla-tion between conceptual and spatial relationships is observed between objects

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Supporting multimedia user interface design using mental models and representational expressiveness

    Get PDF
    This thesis addresses the problem of output media allocation in the design of multimedia user interfaces. The literature survey identifies a formal definition of the representational capabilities of different media.as important in this task. Equally important, though less prominent in the literature, is that the correct mental model of a domain is paramount for the successful completion of tasks. The thesis proposes an original linguistic and cognitive based descriptive framework, in two parts. The first part defines expressiveness, the amount of representational abstraction a medium provides over any domain. The second part describes how this expressiveness is linked to the mental models that media induce, and how this in turn affects task performance. It is postulated that the mental models induced by different media, will reflect the abstractive representation those media offer over the task domain. This must then be matched to the abstraction required by tasks to allow them to be effectively accomplished. A 34 subject experiment compares five media, of two levels of expressiveness, over a range of tasks, in a complex and dynamic domain. The results indicate that expressiveness may allow media to be matched more closely to tasks, if the mental models they are known to induce are considered. Finally, the thesis proposes a tentative framework for media allocation, and two example interfaces are designed using this framework. This framework is based on the matching of expressiveness to the abstraction of a domain required by tasks. The need for the methodology to take account of the user's cognitive capabilities is stressed, and the experimental results are seen as the beginning of this procedure

    Research Project as Boundary Object: negotiating the conceptual design of a tool for International Development

    Get PDF
    This paper reflects on the relationship between who one designs for and what one designs in the unstructured space of designing for political change; in particular, for supporting “International Development” with ICT. We look at an interdisciplinary research project with goals and funding, but no clearly defined beneficiary group at start, and how amorphousness contributed to impact. The reported project researched a bridging tool to connect producers with consumers across global contexts and show players in the supply chain and their circumstances. We explore how both the nature of the research and the tool’s function became contested as work progressed. To tell this tale, we invoke the idea of boundary objects and the value of tacking back and forth between elastic meanings of the project’s artefacts and processes. We examine the project’s role in India, Chile and other arenas to draw out ways that it functioned as a catalyst and how absence of committed design choices acted as an unexpected strength in reaching its goals

    Designing meaningful products in the digital age: How users value their technological possessions

    Full text link
    © 2019 Association for Computing Machinery. Devices such as phones, laptops and tablets have become central to the ways in which many people communicate with others, conduct business and spend their leisure time. This type of product uniquely contains both physical and digital components that affect how they are perceived and valued by users. This article investigates the nature of attachment in the context of technological possessions to better understand ways in which designers can create devices that are meaningful and kept for longer. Findings from our study of the self-reported associations and meaningfulness of technological possessions revealed that the digital contents of these possessions were often the primary source of meaning. Technological possessions were frequently perceived as systems of products rather than as singular devices. We identified several design opportunities for materialising the associations ascribed to the digital information contained within technological products to more meaningfully integrate their physical and digital components

    Do (and say) as I say: Linguistic adaptation in human-computer dialogs

    Get PDF
    © Theodora Koulouri, Stanislao Lauria, and Robert D. Macredie. This article has been made available through the Brunel Open Access Publishing Fund.There is strong research evidence showing that people naturally align to each other’s vocabulary, sentence structure, and acoustic features in dialog, yet little is known about how the alignment mechanism operates in the interaction between users and computer systems let alone how it may be exploited to improve the efficiency of the interaction. This article provides an account of lexical alignment in human–computer dialogs, based on empirical data collected in a simulated human–computer interaction scenario. The results indicate that alignment is present, resulting in the gradual reduction and stabilization of the vocabulary-in-use, and that it is also reciprocal. Further, the results suggest that when system and user errors occur, the development of alignment is temporarily disrupted and users tend to introduce novel words to the dialog. The results also indicate that alignment in human–computer interaction may have a strong strategic component and is used as a resource to compensate for less optimal (visually impoverished) interaction conditions. Moreover, lower alignment is associated with less successful interaction, as measured by user perceptions. The article distills the results of the study into design recommendations for human–computer dialog systems and uses them to outline a model of dialog management that supports and exploits alignment through mechanisms for in-use adaptation of the system’s grammar and lexicon

