2020 ◽  
Vol 10 (12) ◽  
pp. 4280 ◽  
Author(s):  
Miguel A. Teruel ◽  
Juan Trujillo

Blockchain decentralized applications (ÐApp’s) are applications which run on blockchains nodes. Thus, to interact directly with this sort of applications, users need to have a blockchain address, wallet, and knowledge about how to make transactions to interact with ÐApp’s. Therefore, the knowledge required to use a ÐApp can easily make users to desist when trying to interact with them. To tackle this issue, we propose a software architecture that will be in the middle of the user and the ÐApp, thus making users initially unaware of the fact that they are interacting with a ÐApp. This is achieved by analyzing the relationship between ÐApps and Apps by using UML modelling. Next, based on the previous analysis, we created a middleware for users to interact with a ÐApp in the same manner they do with a traditional web app, i.e., by using usernames, passwords and user interface elements instead of addresses, private keys or transactions. To put the developed middleware into practice, we developed a ÐApp that makes use of it. This ÐApp registers the time control of workers from companies by using blockchain to store the data in a secure and non-modifiable manner. Finally, we performed an experiment, thus demonstrating that a ÐApp that implements the proposed middleware would improve its usability for users with no experience with blockchain.


Author(s):  
Daniel Smith ◽  
Jasmine Granados ◽  
Joel Suss

Heuristic evaluation is a useful tool for non-usability experts to evaluate their product for usability and produce lists of guidelines for product designers to avoid usability problems early in the development process. However, Nielsen’s 10 original us ability heuristics (Nielsen, 1990) only showed to help users find slightly over 50% of the usability problems found by experts. This highlights the need for domain-specific heuristic lists. An example of one of these domain-specific lists is VR PLAY (Desurvire & Kreminski, 2018), a heuristic list to help virtual-reality game developers evaluate their games and adhere to usability principles. The current research evaluated Elder Scrolls: Skyrim VR for usability problems that were then categorized using VR PLAY. Results showed some missing usability principles in VR PLAY, including guidelines for control design, user interface elements, and navigation. This study proposes changes to VR PLAY to include the principles.


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.


Author(s):  
Anna Vadimovna Lapkina ◽  
Andrew Alexandrovitch Petukhov

The problem of automatic requests classification, as well as the problem of determining the routing rules for the requests on the server side, is directly connected with analysis of the user interface of dynamic web pages. This problem can be solved at the browser level, since it contains complete information about possible requests arising from interaction interaction between the user and the web application. In this paper, in order to extract the classification features, using data from the request execution context in the web client is suggested. A request context or a request trace is a collection of additional identification data that can be obtained by observing the web page JavaScript code execution or the user interface elements changes as a result of the interface elements activation. Such data, for example, include the position and the style of the element that caused the client request, the JavaScript function call stack, and the changes in the page's DOM tree after the request was initialized. In this study the implementation of the Chrome Developer Tools Protocol is used to solve the problem at the browser level and to automate the request trace selection.


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