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"Web-based user interfaces Design."
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Communicating the User Experience
2011
A clear and focused guide to creating useful user experience documentation As web sites and applications become richer and more complex, the user experience (UX) becomes critical to their success. This indispensible and full-color book provides practical guidance on this growing field and shares valuable UX advice that you can put into practice immediately on your own projects. The authors examine why UX is gaining so much interest from web designers, graduates, and career changers and looks at the new UX tools and ideas that can help you do your job better. In addition, you'll benefit from the unique insight the authors provide from their experiences of working with some of the world's best-known companies, learning how to take ideas from business requirements, user research, and documentation to create and develop your UX vision. Explains how to create documentation that clearly communicates the vision for the UX design and the blueprint for how it's going to be developed Provides practical guidance that you can put to work right away on their own projects Looks at the new UX tools and ideas that are born every day, aimed at helping you do your job better and more efficiently Covers a variety of topics including user journeys, task models, funnel diagrams, content audits, sitemaps, wireframes, interactive prototypes, and more Communicating the User Experience is an ideal resource for getting started with creating UX documentation.
A Review of Immersive Technologies, Knowledge Representation, and AI for Human-Centered Digital Experiences
by
Zabulis, Xenophon
,
Partarakis, Nikolaos
in
Analysis
,
Artificial intelligence
,
Computer & video games
2024
The evolution of digital technologies has resulted in the emergence of diverse interaction technologies. In this paper, we conducted a review of seven domains under a human-centric approach user interface design, human-centered web-based information systems, semantic knowledge representation, X-reality applications, human motion and 3D digitization, serious games, and AI. In this review, we studied these domains concerning their impact on the way we interact with digital interfaces, process information, and engage in immersive experiences. As such, we highlighted the shifts in design paradigms, user-centered principles, and the rise of web-based information systems. The results of such shifts are materialized in modern immersive technologies, semantic knowledge representation, serious games, and the facilitation of artificial intelligence for interactions. Through this exploration, we aimed to assist our understanding of the challenges that lie ahead. The seamless integration of technologies, ethical considerations, accessibility, education for technological literacy, interoperability, user trust, environmental sustainability, and regulatory frameworks are becoming significant. These challenges present opportunities for the future to enrich human experiences while addressing societal needs. This paper lays the groundwork for thoughtful and innovative approaches to the challenges that will define the future of human–computer interaction and information technologies.
Journal Article
Using a Human-Centered Design Process to Evaluate and Optimize User Experience of a Website (InPACT at Home) to Promote Youth Physical Activity: Case Study
2024
Web-based physical activity interventions often fail to reach the anticipated public health impact due to insufficient use by the intended audiences.
The purpose of this study was to use a human-centered design process to optimize the user experience of the Interrupting Prolonged sitting with ACTivity (InPACT) at Home website to promote youth physical activity participation.
Qualitative interviews were conducted to assess engagement and pain points with the InPACT at Home website. Interview data were used to create affinity maps to identify themes of user responses, conduct a heuristic evaluation according to Nielsen's usability heuristics framework, and complete a competitive analysis to identify the strengths and weaknesses of competitors who offered similar products.
Key themes from end user interviews included liking the website design, finding the website difficult to navigate, and wanting additional features (eg, library of watched videos). The website usability issues identified were lack of labeling and categorization of exercise videos, hidden necessary actions and options hindering users from decision-making, error-prone conditions, and high cognitive load of the website. Competitive analysis results revealed that YouTube received the highest usability ratings followed by the Just Dance and Presidential Youth Fitness Program websites.
Human-centered design approaches are useful for bringing end users and developers together to optimize user experience and impact public health. Future research is needed to examine the effectiveness of the InPACT at Home website redesign to attract new users and retain current users, with the end goal of increasing youth physical activity engagement.
Journal Article
Evaluation of Different Recruitment Methods: Longitudinal, Web-Based, Pan-European Physical Activity Through Sustainable Transport Approaches (PASTA) Project
2019
Sufficient sample size and minimal sample bias are core requirements for empirical data analyses. Combining opportunistic recruitment with a Web-based survey and data-collection platform yields new benefits over traditional recruitment approaches.
This paper aims to report the success of different recruitment methods and obtain data on participants' characteristics, participation behavior, recruitment rates, and representativeness of the sample.