    Collaborative explicit plasticity framework: a conceptual scheme for the generation of plastic and group-aware user interfaces

    Get PDF
    The advent of new advances in mobile computing has changed the manner we do our daily work, even enabling us to perform collaborative activities. However, current groupware approaches do not offer an integrating and efficient solution that jointly tackles the flexibility and heterogeneity inherent to mobility as well as the awareness aspects intrinsic to collaborative environments. Issues related to the diversity of contexts of use are collected under the term plasticity. A great amount of tools have emerged offering a solution to some of these issues, although always focused on individual scenarios. We are working on reusing and specializing some already existing plasticity tools to the groupware design. The aim is to offer the benefits from plasticity and awareness jointly, trying to reach a real collaboration and a deeper understanding of multi-environment groupware scenarios. In particular, this paper presents a conceptual framework aimed at being a reference for the generation of plastic User Interfaces for collaborative environments in a systematic and comprehensive way. Starting from a previous conceptual framework for individual environments, inspired on the model-based approach, we introduce specific components and considerations related to groupware

    An Integrating Framework for Mixed Systems

    Get PDF
    International audienceTechnological advances in hardware manufacturing led to an extended range of possibilities for designing physical-digital objects involved in a mixed system. Mixed systems can take various forms and include augmented reality, augmented virtuality, and tangible systems. In this very dynamic context, it is difficult to compare existing mixed systems and to systematically explore the design space. Addressing this design problem, this chapter presents a unified point of view on mixed systems by focusing on mixed objects involved in interaction, i.e. hybrid physical-digital objects straddling physical and digital worlds. Our integrating framework is made of two complementary facets of a mixed object: we define intrinsic characteristics of an object as well as extrinsic characteristics of an object by considering its role in the interaction. Such characteristics of an object are useful for comparing existing mixed systems at a fine-grain level. The taxonomic power of these characteristics is discussed in the context of existing mixed systems from the literature. Their generative power is illustrated by considering a system, Roam, which we designed and developed

    I am here - are you there? Sense of presence and implications for virtual world design

    Get PDF
    We use the language of presence and place when we interact online: in our instant text messaging windows we often post: Are you there? Research indicates the importance of the sense of presence for computer-supported collaborative virtual learning. To realize the potential of virtual worlds such as Second Life, which may have advantages over conventional text-based environments, we need an understanding of design and the emergence of the sense of presence. A construct was created for the sense of presence, as a collaborative, action-based process (Spagnolli, Varotto, & Mantovani, 2003) with four dimensions (sense of place, social presence, individual agency, and mediated collaborative actions). Nine design principles were mapped against the four dimensions. The guiding question for the study\u27s exploration of the sense of presence was: In the virtual world Second Life, what is the effect on the sense of presence in collaborative learning spaces designed according to the sense of presence construct proposed, using two of the nine design principles, wayfinding and annotation? Another question of interest was: What are the relationships, if any, among the four dimensions of presence? The research utilized both quantitative and qualitative measures. Twenty learners recruited from the Graduate School of Education and Psychology at Pepperdine University carried out three assigned collaborative activities in Second Life under design conditions foregrounding each of the two design conditions, and a combination of the two. Analyses from surveys, Second Life interactions, interviews and a focus group were conducted to investigate how various designed learning environments based in the virtual world contributed to the sense of presence, and to learners\u27 ability to carry out collaborative learning. The major research findings were: (a) the construct appears robust, and future research in its application to other virtual worlds may be fruitful; (b) the experience of wayfinding (finding a path through a virtual space) resulted overall in an observed pattern of a slightly stronger sense of place; (c) the experience of annotation (building) resulted overall in an observed pattern of a slightly stronger sense of agency; and (d) there is a positive association between sense of place and sense of agency
    • 

    corecore