scholarly journals User Interfaces

Author(s):  
Bruno Bueno Unzeta ◽  
Jan de Boer ◽  
Ruben Delvaeye ◽  
Nikodem Dernegowski ◽  
Bertrand Deroisy ◽  
...  

This report shows, that the impact of a good User Interfaces (UI) is not only affecting the usability and comfort for the user, but is also a major key to save energy. At least as important for effectiveness to the quality of individual interfaces is consistency in the meaning of individual user interface elements (visual, conceptual, auditory, etc.)

2021 ◽  
Vol 93 ◽  
pp. 29-41
Author(s):  
S. V. Sokolov ◽  
◽  
A. N. Morozov ◽  

Introduction. The article presents a model of one of the possible indicators of the quality of user interfaces (PIN) of automated workplaces of operational units of emergency and emergency rescue services (EiASS), namely, the linearization indicator that takes into account the psychophysiological features of human perception of visual information. Goals and objectives. Reducing the response time of the operational units of the EiASS by reducing the time of their dispatching. Development of a mathematical model and an algorithm for calculating the linearization indicator of PIN elements (EPIN), which allows estimating the dispatch time depending on their relative location on the monitor. Methods. Methods of set theory and relational algebra were used to construct a PIN model and an algorithm for calculating the linearization index. To describe the PIN configuration, the concepts of an archipelago and a frame of interface elements are introduced. Results and discussion. The success of the EiASS actions largely depends on the dispatch time, during which the required number of units is determined and sent. Therefore, the time spent on solving dispatching tasks is one of the most common and objective indicators of the quality of the PIN. The best of the investigated automated workplaces will be the one with the specified time less. However, the time indicator gives an idea only about the relative time - the time of operation of one automated workplace relative to another. And it does not give any idea of the absolute time that would be spent on solving the problem by some abstract automated workplace with an optimal EPIN configuration. For this reason, an indicator that is sensitive to the PIN configuration has been developed. The indicator gives an answer to the question of why one automated workplace is better than another, and can be used to optimize the layout of the PIN. Conclusions. Based on the proposed model, an algorithm for calculating the numerical values of the linearization indicator of user interface elements sensitive to their size and relative position on the monitor of the EiASS operator is developed. This allows you to optimize the user interface according to the criterion of time for solving tasks and, accordingly, reduce the dispatching time of the operational units of the EiASS. Keywords: operational units, user interface, quality, linearization indicator, navigation, sets, archipelago, frame


2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-29
Author(s):  
Arthur Sluÿters ◽  
Jean Vanderdonckt ◽  
Radu-Daniel Vatavu

Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that support intra-platform plasticity for reconfigurable displays. We instantiate the model for E3Screen, a new device that expands a conventional laptop with two slidable, rotatable, and foldable lateral displays, enabling slidable user interfaces. Based on a UML class diagram as a domain model and a SCRUD list as a task model, we define an abstract user interface as interaction units with a corresponding master-detail design pattern. We then map the abstract user interface to a concrete user interface by applying rules for the reconfiguration, concrete interaction, unit allocation, and widget selection and implement it in JavaScript. In a first experiment, we determine display configurations most preferred by users, which we organize in the form of a state-transition diagram. In a second experiment, we address reconfiguration rules and widget selection rules. A third experiment provides insights into the impact of the lateral displays on a visual search task.


2016 ◽  
Vol 10 (2) ◽  
pp. 128-147
Author(s):  
Pavel Koukal

In this paper the author addresses the issue of collective administration of graphical user interfaces according to the impact of the CJEU decision in BSA v. Ministry of Culture on the case-law in one of EU Member states (Czech Republic). The author analyses the decision of the Czech Supreme Court where this Court concluded that visitors of Internet cafés use graphical user interface actively, which represents relevant usage of a copyrighted works within the meaning of Art. 18 the Czech Copyright Act. In this paper, attention is first paid to the definition of graphical user interface, its brief history and possible regimes of intellectual property protection. Subsequently, the author focuses on copyright protection of graphical user interfaces in the Czech law and interprets the BSA decision from the perspective of collective administration of copyright. Although the graphical user interfaces are independent objects of the copyright protection, if they are used while running the computer program the legal regulation of computer programs has priority. Based on conclusions reached by the Supreme Administrative Court of the Czech Republic in the BSA case, the author claims that collective administration of graphical user interfaces is neither reasonable nor effective.


2006 ◽  
Vol 3 (1) ◽  
pp. 33-52 ◽  
Author(s):  
Zeljko Obrenovic ◽  
Dusan Starcevic

In this paper we describe how existing software developing processes, such as Rational Unified Process, can be adapted in order to allow disciplined and more efficient development of user interfaces. The main objective of this paper is to demonstrate that standard modeling environments, based on the UML, can be adapted and efficiently used for user interfaces development. We have integrated the HCI knowledge into developing processes by semantically enriching the models created in each of the process activities of the process. By using UML, we can make easier use of HCI knowledge for ordinary software engineers who, usually, are not familiar with results of HCI researches, so these results can have broader and more practical effects. By providing a standard means for representing human computer interaction, we can seamlessly transfer UML models of multimodal interfaces between design and specialized analysis tools. Standardization provides a significant driving force for further progress because it codifies best practices enables and encourages reuse, and facilitates inter working between complementary tools. Proposed solutions can be valuable for software developers, who can improve quality of user interfaces and their communication with user interface designers, as well as for human computer interaction researchers, who can use standard methods to include their results into software developing processes.


