14 research outputs found

    Responsive and Personalized Web Layouts with Integer Programming

    Get PDF
    Over the past decade, responsive web design (RWD) has become the de facto standard for adapting web pages to a wide range of devices used for browsing. While RWD has improved the usability of web pages, it is not without drawbacks and limitations: designers and developers must manually design the web layouts for multiple screen sizes and implement associated adaptation rules, and its "one responsive design fits all"approach lacks support for personalization. This paper presents a novel approach for automated generation of responsive and personalized web layouts. Given an existing web page design and preferences related to design objectives, our integer programming -based optimizer generates a consistent set of web designs. Where relevant data is available, these can be further automatically personalized for the user and browsing device. The paper includes presentation of techniques for runtime adaptation of the designs generated into a fully responsive grid layout for web browsing. Results from our ratings-based online studies with end users (N = 86) and designers (N = 64) show that the proposed approach can automatically create high-quality responsive web layouts for a variety of real-world websites.Peer reviewe

    Designing interactions for the ageing populations – addressing global challenges

    Get PDF
    We are concurrently witnessing two significant shifts: digital devices are becoming ubiquitous, and older people are becoming a very large demographic group. However, despite the recent increase in related CHI publications, older adults continue to be underrepresented in HCI research as well as commercially. Therefore, the overarching aim of this workshop is to increase the momentum for such research within CHI and related fields such as gerontechnology. For this, we plan to create a space for discussing and sharing principles and strategies to design interactions and evaluate user interfaces (UI) for the ageing population. We thus welcome contributions of empirical studies, theories, design and evaluation of UIs for older adults. Building on the success of last two year’s workshops, we aim to grow the community of CHI researchers across borders interested in this topic by fostering a space to exchange results, methods, approaches, and ideas from research on interactive applications in support of older adults that are reflective of international diversity that is representative of CHI

    Designing mobile interactions for the ageing populations

    Get PDF
    We are concurrently witnessing two significant shifts: mobiles are becoming the most used computing device; and older people are becoming the largest demographic group. However, despite the recent increase in related CHI publication, older adults continue to be underrepresented in HCI research as well as commercially, further widening the digital divide they face and hampering their social participation. This workshop aims to increase the momentum for such research within CHI and related fields such as gerontechnology. We plan to create a space for discussing and sharing principles and strategies to design and evaluate mobile user interfaces for the aging population. We thus welcome contributions to empirical studies, theories, design and evaluation of mobile interfaces for older adults

    Johdantoteos monitieteelliseen mieleen

    Get PDF
    Kirjallisuusarvostel

    Semantic distance as a critical factor in icon design for in-car infotainment systems

    No full text
    In-car infotainment systems require icons that enable fluent cognitive information processing and safe interaction while driving. An important issue is how to find an optimised set of icons for different functions in terms of semantic distance. In an optimised icon set, every icon needs to be semantically as close as possible to the function it visually represents and semantically as far as possible from the other functions represented concurrently. In three experiments (N = 21 each), semantic distances of 19 icons to four menu functions were studied with preference rankings, verbal protocols, and the primed product comparisons method. The results show that the primed product comparisons method can be efficiently utilised for finding an optimised set of icons for time-critical applications out of a larger set of icons. The findings indicate the benefits of the novel methodological perspective into the icon design for safety-critical contexts in general.peerReviewe

    Relating Experience Goals with Visual User Interface Design

    No full text
    This article examines the cognitive process of visually experiencing user interfaces. It contributes to a theory- A nd methodology-grounded understanding of how UIs are experienced with regard to various aesthetic criteria. This aids in considering the targeted experience goals in relation to visual design choices-a problem that designers usually have to tackle intuitively. The issue in explicitly relating designs to experiences stems from the complexity of the process in which visual stimuli are processed and turned into experiences. The authors present a cognitive top-down approach to this process, rooted in the appraisal theory and the theory of the predictive brain. Several predictions are derived via this approach, and an eye-tracking experiment with Web sites is presented that provides evidence of them. The experience goals and repeated exposure to stimuli are shown to affect appraisal times and visual scanpaths in Web pages' evaluation; this supports the top-down approach described. Researchers can usethe findings to inform their theoretical and empirical pursuits as they strive to understand what makes design artefacts emotionally evocative, and the methodology outlined can assist designers in locating the visual regions and elements relevant for experiential design goals.Peer reviewe

    Cognitive Modelling:From GOMS to Deep Reinforcement Learning

    No full text

    Learning to type with mobile keyboards: Findings with a randomized keyboard

    No full text
    This paper demonstrates the learning process of typing by tracing the development of eye and finger movement strategies over time. We conducted a controlled experiment in which users typed with Qwerty and randomized keyboards on a smartphone, allowing us to induce and analyze users’ behavioral strategies with different amounts of accumulated typing experience. We demonstrate how strategies, such as speed-accuracy trade-offs and gaze deployment between different regions of the typing interface depend on the amount of experience. The results suggest that, in addition to motor learning, the development of performance in mobile typing is attributable to the adaptation of visual attention and eye-hand coordination, in particular, the development of better location memory for the keyboard layout shapes the strategies. The findings shed light on how visuomotor control strategies develop during learning to type.Peer reviewe

    Adaptive feature guidance: Modelling visual search with graphical layouts

    No full text
    | openaire: EC/H2020/637991/EU//COMPUTEDWe present a computational model of visual search on graphical layouts. It assumes that the visual system is maximising expected utility when choosing where to fixate next. Three utility estimates are available for each visual search target: one by unguided perception only, and two, where perception is guided by long-term memory (location or visual feature). The system is adaptive, starting to rely more upon long-term memory when its estimates improve with experience. However, it needs to relapse back to perception-guided search if the layout changes. The model provides a tool for practitioners to evaluate how easy it is to find an item for a novice or an expert, and what happens if a layout is changed. The model suggests, for example, that (1) layouts that are visually homogeneous are harder to learn and more vulnerable to changes, (2) elements that are visually salient are easier to search and more robust to changes, and (3) moving a non-salient element far away from original location is particularly damaging. The model provided a good match with human data in a study with realistic graphical layouts.Peer reviewe

    Touchscreen typing as optimal supervisory control

    Get PDF
    Funding Information: This research has been supported by the Academy of Finland projects BAD and Human Automata, and Finnish Center for AI (FCAI). Anqi Yang helped with the UI development. The project has a website at https://userinterfaces.aalto.fi/touchscreen-typing/ Publisher Copyright: © 2021 ACM.Traditionally, touchscreen typing has been studied in terms of motor performance. However, recent research has exposed a decisive role of visual attention being shared between the keyboard and the text area. Strategies for this are known to adapt to the task, design, and user. In this paper, we propose a unifying account of touchscreen typing, regarding it as optimal supervisory control. Under this theory, rules for controlling visuo-motor resources are learned via exploration in pursuit of maximal typing performance. The paper outlines the control problem and explains how visual and motor limitations afect it. We then present a model, implemented via reinforcement learning, that simulates co-ordination of eye and fnger movements. Comparison with human data affrms that the model creates realistic fnger-and eye-movement patterns and shows human-like adaptation. We demonstrate the model's utility for interface development in evaluating touchscreen keyboard designs.Peer reviewe
    corecore