179,392 research outputs found

    User Interface Review on Digital Magazine: A Case Study on Femina

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    Femina is one of the most prominent magazines in Indonesia. Through Femina, the Indonesian women attain information in delivering the fashion trend that has been developing in accordance to the turn of the century. In 2011, Femina has been transformed from the conventional magazine to the digital magazine. One of the easiness that the readers might enjoy from the transformation is related to the user interface design of the digital magazine. The presence of the user interface in the digital magazine has encouraged the researcher to conduct a study on the user interface since it has been believed that the female readers of the digital magazine are able to operate the user interface easily. With regards to the statement, the results of the analysis within the study might be benefitted for developing the user interface design in the digital magazine, especially for Femina, so that the readers will be more facilitated in operating the digital magazine application. Within the conduct of the study, the researcher has implemented the qualitative method. In addition, the data for the study had been gathered by means of quantitative method in order to attain the necessary elements of user interface for creating the layout that might have been desired by the readers of the Femina digital magazine. Keywords: female, magazine, user interface, digital DOI: 10.7176/ADS/76-01 Publication date:September 30th 201

    The study of a model for via transition and the multi-layer via transition tool GUI design

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    One of the many challenges faced by engineers working with the present design scenario is to estimate the extent to which a signal, with significant high frequency content, is affected when it is routed on a printed circuit board. The printed circuit board routing will include the transition through the geometries like micro-strip or strip-line transmission lines, via transitions, and irregularities or asymmetries in the aforementioned geometries. One of these discontinuities, the via transition, results in the interaction of the signal on the via and the cavity (plane-pair) through which it passes. The via transition modeling will help characterize a block in the signal path. Section 1 explains the cavity model, and derives an expression for the impedance at a port in a rectangular cavity. The via to cavity connection, and the via capacitance calculation is explained. Then, five practical examples are used to show the model assembly in a circuit fashion, and the results are compared to the measurements. This modeling approach has been automated and integrated into the Multilayer Via Transition Tool, a tool that models all the common PCB geometries and provides the results as network parameters for the user defined ports. This tool is used for performance analysis and design optimization for the high speed PCBs. The tool includes a basic graphic user interface and an engine. Section 2 explains the design methodology for the provided graphic user interface. It explains interface design from the basic set of user inputs required by the engine to run. This section also talks about the difficulties in implementing the interface, and the required improvements for a professional tool --Abstract, page iii

    Computer-Assisted Generation of Patterns and Virtual Reality Techniques for Fashion Design

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    We present a methodology for the design of aesthetic patterns and their visualization on virtual clothes. Generated patterns are directly mapped on the dress of a virtual mannequin. Furthermore, patterns sets may be interactively mapped on the virtual dress using a specific 3D interaction technique called Back-and-Forth. Pattern generation involves different mathematical approaches such as iterated function systems (IFS) and nonlinear trajectory models. Both model parameters and color space exploration is performed through a simple user interface. This work contributes to promote both computer assistance in the context of mass customization for fashion design

    The Wardrobe Hack and Uncatwalk digital platforms of action and services for positive engagement with clothing

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    "The choices we make about what we wear are influenced by life present, lives past and our ideas about our future selves. Expressions of values ... build a rationale for dress that transcend narrow commercial views about fashion. Instead they give us broader perspectives that honour our reality as well as our aspirations; and connect our psyche with our fibre and fashion choices." (Fletcher, 2014) This research explores the emerging field of enriching the user experiences of people involved with fashion in the post-production sector and in the post-retail environment. This is an area in which historically the fashion industry has paid little attention. This research addresses the question, can designers create courses of actions or “services” using digital media that enable “users” of clothing to embrace the positive aspects of dress for a creative and satisfying experience of fashion? The research builds on Kate Fletcher’s work within the “Local Wisdom” international fashion research project, which provided a forum for critiquing the dominant logic of growth in a world of finite limits (Daly, 1992; Jackson, 2009) by applying design skills to offer user-initiated examples of resourceful practices (Manzini & Jegou, 2003). The projects “Wardrobe Hack” (2014), developed by researchers Whitty and McQuillan, and “Uncatwalk” (2014), developed by Whitty, explore the emerging field of enriching the fashion user experience by utilizing digital platforms for disseminating and extending this engagement. The Uncatwalk website provides a digital media interface for a democratic virtual global exchange of interactions involving fashion. The Wardrobe Hack site provides a service for empowering and sharing clothing user stories and systems. We currently have a situation in society where there is low participation with clothing, as clothes are disposed of rapidly. This research seeks to address this situation to create a better integration of clothing and meaning in our lives. It aims to get to the heart of the current issues in the fashion industry and propose positive alternative roles for designers and consumers. Ezio Manzini (1997) has long declared that sustainability is a societal journey, brought about by acquiring new awareness and perceptions. Guy Julier (2008) makes a case that design activism builds on what already exists. In keeping with this thinking these research projects have been developed with direct participation from members of the public