Author(s):  
T. B. Larina

The development of e-learning, both in distance and mixed forms, becomes especially relevant in the modern educational process. A high-quality e-learning course is developed through the efforts of two parties: the teacher, who creates the methodological content, and the programmer, who creates the electronic shell of the course. The article substantiates the importance of quality issues in the development of a user interface for electronic educational resources, since the user of an electronic course deals with the direct implementation of educational material. The indicators for assessing the quality of software products in accordance with international and Russian standards and their applicability for assessing user interfaces of electronic educational resources are analyzed. The conclusion is made about the importance of the indicator “practicality” in relation to this type of software product as an indicator of an individual evaluation of the use of a product by a certain user or circle of users. The classical methods for assessing the quality of the human-machine interaction interface and the applicability of experimental and formal methods for assessing quality are considered. The analysis of modern approaches to the design of user interfaces based on UX/UI design is given. An assessment of the requirements and criteria for assessing the user interface from the standpoint of modern design is given. The tasks and features of the UX and UI components of the design process are analyzed. The essence of the modern term “usability” as an indicator of the interface evaluation is explained, and the qualitative evaluation criteria for this indicator are considered. The concept of UX testing is given, the main stages of this process are considered. The importance of taking into account the subjective psychological factors of interface perception is substantiated. The indicators for assessing the quality of user interfaces, based on the cognitive factors of its perception by a person, are analyzed.


2020 ◽  
Vol 30 (5) ◽  
pp. 949-982 ◽  
Author(s):  
Henrietta Jylhä ◽  
Juho Hamari

Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.


Author(s):  
Katharina Reinecke ◽  
Abraham Bernstein ◽  
Sonja Schenkel

Localizing user interfaces has been proven beneficial for both user satisfaction and work efficiency; however, current localization methods disregard the many facets in the cultural background of today‘s typical user by simply adapting to a certain country. The chapter proposes a new approach to localization by modeling the user’s culture according to its understanding in cultural anthropology. Contrasting this view with cultural influences on user interface perception and preferences, the authors obtain an intersection of aspects that need to be included in a cultural user model, and deduce which user interface aspects have to be adaptable. With this, the chapter turns towards the application of their approach with the help of adaptive user interfaces, which allow the flexible composition of different user interface elements. The authors describe one possibility for implementing such culturally adaptive systems, and exemplify the design of different gradations of user interface aspects with the help of their MOCCA system.


10.28945/3768 ◽  
2017 ◽  
Vol 16 ◽  
pp. 171-193 ◽  
Author(s):  
Alex Pugnali ◽  
Amanda Sullivan ◽  
Marina Umashi Bers

Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children’s mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching computational thinking at a young age. This study explores the affordances of two very different programming interfaces for teaching computational thinking: a graphical coding application on the iPad (ScratchJr) and tangible programmable robotics kit (KIBO). Methodology : This study used a mixed-method approach to explore the learning experiences that young children have with tangible and graphical coding interfaces. A sample of children ages four to seven (N = 28) participated. Findings: Results suggest that type of user interface does have an impact on children’s learning, but is only one of many factors that affect positive academic and socio-emotional experiences. Tangible and graphical interfaces each have qualities that foster different types of learning


2017 ◽  
Author(s):  
Rachel Opitz ◽  
Tyler Johnson

This paper discusses the authors’ approach to designing an interface for the Gabii Project’s digital volumes that attempts to fuse elements of traditional synthetic publications and site reports with rich digital datasets. Archaeology, and classical archaeology in particular, has long engaged with questions of the formation and lived experience of towns and cities. Such studies might draw on evidence of local topography, the arrangement of the built environment, and the placement of architectural details, monuments and inscriptions (e.g. Johnson and Millett 2012). Fundamental to the continued development of these studies is the growing body of evidence emerging from new excavations. Digital techniques for recording evidence “on the ground,” notably SFM (structure from motion aka close range photogrammetry) for the creation of detailed 3D models and for scene-level modeling in 3D have advanced rapidly in recent years. These parallel developments have opened the door for approaches to the study of the creation and experience of urban space driven by a combination of scene-level reconstruction models (van Roode et al. 2012, Paliou et al. 2011, Paliou 2013) explicitly combined with detailed SFM or scanning based 3D models representing stratigraphic evidence. It is essential to understand the subtle but crucial impact of the design of the user interface on the interpretation of these models. In this paper we focus on the impact of design choices for the user interface, and make connections between design choices and the broader discourse in archaeological theory surrounding the practice of the creation and consumption of archaeological knowledge. As a case in point we take the prototype interface being developed within the Gabii Project for the publication of the Tincu House. In discussing our own evolving practices in engagement with the archaeological record created at Gabii, we highlight some of the challenges of undertaking theoretically-situated user interface design, and their implications for the publication and study of archaeological materials.


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