This paper presents our team's design and implementation of an innovative solution to solve the challenge proposed by the 3DUI Contest, which consisted of creating a 3DUI to solve simple 3D puzzles. Rather than us...
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In this paper we present a game-based approach to stop a driver from speeding by means of social persuasion. The approach utilizes a digital game played by a passenger inside the car. The game serves as a mediatory ar...
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In this paper we theoretically reflect upon persuasive technology usage under the light of technology appropriation. The intended usage of technology often fails, meaning that the designers’ intended use is not alway...
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Fabric is a dynamic, flexible surface material that holds promise to represent many different kinds of surfaces. We explore how we can use such a flexible material as an interactive 3D input device for various kinds o...
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Sensemaking with large multimedia dataset is a cognitively intensive task that requires analysts to understand the underlying stories that the dataset tells. Often, analysts use tools in order to offload cognition as ...
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The use of multiple monitors for personal desktop computing is becoming more prevalent as the price of display technology decreases. The use of two monitors for a single desktop has been shown to have performance impr...
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Although many virtual environment (VE) technologies such as the four-screen CAVE™ are described as immersive, users can still perceive distractions from the real world. This exposure to real-world distraction may redu...
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ISBN:
(纸本)1595933212
Although many virtual environment (VE) technologies such as the four-screen CAVE™ are described as immersive, users can still perceive distractions from the real world. This exposure to real-world distraction may reduce users' sense of presence, and if presence is correlated with performance as some have claimed, the real-world distractions may also hinder performance. Thus, VE designers may want to consider ways to reduce real-world distraction. This paper presents an experiment to investigate the effect of reduced visual stimulus in the peripheral area on user performance and the usability of an immersive VE. We carefully designed three tasks that cause different levels of awareness of the real-world distraction. Using these tasks, we evaluated users' performance and preference in two conditions. The low-stimulus condition was created by hanging a black cloth across the missing back wall of a CAVE. The high-stimulus condition was created by projected animations and real human motion outside the CAVE. The experiments show that reduced distraction may have a positive or negative effect on user performance, depending on the specific tasks and environments. Copyright 2006 ACM.
Typically viewed as competing design approaches, this paper illustrates how claims and personas can be used together in user interface design. Our combined approach is exemplified in the development of a notification ...
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ISBN:
(纸本)1595930590
Typically viewed as competing design approaches, this paper illustrates how claims and personas can be used together in user interface design. Our combined approach is exemplified in the development of a notification system called NotiFly. We introduce the idea of claims-based personas as a design tool in a scenario-based approach. Following a discussion of NotiFly's development, we speculate on the theories that led to the system development and how they might impact HCI design process. Based on the findings encountered during the development of NotiFly, we present direction for future work to better systems like Notifly and notification systems in general. Copyright 2005 ACM.
The interdisciplinary nature of system design can lead to communication problems between developers in different fields. This is becoming evident in the emerging field of agile software development which has largely i...
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ISBN:
(纸本)1595932984
The interdisciplinary nature of system design can lead to communication problems between developers in different fields. This is becoming evident in the emerging field of agile software development which has largely ignored or been unable to address usability. This work presents a development process and toolset that draws on extreme programming - an agile software development process, and scenario-based design - a usability engineering process. This approach will allow developers in both fields to better communicate and work together to efficiently design usable systems.
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