The way in which designers choose between alternatives in user interface design can affect both the design process and also the quality of the outcome, i.e., the user interface. However, little is known about the know...
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The way in which designers choose between alternatives in user interface design can affect both the design process and also the quality of the outcome, i.e., the user interface. However, little is known about the knowledge drawn on during. or the processes that guide, the choice between design alternatives. This paper presents the results of an empirical study aimed at modelling 'trade-off decision making' in user interface design. It is argued that a single abstract vocabulary can capture important aspects of the rich knowledge drawn on during design problem solving. It is also argued that designers' reasoning during 'choice episodes' is not sophisticated. In choosing between alternatives in design, designers invariably limit the range, or nature, of the alternatives considered. The implications of this finding are discussed.
We designed a collaborative navigation interface in which one user (the controller) guides a second, remote user (the navigator) through a 3D game environment. Both sides of the interface use commercially available ga...
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IShell is a visual user interface for interaction using gestures under the UNIX operating system. A visual script language for building commands - IScript - is an integral part of the IShell environment The user can d...
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After an historical review of evaluation methods, we describe an emerging research method called Multi-dimensional In-depth Long-term Case studies (MILCs) which seems well adapted to study the creative activities that...
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ISBN:
(纸本)1595935622
After an historical review of evaluation methods, we describe an emerging research method called Multi-dimensional In-depth Long-term Case studies (MILCs) which seems well adapted to study the creative activities that users of information visualization systems engage in. We propose that the efficacy of tools can be assessed by documenting 1) usage (observations, interviews, surveys, logging etc.) and 2) expert users' success in achieving their professional goals. We summarize lessons from related ethnography methods used in HCI and provide guidelines for conducting MILCs for information visualization. We suggest ways to refine the methods for MILCs in modest sized projects and then envision ambitious projects with 3-10 researchers working over 1-3 years to understand individual and organizational use of information visualization by domain experts working at the frontiers of knowledge in their fields. Copyright 2006 ACM.
Understanding neural networks is challenging due to their high-dimensional, interacting components. Inspired by human cognition, which processes complex sensory data by chunking it into recurring entities, we propose ...
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While interest in blending sound with culinary experiences has grown in human-Food interaction (HFI), the significance of food's material properties in shaping sound-related interactions has largely been overlooke...
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ISBN:
(纸本)9798400713941
While interest in blending sound with culinary experiences has grown in human-Food interaction (HFI), the significance of food's material properties in shaping sound-related interactions has largely been overlooked. This paper explores the opportunity to enrich the HFI experience by treating food not merely as passive nourishment but as an integral material in computational architecture with input/output capabilities. We introduce “Sonic Delights,” where food is a comestible auditory-gustatory interface to enable users to interact with and consume digital sound. This concept redefines food as a conduit for interactive auditory engagement, shedding light on the untapped multisensory possibilities of merging taste with digital sound. An associated study allowed us to articulate design insights for forthcoming HFI endeavors that seek to weave food into multisensory design, aiming to further the integration of digital interactivity with the culinary arts.
How human cognitive abilities are formed has long captivated researchers. However, a significant challenge lies in developing meaningful methods to measure these complex processes. With the advent of large language mo...
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As documented in several research studies, consumers may encounter dark patterns in many online contexts, such as when making choices to consent to the disclosure of personal information or to cookies, when interactin...
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In light of changing demographics and an ageing population, research on new technologies to support older people and people with disabilities in independent living is vital. This paper will present the results to date...
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User interfaces can improve task performance by exploiting the powerful human capabilities for spatial cognition. This opportunity has been demonstrated by many prior experiments. It is tempting to believe that provid...
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ISBN:
(纸本)1581134533
User interfaces can improve task performance by exploiting the powerful human capabilities for spatial cognition. This opportunity has been demonstrated by many prior experiments. It is tempting to believe that providing greater spatial flexibility-by moving from flat 2D to 3D user interfaces-will further enhance user performance. This paper describes an experiment that investigates the effectiveness of spatial memory in real-world physical models and in equivalent computer-based virtual systems. The different models vary the user's freedom to use depth and perspective in spatial arrangements of images representing web pages. Results show that the subjects' performance deteriorated in both the physical and virtual systems as their freedom to locate items in the third dimension increased. Subjective measures reinforce the performance measures, indicating that users found interfaces with higher dimensions more 'cluttered' and less efficient.
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