    A Study of Human-Machine Interface (HMI) Learnability for Unmanned Aircraft Systems Command and Control

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    The operation of sophisticated unmanned aircraft systems (UAS) involves complex interactions between human and machine. Unlike other areas of aviation where technological advancement has flourished to accommodate the modernization of the National Airspace System (NAS), the scientific paradigm of UAS user interface design has received little research attention. This study examined system learnability of an industry standard UAS HMI as minimal usability data exists to support the state-of-the art for innovative command and control user interface designs. Data collected pertained to the three classes of objective usability measures as prescribed by the ISO 9241-11. The three classes included: (1) effectiveness, (2) efficiency, and (3) satisfaction. The System Usability Scale (SUS) survey instrument was also incorporated in a post-hoc fashion across forty-five participants with none to varying levels of conventional flight experience. The one-way analysis of variance (ANOVA) computations for completion rates revealed statistical significance for trial three between subjects [F (2, 42) = 3.98, p = 0.02]. Post hoc t-test using a Bonferroni correction revealed statistical significance in completion rates [t (28) = -2.92,

    The Gamification of Augmented Reality Art

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    Augmented Reality (AR) and its applications are being used in many applications, including gaming, education, industry, research, and art. Gamification refers to the merging of games with interactive media (video games, Virtual and Augmented Realities, for example) to allow for the completion of difficult digital labour of research in a more fun, intuitive fashion. In this chapter, the merging of gamification and Augmented Reality-based art is discussed, its impact in terms of digital labour as well as examples of Augmented Reality that exhibit gamification or elements of it. Speculative design fictions of gamified Augmented Reality are examined to determine possible future outcomes of this genre. Lastly historical experiments in user interface design are mentioned to propose future solutions for Augmented Reality applications, artistic installations and gamification scenarios

    Secure Mobile Social Networks using USIM in a Closed Environment

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    Online social networking and corresponding mobile based applications are gaining popularity and now considered a well-integrated service within mobile devices. Basic security mechanisms normally based on passwords for the authentication of social-network users are widely deployed and poses a threat for the user security. In particular, for dedicated social groups with high confidentiality and privacy demands, stronger and user friendly principles for the authentication and identification of group members are needed. On the other hand, most of the mobile units already provide strong authentication procedures through the USIM/ISIM module. This paper explores how to build an architectural framework for secure enrollment and identification of group members in dedicated closed social groups using the USIM/SIM authentication and in particular, the 3GPP Generic Authentication Architecture (GAA), which is built upon the USIM/SIM capabilities. One part of the research is to identify the marketable use-cases with corresponding security challenges to fulfill the requirements that extend beyond the online connectivity. This paper proposes a secure identification design to satisfy the security dimensions for both online and offline peers. We have also implemented an initial proof of the concept prototype to simulate the secure identification procedure based on the proposed design. Our implementation has demonstrated the flexibility of the solution to be applied independently for applications requiring secure identification

    The value of handhelds in smart environments

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    The severe resource restrictions of computer-augmented everyday artifacts imply substantial problems for the design of applications in smart environments. Some of these problems can be overcome by exploiting the resources, I/O interfaces, and computing capabilities of nearby mobile devices in an ad-hoc fashion. We identify the means by which smart objects can make use of handheld devices such as PDAs and mobile phones, and derive the following major roles of handhelds in smart environments: (1) mobile infrastructure access point; (2) user interface; (3) remote sensor; (4) mobile storage medium; (5) remote resource provider; and (6) weak user identifier. We present concrete applications that illustrate these roles, and describe how handhelds can serve as mobile mediators between computer-augmented everyday artifacts, their users, and background infrastructure services. The presented applications include a remote interaction scenario, a smart medicine cabinet, and an inventory monitoring applicatio
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