A longitudinal, Web-based survey was implemented as part of the European PASTA (Physical Activity through Sustainable Transport Approaches) project, between November 2014 and December 2016. During this period, participants were recruited from 7 European cities on a rolling basis. A standardized guide on recruitment strategy was developed for all cities, to reach a sufficient number of adult participants. To make use of the strengths and minimize weakness, a combination of different opportunistic recruitment methods was applied. In addition, the random sampling approach was applied in the city of Örebro. To reduce the attrition rate and improve real-time monitoring, the Web-based platform featured a participant's and a researchers' user interface and dashboard.
Overall, 10,691 participants were recruited; most people found out about the survey through their workplace or employer (2300/10691, 21.51%), outreach promotion (2219/10691, 20.76%), and social media (1859/10691, 17.39%). The average number of questionnaires filled in per participant varied significantly between the cities (P<.001), with the highest number in Zurich (11.0, SE 0.33) and the lowest in Örebro (4.8, SE 0.17). Collaboration with local organizations, the use of Facebook and mailing lists, and direct street recruitment were the most effective approaches in reaching a high share of participants (P<.001). Considering the invested working hours, Facebook was one of the most time-efficient methods. Compared with the cities' census data, the composition of study participants was broadly representative in terms of gender distribution; however, the study included younger and better-educated participants.
We observed that offering a mixed recruitment approach was highly effective in achieving a high participation rate. The highest attrition rate and the lowest average number of questionnaires filled in per participant were observed in Örebro, which also recruited participants through random sampling. These findings suggest that people who are more interested in the topic are more willing to participate and stay in a survey than those who are selected randomly and may not have a strong connection to the research topic. Although direct face-to-face contacts were very effective with respect to the number of recruited participants, recruiting people through social media was not only effective but also very time efficient. The collected data are based on one of the largest recruited longitudinal samples with a common recruitment strategy in different European cities.
Journal Article
Exploring non-linear relationships between perceived interactivity or interface design and acceptance of collaborative web-based learning
2023
The novelty of this study is in developing a conceptual model for predicting the non-linear relationships between human–computer interaction factors and ease of use and usefulness of collaborative web-based learning or e-learning. Ten models (logarithmic, inverse, quadratic, cubic, compound, power, s-curve, growth, exponential, and logistic) were examined as functions of effects compared to linear relationships to see which was the most appropriate, based on R2, adjusted R2 and SEE values. To answer the addressed questions, the researcher surveyed 103 students from Kadir Has University about the perceived interface and interactivity of e-learning. The results show that most of the hypotheses formulated for this purpose have been proven. Our analysis shows that cubic models (the relationship between ease of use and usefulness, visual design, course environment, learner-interface interactivity, and course evaluation system and ease of use), quadratic models (the relationship between visual design, and system quality and usefulness, course structure and content, course environment, and system quality and ease of use), logarithmic model (the relationship between course evaluation system and usefulness), and s-curve models (learner-interface interactivity, navigation, and course structure and content and usefulness) performed better in the description for the correlations.
Journal Article
Design and the Digital Humanities
2022
Designers and digital humanists have successfully worked together for over twenty years, but many people from both fields have yet to enjoy the many opportunities such collaborations represent. This guide prepares readers for working together, outlining disciplinary perspectives, lessons learned and practical exercises. 46 b/w illus., 33 charts.
Integrating Natural Language Processing and Interpretive Thematic Analyses to Gain Human-Centered Design Insights on HIV Mobile Health: Proof-of-Concept Analysis
by
Cruse, Carolyn Marie
,
Skeen, Simone J
,
Horvath, Keith J
in
Acquired immune deficiency syndrome
,
AIDS
,
Clinical trials
2022
Background: HIV mobile health (mHealth) interventions often incorporate interactive peer-to-peer features. The user-generated content (UGC) created by these features can offer valuable design insights by revealing what topics and life events are most salient for participants, which can serve as targets for subsequent interventions. However, unstructured, textual UGC can be difficult to analyze. Interpretive thematic analyses can preserve rich narratives and latent themes but are labor-intensive and therefore scale poorly. Natural language processing (NLP) methods scale more readily but often produce only coarse descriptive results. Recent calls to advance the field have emphasized the untapped potential of combined NLP and qualitative analyses toward advancing user attunement in next-generation mHealth. Objective: In this proof-of-concept analysis, we gain human-centered design insights by applying hybrid consecutive NLP-qualitative methods to UGC from an HIV mHealth forum. Methods: UGC was extracted from Thrive With Me, a web app intervention for men living with HIV that includes an unstructured peer-to-peer support forum. In Python, topics were modeled by latent Dirichlet allocation. Rule-based sentiment analysis scored interactions by emotional valence. Using a novel ranking standard, the experientially richest and most emotionally polarized segments of UGC were condensed and then analyzed thematically in Dedoose. Design insights were then distilled from these themes. Results: The refined topic model detected K=3 topics: A: disease coping; B: social adversities; C: salutations and check-ins. Strong intratopic themes included HIV medication adherence, survivorship, and relationship challenges. Negative UGC often involved strong negative reactions to external media events. Positive UGC often focused on gratitude for survival, well-being, and fellow users’ support. Conclusions: With routinization, hybrid NLP-qualitative methods may be viable to rapidly characterize UGC in mHealth environments. Design principles point toward opportunities to align mHealth intervention features with the organically occurring uses captured in these analyses, for example, by foregrounding inspiring personal narratives and expressions of gratitude, or de-emphasizing anger-inducing media.
