5,072 research outputs found
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Spatial and Non-Spatial Metaphors in Interface Design: Navigation, Recall, Recognition, and Perception
The purpose of this study was to examine the effect of spatial and non-spatial interface metaphors on user recall, recognition, navigation, and perception. This study was a randomized independent variable mixed methods study that used a convenience sample of thirty participants. In order to assess the effect of spatial and non-spatial metaphors, the researcher designed two websites: one based upon a non-spatial metaphor of an Index and the other based upon a spatial metaphor of the Ithaca College campus. Participants were asked to search for a number of on-campus positions that matched a description they had been given. Participants\u27 navigation was tracked during the job-searching task. Following the completion of the task, participants were given a short two-part retention test that asked them to first recall and then recognize all positions and duties they had seen. The final part of the experiment involved a short one-one interview with the researcher, which sought to determine the users\u27 perceptions of the interface. Participant\u27s navigation, recall, recognition, and perceptions were examined against information collected at the beginning of the experiment in a short questionnaire about general demographics, computer and internet usage, and previous work experience. This study demonstrated that there was no significant difference between the spatial and non-spatial metaphors in navigation, user perceptions, or recognition of the information in the interface. A significant difference between the two interfaces was found for the recall of the positions. significant differences were also found in the task accuracy based upon programming ability, user operating system, and computer and internet use
Coping with Extreme Events: Institutional Flocking
Recent measurements in the North Atlantic confirm that the thermohaline circulation driving the Gulf Stream has come to a stand. Oceanographic monitoring over the last 50 years already showed that the circulation was weakening. Under the influence of the large inflow of melting water in Northern Atlantic waters during last summer, it has now virtually stopped. Consequently, the KNMI and the RIVM estimate the average . In this essay we will explore how such a new risk profile affects the distribution of risks among societal groups, and the way in which governing institutions need to adapt in order to be prepared for situations of rapid but unknown change. The next section will first introduce an analytical perspective, building upon the Risk Society thesis and a proposed model of âinstitutional flockingâ.temperature to decrease by 3°C in the next 15 years
Adding, Retrieving and Browsing Content in Social Media and E-Journalism
This thesis explores the use of avatars with facial expressions in social media and e-journalism communication interfaces. This thesis involved three experimental conditions. In the first experimental condition a survey (n=34) and an experiment (n=25) were carried out in order to explore the central problems faced by users during adding and retrieving comments and methods to overcome those problems. The survey intended to find out the position users took towards these metaphors. 25users from the Aljazeera Channel in Doha, Qatar took part. The first experimental condition consisted of two interfaces, TARCS (traditional adding and retrieving comments system) and CMARCS (classification multimodal adding and retrieving comments system). This was carried out in order to assess users' perception of unique text with graphic classification and multimodal in an EARCS (electronic adding and retrieving comments system) interface in the presence and absence of an interactive context. This was implemented in order to assess the role of these unique classification interfaces in a news comment in the term of usability. In the second experiment, forty users evaluated the use of the VARCS (visual adding and retrieving comments system) and MMARCS (multimodal adding and retrieving comments system). Both interfaces evaluated the effect on public opinion as media study and effectiveness, interactivity and user satisfaction in HCI studies. The third experimental condition consisted of one study that investigated the impactbility and usability of facial expressions compared text with graphic and multimodal metaphors. Sixty six users from Al-Arabiya Channel in Dubai, UEA took part in these two experiments. The results obtained show that users had some problems with adding and retrieving comments in social media such as missing data and lack of organisation. Also, the new classification performed better and faster under an interface that implemented avatars with specific facial expressions compared to a textual interface and multimodal. Practical guidelines were also introduced to provide assistance to multimedia designers who use avatars with facial expressions in e-journalism interactive systems as well as its impact on the public opinion.Ministry of High Education in Saudi, the Saudi Arabian Cultural Bureau, Al-Jazeera Channel, MBC Group and Al-Arabiya Channe
Human-Computer Interface Design for Online Tutoring: Visual Rhetoric, Pedagogy, and Writing Center Websites
This dissertation examines the theory and praxis of taking an expanded concept of the human-computer interface (HCI) and working with the resulting concept to design a writing center website that facilitates online tutoring while fostering a conversational approach for online tutoring sessions. In order to foster a conversational approach, I explore the ways in which interactive digital technologies support the collaborative and communicative nature of online tutoring. I posit that my research will yield a deeper understanding of the visual rhetoric of human-designed computer interfaces in general and writing center online tutoring websites in particular, and will, at the same time, provide support and rationale for the use of interactive digital technologies that utilize the space within the interface to foster a conversational approach to online tutoring, an outcome that the writing center community strongly encourages but acknowledges is difficult to achieve in online tutoring situations (Bell, Harris, Harris and Pemberton, Gillespie and Lerner, Hobson, Monroe, Rickley, Thomas et. al). The resulting prototype design that I submit as part of this dissertation was developed by considering the surface and conceptual dimensions of the HCI along with pedagogies that support interactivity, exploration, communication, collaboration, and community
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A new model for cross-cultural web design
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.People from different cultures use web interface in different ways, expect different visual representation, navigation, interaction, mental model, and layouts etc., and have different communication patterns and expectation. In the context of globalisation, web localisation becomes a powerful strategy to acquire an audience in a global market.
