692,437 research outputs found
Effect of Personality Traits on UX Evaluation Metrics: A Study on Usability Issues, Valence-Arousal and Skin Conductance
Personality affect the way someone feels or acts. This paper examines the
effect of personality traits, as operationalized by the Big-five questionnaire,
on the number, type, and severity of the identified usability issues,
physiological signals (skin conductance), and subjective emotional ratings
(valence-arousal).Twenty-four users interacted with a web service and then
participated in a retrospective thinking aloud session. Results revealed that
the number of usability issues is significantly affected by the Openness trait.
Emotional Stability significantly affects the type of reported usability
issues. Problem severity is not affected by any trait. Valence ratings are
significantly affected by Conscientiousness, whereas Agreeableness, Emotional
Stability and Openness significantly affect arousal ratings. Finally, Openness
has a significant effect on the number of detected peaks in user's skin
conductance
User-centred interface design for cross-language information retrieval
This paper reports on the user-centered design methodology and
techniques used for the elicitation of user requirements and how these requirements informed the first phase of the user interface design for a Cross-Language Information Retrieval System. We describe a set of factors involved in analysis of the data collected and, finally discuss the implications for user interface design based on the findings
User Interface Design
As detailed in Chap. 1, system implementations for dynamic taxonomies and faceted search allow a wide range of query possibilities on the data. Only when these are made accessible by appropriate user interfaces, the resulting applications can support a variety of search, browsing and analysis tasks. User interface design in this area is confronted with specific challenges. This chapter presents an overview of both established and novel principles and solutions
Effective Affective User Interface Design in Games
It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of nonleisure software for positive affect. The paper considers the ways in which computer games contravene Nielsenās guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design
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
Towards automation of user interface design
This paper suggests an approach to automatic software design in the domain of graphical user interfaces. There are still some drawbacks in existing user interface management systems (UIMS's) which basically offer only quantitative layout specifications via direct manipulation. Our approach suggests a convenient way to get a default graphical user interface which may be customized and redesigned easily in further prototyping cycles
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Applying scenarios in user-centred design to develop a sketching interface for human modelling and animation
This paper presents our user and usability studies for applying scenarios in user-centred design to develop a sketching interface for virtual human modelling and animation. In this approach, we utilise the User Centred System Design (UCSD) strategy and spiral lifecycles to ensure system usability and functionalities. A series of usability techniques were employed. After the initial conceptual design, a preliminary user study (including questionnaires and sketching observations) was undertaken to establish the formal interface design. Second, an informal user test was conducted on the first prototype: a āsketch-based 3D stick figure animation interfaceā. Finally, a formal user evaluation (including performance tests, sketching observations, and interviews) was carried out on the latest version: a āsketch-based virtual human builderā. During this iterative process, various paper-based and electronic-based sketching scenarios were created, which were acted-out by users to help designers evoke and verify design ideas, identify usersā needs, and test the prototype interfaces in real contexts. Benefiting from applying the UCSD strategy and scenario-based design to develop a natural and supportive sketching interface, our investigation can be a useful instantiation for the design of other sketching interfaces where these techniques have not been widely acknowledged and utilised in the past
ISML: an interface specification meta-language
In this paper we present an abstract metaphor model situated within a model-based user interface framework. The inclusion of metaphors in graphical user interfaces is a well established, but mostly craft-based strategy to design. A substantial body of notations and tools can be found within the model-based user interface design literature, however an explicit treatment of metaphor and its mappings to other design views has yet to be addressed. We introduce the Interface Specification Meta-Language (ISML) framework and demonstrate its use in comparing the semantic and syntactic features of an interactive system. Challenges facing this research are outlined and further work proposed
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