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result(s) for
"user interface design"
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Designing with the mind in mind : simple guide to understanding user interface design guidelines
by
Johnson, Jeff, Ph. D
in
Design
,
Graphical user interfaces (Computer systems)
,
Interaction Design
2014,2013
In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow.Early UI practitioners were trained in cognitive psychology.
Cross-cultural usability evaluation of AI-based adaptive user interface for mobile applications
by
Miraz, Mahdi
,
Ali, Maaruf
,
Excell, Peter Stuart
in
Applications programs
,
Artificial intelligence (AI); CIAUI (culturally inclusive adaptive user interface) framework; cross-cultural inclusivity; digital footprint; plasticity of user interface design; SVM classifiers; usability evaluation
,
Culture
2022
With the widespread purchase of mobile communication devices and their extensive usage in every aspect of life, allied with global mobility and market penetration – a more culturally universally adaptable interface has become a priority. This pliable interface must conform continuously with the changing abilities of the end user and the person’s culture, irrespective of the prevailing ambient culture. The information required to customise this interface must be derived from the user’s actual digital footprint and not on their feedback. This treatise presents the usability evaluation results of a culturally inclusive and ubiquitous mobile learning (M-Learning) platform (‘Mobile Academy’), with an AI-based adaptive user interface which takes the snapshot of the installed apps on a smartphone as input, predicts the user’s cultural affiliation as well as the language preference and thus offer a culturally customised user interface as the output. The proof of concept (PoC) prototype has been developed based on the CIAUI (Culturally Inclusive Adaptive User Interface) framework, using plasticity of user interface techniques. This approach was taken to test the affordability of developing inclusive applications, considering the ever growing large global culturally diverse user base. Usability evaluation was then conducted and the results carefully analysed. The results indicated that the PoC exhibited enhanced cross-cultural usability and affordability of such techniques. The evaluation results of the PoC also advocates in favour of the user’s cultural profiling based on the mobile usage data, particularly a single snapshot of installed apps. The research provides direction for future research and application development.
Journal Article
Mobile AR Interaction Design Patterns for Storytelling in Cultural Heritage: A Systematic Review
by
Koutsabasis, Panayiotis
,
Nikolarakis, Andreas
in
Algorithms
,
Augmented Reality
,
Computer & video games
2024
The recent advancements in mobile technologies have enabled the widespread adoption of augmented reality (AR) to enrich cultural heritage (CH) digital experiences. Mobile AR leverages visual recognition capabilities and sensor data to superimpose digital elements into the user’s view of their surroundings. The pervasive nature of AR serves several purposes in CH: visitor guidance, 3D reconstruction, educational experiences, and mobile location-based games. While most literature reviews on AR in CH focus on technological aspects such as tracking algorithms and software frameworks, there has been little exploration of the expressive affordances of AR for the delivery of meaningful interactions. This paper (based on the PRISMA guidelines) considers 64 selected publications, published from 2016 to 2023, that present mobile AR applications in CH, with the aim of identifying and analyzing the (mobile) AR (interaction) design patterns that have so far been discussed sporadically in the literature. We identify sixteen (16) main UX design patterns, as well as eight (8) patterns with a single occurrence in the paper corpus, that have been employed—sometimes in combination—to address recurring design problems or contexts, e.g., user navigation, representing the past, uncovering hidden elements, etc. We analyze each AR design pattern by providing a title, a working definition, principal use cases, and abstract illustrations that indicate the main concept and its workings (where applicable) and explanation with respect to examples from the paper corpus. We discuss the AR design patterns in terms of a few broader design and development concerns, including the AR recognition approach, content production and development requirements, and affordances for storytelling, as well as possible contexts and experiences, including indoor/outdoor settings, location-based experiences, mobile guides, and mobile games. We envisage that this work will thoroughly inform AR designers and developers abot the current state of the art and the possibilities and affordances of mobile AR design patterns with respect to particular CH contexts.