Journal Article
GamePlan4Care, a Web-Based Adaptation of the Resources for Enhancing Alzheimer’s Caregiver Health II Intervention for Family Caregivers of Persons Living With Dementia: Formative, Qualitative Usability Testing Study
2025
The negative consequences of caregiving can be mitigated by providing caregivers with support programs that increase their dementia care skills and provide emotional and tangible support. Web-based technology can increase the availability of evidence-based caregiver interventions. GamePlan4Care (GP4C) is a web-based adaptation of the Resources for Enhancing Alzheimer's Caregiver Health II (REACH II) intervention, redesigned and reformatted for web-based delivery.
The goal of GP4C is to create a web-based family caregiver support platform that facilitates self-directed exposure to evidence-based skills training and support for caregivers of persons living with dementia. This multidimensional approach of using technology enhanced with live support has the potential for improved scalability and sustainability. In preparation for a randomized clinical trial of the new intervention, the GP4C platform underwent user interface/user experience (UI/UX) testing with caregivers as part of an iterative design process.
UI/UX testing of caregivers' reactions to technical and content-related aspects of the platform was conducted with 31 caregivers recruited through partnerships with community-based organizations in central Texas. Usability testing consisted of performing system tasks, answering open-ended questions on the tasks, and providing feedback on their experience with the platform. Two researchers used an inductive thematic approach to data analysis using transcripts of individual audio and screen-recorded sessions with each participant. The analysis consisted of 3 phases: data familiarization, coding, and theme formulation.
In total, 18 participants tested technical-related aspects of the GP4C platform, and 13 participants tested content-related aspects. The average age of participants was 62 (SD 12.2, range 31-86). A majority of participants were female (27/31, 87.1%) and White or Caucasian (26/31, 83.1%) while almost one-third were Hispanic (10/31, 32.3%). The thematic analysis revealed 3 themes: supportive resources as a common theme, active engagement for technical aspects of the platform, and a comprehensive approach for content aspects of the platform. Participants also suggested changes in navigation and content.
Findings from the usability testing sessions indicate that the platform provided engaging, useful content that the caregiver would continue to use, resonated with their caregiving experience, helped the caregivers think through their choices and emotions, and could be used to help communicate with the person living with dementia. Caregivers appreciated the personalization based on what they had already completed and the concept of having a Dementia Care Navigator when they needed additional help. Caregivers also provided multiple suggestions on how to improve the system, including changes for easier navigation and inclusiveness. This positive feedback indicates that with a few changes, the platform would be beneficial to meet the needs and provide resources for caregivers of persons living with dementia. The process of involving end users in usability testing during the development stage ensures that the finished tool will better meet users' expectations and current needs.
Journal Article
A web-based platform for automated vat photopolymerization additive manufacturing process
by
Hsieh, Sheng-Jen
,
Wang, Jia-Chang
,
Ruilova, Manuel
in
3-D printers
,
Adaptive control
,
Additive manufacturing
2022
Vat photopolymerization (VP) has been adopted rapidly and widely due to its ability to print 3D objects with high resolution and accuracy, and its high speed of fabrication over a wide range of materials. However, commercial VP printers have limited functionality and are designed primarily for local use. In this research, a generic web-based VP (WBVP) platform was built to provide enhanced functionality and remote access. A novel adaptive controller for printer parameters was developed to reduce the impact of pulling force problem in bottom-up VP 3D printing as well as speed up the manufacturing problem, new geometric and energy calibration algorithms were developed to alleviate shape distortion and uneven heating problems due to curvature of the lens, and a novel web interface was created to allow either one user to control multiple machines and or multiple users to control a single machine to make parts in real-time. The developed platform produced 3D parts with higher resolution and quality in less processing time as compared with a commercially available VP machine.
Journal Article