Therefore, web developers and designers have to make adaptations to fit the needs of people from different cultures, and the way cultural factors are integrated into web interface design needs to be improved. Most previous research lacks an appropriate way to apply cultural factors into web development. No empirical study of the web interface has been carried out to support the cross-cultural web design model. It is noted that no single model can support all cross-cultural web communication but a new model is needed to bridge the gap and improve the limitations. Thus the research aim was to build a new model of cross-cultural web design to contribute to effective communication. Following an extensive literature review, a local web audit was conducted, then a series of experiments with users to gather and evaluate data and build and validate the new model. A new model, based on a study of British and Taiwanese users, was formulated and validated demonstrating that content and message remain the core of web design but the performance of the selected users is influenced by the cultural dimension and cultural preferences and this, in turn impacts on the effectiveness of the web communication. For the British user sample, ease of using the website was seen to be strongly related to desirability. Taiwanese users showed preference for visual pleasure but no relationship between efficient performance and desirability. The resultant model contributes to the knowledge of how to design effective web interfaces for British and Taiwanese cultures and is replicable for the purpose of comparing approaches to designing for other cultures
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The role of metaphor in user interface design
The thesis discusses the question of how unfamiliar computing systems, particularly those with graphical user interfaces, are learned and used. In particular, the approach of basing the design and behaviour of on-screen objects in the system's model world on a coherent theme and employing a metaphor is explored. The drawbacks, as well as the advantages, of this approach are reviewed and presented. The use of metaphors is also contrasted with other forms of users' mental models of interactive systems, and the need to provide a system image from which useful mental models can be developed is presented.
Metaphors are placed in the context of users' understanding of interactive systems and novel application is made of the Qualitative Process Theory (QPT) qualitative reasoning model to reason about the behaviour of on-screen objects, the underlying system functionality, and the relationship between the two. This analysis supports reevaluation of the domains between which user interface metaphors are said to form mappings. A novel user interface design, entitled Medusa, that adopts guidelines for the design of metaphor-based systems, and for helping the user develop successful mental models, based on the QPT analysis and an empirical study of a popular metaphor-based system, is described. The first Medusa design is critiqued using well-founded usability inspection method.
Employing the Lakoff/Johnson theory, a revised version of the Medusa user interface is described that derives its application semantics and dialogue structures from the entailments of the knowledge structures that ground understanding of the interface metaphor and that capture notions of embodiment in interaction with computing devices that QPT descriptions cannot. Design guidelines from influential existing work, and new methods of reasoning about metaphor-based designs, are presented with a number of novel graphical user interface designs intended to overcome the failings of existing systems and design approaches
Adaptive object management for distributed systems
This thesis describes an architecture supporting the management of pluggable software components and evaluates it against the requirement for an enterprise integration platform for the manufacturing and petrochemical industries. In a distributed environment, we need mechanisms to manage objects and their interactions. At the least, we must be able to create objects in different processes on different nodes; we must be able to link them together so that they can pass messages to each other across the network; and we must deliver their messages in a timely and reliable manner. Object based environments which support these services already exist, for example ANSAware(ANSA, 1989), DEC's Objectbroker(ACA,1992), Iona's Orbix(Orbix,1994)Yet such environments provide limited support for composing applications from pluggable components. Pluggability is the ability to install and configure a component into an environment dynamically when the component is used, without specifying static dependencies between components when they are produced. Pluggability is supported to a degree by dynamic binding. Components may be programmed to import references to other components and to explore their interfaces at runtime, without using static type dependencies. Yet thus overloads the component with the responsibility to explore bindings. What is still generally missing is an efficient general-purpose binding model for managing bindings between independently produced components. In addition, existing environments provide no clear strategy for dealing with fine grained objects. The overhead of runtime binding and remote messaging will severely reduce performance where there are a lot of objects with complex patterns of interaction. We need an adaptive approach to managing configurations of pluggable components according to the needs and constraints of the environment. Management is made difficult by embedding bindings in component implementations and by relying on strong typing as the only means of verifying and validating bindings. To solve these problems we have built a set of configuration tools on top of an existing distributed support environment. Specification tools facilitate the construction of independent pluggable components. Visual composition tools facilitate the configuration of components into applications and the verification of composite behaviours. A configuration model is constructed which maintains the environmental state. Adaptive management is made possible by changing the management policy according to this state. Such policy changes affect the location of objects, their bindings, and the choice of messaging system
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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