Journal Article
About Face
2014
The essential interaction design guide, fully revised and updated for the mobile age About Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account. New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts. The interaction design profession is blooming with the success of design-intensive companies, priming customers to expect \"design\" as a critical ingredient of marketplace success. Consumers have little tolerance for websites, apps, and devices that don't live up to their expectations, and the responding shift in business philosophy has become widespread. About Face is the book that brought interaction design out of the research labs and into the everyday lexicon, and the updated Fourth Edition continues to lead the way with ideas and methods relevant to today's design practitioners and developers. Updated information includes: * Contemporary interface, interaction, and product design methods * Design for mobile platforms and consumer electronics * State-of-the-art interface recommendations and up-to-date examples * Updated Goal-Directed Design methodology Designers and developers looking to remain relevant through the current shift in consumer technology habits will find About Face to be a comprehensive, essential resource.
Sketching user experiences
by
Greenberg, Saul
in
Freehand technical sketching
,
Freehand technical sketching -- Technique
,
Industrial design
2012,2011
Sketching Working Experience: The Workbook provides information about the step-by-step process of the different sketching techniques.It offers methods called design thinking, as a way to think as a user, and sketching, a way to think as a designer.
The Impact of Information Relevancy and Interactivity on Intensivists’ Trust in a Machine Learning–Based Bacteremia Prediction System: Simulation Study
2024
The exponential growth in computing power and the increasing digitization of information have substantially advanced the machine learning (ML) research field. However, ML algorithms are often considered \"black boxes,\" and this fosters distrust. In medical domains, in which mistakes can result in fatal outcomes, practitioners may be especially reluctant to trust ML algorithms.
The aim of this study is to explore the effect of user-interface design features on intensivists' trust in an ML-based clinical decision support system.
A total of 47 physicians from critical care specialties were presented with 3 patient cases of bacteremia in the setting of an ML-based simulation system. Three conditions of the simulation were tested according to combinations of information relevancy and interactivity. Participants' trust in the system was assessed by their agreement with the system's prediction and a postexperiment questionnaire. Linear regression models were applied to measure the effects.
Participants' agreement with the system's prediction did not differ according to the experimental conditions. However, in the postexperiment questionnaire, higher information relevancy ratings and interactivity ratings were associated with higher perceived trust in the system (P<.001 for both). The explicit visual presentation of the features of the ML algorithm on the user interface resulted in lower trust among the participants (P=.05).
Information relevancy and interactivity features should be considered in the design of the user interface of ML-based clinical decision support systems to enhance intensivists' trust. This study sheds light on the connection between information relevancy, interactivity, and trust in human-ML interaction, specifically in the intensive care unit environment.
Journal Article
Evaluation of User Interfaces Description Languages to Augmented Reality
by
Bautista-Rojas, Luis-Eduardo
,
Pedraza-Ferreira, Gabriel-Rodrigo
,
Cruz-Carrizales, Camilo-Andrés
in
Aerospace industry
,
Augmented Reality
,
based user interfaces design
2021
Augmented reality is a rapidly advancing technology as it is widely used in several applications and domains, from the aerospace industry to medical-surgical applications, particularly in learning and training. A fundamental part of the educational use is the graphical user interface as a vehicle to deliver information to students. Within the augmented experiences development process, it is necessary to identify the most appropriate way to describe the user interface. This article evaluates languages describing augmented reality user interfaces. In this paper, several languages are analyzed, and new criteria are proposed to extend the evaluation framework. Finally, the results show the current limitations and the slowdown of development and adaptation of new languages for augmented reality platforms.
Journal Article
A Human-Centered Design Methodology to Enhance the Usability, Human Factors, and User Experience of Connected Health Systems: A Three-Phase Methodology
2017
Design processes such as human-centered design, which involve the end user throughout the product development and testing process, can be crucial in ensuring that the product meets the needs and capabilities of the user, particularly in terms of safety and user experience. The structured and iterative nature of human-centered design can often present a challenge when design teams are faced with the necessary, rapid, product development life cycles associated with the competitive connected health industry.
