209 research outputs found
SketchWizard: Wizard of Oz Prototyping of Pen-based User Interfaces
SketchWizard allows designers to create Wizard of Oz prototypes of pen-based user interfaces in the early stages of design. In the past, designers have been inhibited from participating in the design of pen-based interfaces because of the inadequacy of paper prototypes and the difficulty of developing functional prototypes. In SketchWizard, designers and end users share a drawing canvas between two computers, allowing the designer to simulate the behavior of recognition or other technologies. Special editing features are provided to help designers respond quickly to end-user input. This paper describes the SketchWizard system and presents two evaluations of our approach. The first is an early feasibility study in which Wizard of Oz was used to prototype a pen-based user interface. The second is a laboratory study in which designers used SketchWizard to simulate existing pen-based interfaces. Both showed that end users gave valuable feedback in spite of delays between end-user actions and wizard updates
A framework for the design, prototyping and evaluation of mobile interfaces for domestic environments
The idea of the smart home has been discussed for over three decades, but it has yet to achieve mass-market adoption. This thesis asks the question Why is my home not smart?
It highlights four main areas that are barriers to adoption, and concentrates on a single one of these issues: usability. It presents an investigation that focuses on design,
prototyping and evaluation of mobile interfaces for domestic environments resulting in the development of a novel framework.
A smart home is the physical realisation of a ubiquitous computing system for domestic living. The research area offers numerous benefits to end-users such as convenience,
assistive living, energy saving and improved security and safety. However, these benefits have yet to become accessible due to a lack of usable smart home control
interfaces. This issue is considered a key reason for lack of adoption and is the focus for this thesis.
Within this thesis, a framework is introduced as a novel approach for the design, prototyping and evaluation of mobile interfaces for domestic environments. Included
within this framework are three components. Firstly, the Reconfigurable Multimedia Environment (RME), a physical evaluation and observation space for conducting user
centred research. Secondly, Simulated Interactive Devices (SID), a video-based development and control tool for simulating interactive devices commonly found within
a smart home. Thirdly, iProto, a tool that facilitates the production and rapid deployment of high fidelity prototypes for mobile touch screen devices. This framework is evaluated as a round-tripping toolchain for prototyping smart home control and found to be an efficient process for facilitating the design and evaluation of such interfaces
Introducing a Socio-Technical Perspective on Digital Competence Education Through Co-design
Digital competence and programming have been part of the Swedish school curricula since 2018. This paper demonstrates how co-design design activities can be conducted as a way to provide digital competence education from a socio-technical perspective. Such activities were conducted with novice designers in three sessions, each with two school classes, from a Swedish engineering upper secondary school program in 2019. The students gained hands-on experience with interaction design and co-design as they designed a mobile application using a Wizard-of-Oz prototyping system and evaluated the prototype with users. This trial is used to argue that time allocation for socio-technical perspectives on digital competence in the Swedish school curricula can be expanded to be able to provide students with a more holistic view of digitization beyond technical issues
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The design of speech-based automated mobile phone services using interface metaphors
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Interface metaphor is a widely used design technique for interactive computer systems. The advantages of using interface metaphors derive from their ability to promote active learning, which enables a user to transfer knowledge from a familiar real world domain, to an unfamiliar computing domain. Interface metaphor is not currently used for the design of automated phone services, and it was the aim of this thesis to examine whether interface metaphor could improve the usability of speech-activated automated mobile phone services. A human-centred design methodology was followed to generate, select, and develop potential metaphors, which were used to implement metaphor-based phone services. An experimental methodology was then used to compare the usability of the metaphor-based services with the usability of currently available number-based phone services. The first experiment examined the effect of three different interface metaphors on the usability of a mobile city guide service. Usability was measured as a range of performance and attitude measures, and was supplemented by telephone interview data. After three consecutive days of usage, participants both preferred, and performed better with, the service that was based on an office filing system metaphor. Experiment two was conducted over a six week period, and investigated the effect of users' individual differences, and the context of use, on the usability of both the office filing system metaphor-based service, and a non-metaphor service. The results showed that performance with the metaphor-based service was significantly better than performance with the non-metaphor service. The usability of the metaphor-based service was not significantly affected by users' individual characteristics and aptitudes, whereas the number-based service was, suggesting that metaphor-based services may be more usable for a wider range of potential users. Usability levels for both services were found to be consistent across both private and public locations of use, suggesting that speech-activated mobile phone services provide a flexible means of information access. Experiment three investigated the strategies used by participants when interacting with mobile phone services, specifically the visualisation strategy that was used by two thirds of the metaphor-based service participants in experiment two. In addition to the attitude and performance measures used for experiments one and two, face-to face interviews were conducted with participants. The results indicated that significantly more participants visualised the metaphor-based services relative to a non-metaphor service, and that visualisation of the service structure led to significant performance improvements. This thesis has demonstrated the usability benefits of interface metaphor as a design technique for speech-based mobile phone services. These benefits of metaphor appear to derive from their ability to provide a mental model of the phone service that can be visualised, and their ability to accommodate the individual differences of users
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