179,462 research outputs found

    Engineering adaptive user interfaces using monitoring-oriented programming

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    User interfaces which adapt based on usage patterns, for example based on frequency of use of certain features, have been proposed as a means of limiting the complexity of the user interface without specialising it unnecessarily to particular user profiles. However, from a software engineering perspective, adaptive user interfaces pose a challenge in code structuring, and separation of the different layers of user interface and application state and logic can introduce interdependencies which make software development and maintenance more challenging. In this paper we explore the use of monitoring-oriented programming to add adaptive features to user interfaces, an approach which has been touted as a means of separating certain layers of logic from the main system. We evaluate the approach both using standard software engineering measures and also through a user acceptance experiment - by having a number of developers use the proposed approach to add adaptation logic to an existing application.peer-reviewe

    The dark patterns for the user interface

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    The theory of interaction with user aims to understand the user needs Đ°nd to develop an interface that optimizes the users work. But some developers use this knowledge to design interfaces that make people inadvertently agree to share more data than they intend, or spend more money than planned, by using various psychological motives and outright deception. These approaches in interface development are defined as dark patterns. They are found in websites, social media platforms, mobile applications and games. The theme remains relevant regardless of the EU's GDPR. The purpose of the report is to identify and detect commonly used dark patterns. The main dark patterns groups and the problems they cause are studied

    The Evolution of Web Search User Interfaces -- An Archaeological Analysis of Google Search Engine Result Pages

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    Web search engines have marked everyone's life by transforming how one searches and accesses information. Search engines give special attention to the user interface, especially search engine result pages (SERP). The well-known ''10 blue links'' list has evolved into richer interfaces, often personalized to the search query, the user, and other aspects. More than 20 years later, the literature has not adequately portrayed this development. We present a study on the evolution of SERP interfaces during the last two decades using Google Search as a case study. We used the most searched queries by year to extract a sample of SERP from the Internet Archive. Using this dataset, we analyzed how SERP evolved in content, layout, design (e.g., color scheme, text styling, graphics), navigation, and file size. We have also analyzed the user interface design patterns associated with SERP elements. We found that SERP are becoming more diverse in terms of elements, aggregating content from different verticals and including more features that provide direct answers. This systematic analysis portrays evolution trends in search engine user interfaces and, more generally, web design. We expect this work will trigger other, more specific studies that can take advantage of our dataset.Comment: 10 pages, Full Paper of CHIIR 202

    Interaction-driven User Interface Personalisation for Mobile News Systems

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    User interfaces of mobile apps offer personalised experience primarily through manual customisation rather than spontaneous adaptation. This thesis investigates methods for adaptive user interfaces in the context of future mobile news apps that are expected to systematically monitor users' news access patterns and adapt their interface and interaction in response. Although mobile news services are now able to recommend news that a user would be likely to read, there has not been equivalent progress in personalising the way that news content is accessed and read. This thesis addresses key issues for the development of adaptive user interfaces in the mobile environment and contributes to the existing literature of adaptive user interfaces, user modelling, and personalisation in the domain of news in four ways. First, using survey methods it explores differences in how people consume and read news content on mobile news apps and it defines a News Reader Typology that characterises the individual news consumer. Second, it develops a method for monitoring news reading patterns through a deployed news app, namely Habito News, and it proposes a framework for modelling users by analysing those patterns; machine learning algorithms are exploited selectively in the analysis. Third, it explores the design space of personalised user interfaces and interactions that would be tailored to the needs and preferences of individual news readers. Finally, it demonstrates the effectiveness of automatic adaptation through Habito News, the prototype mobile news app that was developed, which systematically monitors users' news reading interaction behaviour and automatically adjusts its interface in response to their news reading characteristics. The results indicate the feasibility of user interface personalisation and help shape the future of automatically changing user interfaces by systematic monitoring, profiling and adapting the interface and interaction

    Interfaces Cérebro-Máquina : design de interação baseado em concentração e meditação de usuários

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    Blucher Design Proceedings, v. 2, n. 2, 2015.De caráter teórico-prático, este estudo tem como objetivo analisar sinais cerebrais para embasar o desenvolvimento de interfaces gráficas. Para tanto, utiliza técnicas de processamento de sinais e reconhecimento de padrões cerebrais emitidos por um dispositivo de eletroencefalografia. A partir desta análise é proposto o desenvolvimento de Interfaces Cérebro-Máquina (ICMs). Estas interfaces são capazes de possibilitar que o usuário interaja com imagens e sons por meio de seus sinais neurais. Ainda, foram realizadas investigações quanto aos níveis de interatividade, relacionados tanto a concentração quanto ao relaxamento do usuário. A pintura Mona Lisa de Leonardo Da Vinci foi utilizada para compor os processos de construção das duas ICMs construídas. O resultado da interação do usuário ao utilizar as interfaces é a formação de padrões visuais e sonoros, atribuindo-lhes novas concepções, movimentos e sensações.From theoretical and practical nature, this study aims to analyze brain signals to support the development of graphical user interfaces. For this purpose, use signal processing techniques and brain patterns of recognition issued by an electroencephalograph device. From this analysis we propose the development of Brain Machine Interfaces (ICMs). These interfaces are capable of enabling the user to interact with images and sounds through their neural signals. Still, investigations were carried out as to levels of interactivity, related both to users' concentration and users' relaxation. The Mona Lisa painting by Leonardo Da Vinci was used to compose the construction processes of the two built ICMs. The result of user interaction when using interfaces is the creation of visual and sound patterns, giving them new ideas, movements and sensations

    Data-driven body–machine interface for the accurate control of drones

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    The teleoperation of nonhumanoid robots is often a demanding task, as most current control interfaces rely on mappings between the operator’s and the robot’s actions, which are determined by the design and characteristics of the interface, and may therefore be challenging to master. Here, we describe a structured methodology to identify common patterns in spontaneous interaction behaviors, to implement embodied user interfaces, and to select the appropriate sensor type and positioning. Using this method, we developed an intuitive, gesture-based control interface for real and simulated drones, which outperformed a standard joystick in terms of learning time and steering abilities. Implementing this procedure to identify body-machine patterns for specific applications could support the development of more intuitive and effective interfaces

    NITELIGHT: A Graphical Tool for Semantic Query Construction

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    Query formulation is a key aspect of information retrieval, contributing to both the efficiency and usability of many semantic applications. A number of query languages, such as SPARQL, have been developed for the Semantic Web; however, there are, as yet, few tools to support end users with respect to the creation and editing of semantic queries. In this paper we introduce a graphical tool for semantic query construction (NITELIGHT) that is based on the SPARQL query language specification. The tool supports end users by providing a set of graphical notations that represent semantic query language constructs. This language provides a visual query language counterpart to SPARQL that we call vSPARQL. NITELIGHT also provides an interactive graphical editing environment that combines ontology navigation capabilities with graphical query visualization techniques. This paper describes the functionality and user interaction features of the NITELIGHT tool based on our work to date. We also present details of the vSPARQL constructs used to support the graphical representation of SPARQL queries

    UML-F: A Modeling Language for Object-Oriented Frameworks

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    The paper presents the essential features of a new member of the UML language family that supports working with object-oriented frameworks. This UML extension, called UML-F, allows the explicit representation of framework variation points. The paper discusses some of the relevant aspects of UML-F, which is based on standard UML extension mechanisms. A case study shows how it can be used to assist framework development. A discussion of additional tools for automating framework implementation and instantiation rounds out the paper.Comment: 22 pages, 10 figure
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