We wanted to derive a structured methodology that followed the principles of human-centered design that would allow designers and developers to ensure that the needs of the user are taken into account throughout the design process, while maintaining a rapid pace of development. In this paper, we present the methodology and its rationale before outlining how it was applied to assess and enhance the usability, human factors, and user experience of a connected health system known as the Wireless Insole for Independent and Safe Elderly Living (WIISEL) system, a system designed to continuously assess fall risk by measuring gait and balance parameters associated with fall risk.
We derived a three-phase methodology. In Phase 1 we emphasized the construction of a use case document. This document can be used to detail the context of use of the system by utilizing storyboarding, paper prototypes, and mock-ups in conjunction with user interviews to gather insightful user feedback on different proposed concepts. In Phase 2 we emphasized the use of expert usability inspections such as heuristic evaluations and cognitive walkthroughs with small multidisciplinary groups to review the prototypes born out of the Phase 1 feedback. Finally, in Phase 3 we emphasized classical user testing with target end users, using various metrics to measure the user experience and improve the final prototypes.
We report a successful implementation of the methodology for the design and development of a system for detecting and predicting falls in older adults. We describe in detail what testing and evaluation activities we carried out to effectively test the system and overcome usability and human factors problems.
We feel this methodology can be applied to a wide variety of connected health devices and systems. We consider this a methodology that can be scaled to different-sized projects accordingly.
Journal Article
Increasing Accountability Through User-Interface Design Artifacts
by
Vance, Anthony
,
Lowry, Paul Benjamin
,
Eggett, Dennis
in
Access control
,
Accountability
,
Human-computer interaction
2015
Access-policy violations are a growing problem with substantial costs for organizations. Although training programs and sanctions have been suggested as a means of reducing these violations, evidence shows the problem persists. It is thus imperative to identify additional ways to reduce access-policy violations, especially for systems providing broad access to data. We use accountability theory to develop four user-interface (UI) design artifacts that raise users’ accountability perceptions within systems and in turn decrease access-policy violations. To test our model, we uniquely applied the scenario-based factorial survey method to various graphical manipulations of a records system containing sensitive information at a large organization with over 300 end users who use the system daily. We show that the UI design artifacts corresponding to four submanipulations of accountability can raise accountability and reduce access policy violation intentions. Our findings have several theoretical and practical implications for increasing accountability using UI design. Moreover, we are the first to extend the scenario-based factorial survey method to test design artifacts. This method provides the ability to use more design manipulations and to test with fewer users than is required in traditional experimentation and research on human–computer interaction. We also provide bootstrapping tests of mediation and moderation and demonstrate how to analyze fixed and random effects within the factorial survey method optimally.
Journal Article
Sketching User Experiences: The Workbook
by
Saul Greenberg
,
Sheelagh Carpendale
,
Nicolai Marquardt
in
Design
,
Freehand technical sketching
,
Industrial design
2011,2012
Sketching Working Experience: The Workbook provides information about the step-by-step process of the different sketching techniques. It offers methods called design thinking, as a way to think as a user, and sketching, a way to think as a designer. User-experience designers are designers who sketch based on their actions, interactions, and experiences. The book discusses the differences between the normal ways to sketch and sketching used by user-experience designers. It also describes some motivation on why a person should sketch and introduces the sketchbook. The book reviews the different sketching methods and the modules that contain a particular sketching method. It also explains how the sketching methods are used. Readers who are interested in learning, understanding, practicing, and teaching experience design, information design, interface design, and information architecture will find this book relevant. Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills Extremely practical, with illustrated examples detailing all steps on how to do a method Excellent for individual learning, for classrooms, and for a team that wants to develop a culture of design practice Perfect complement to Buxton’s Sketching User Experience or any UX text Author-maintained companion website at http://grouplab.cpsc.ucalgary.ca/sketchbook/