Usability Recommendations for Mixed Interactive Systems: Extraction and Integration in a Design Process

Author(s):  
Emmanuel Dubois ◽  
Dominique L. Scapin ◽  
Syrine Charfi ◽  
Christophe Bortolaso
2002 ◽  
Vol 7 (3) ◽  
pp. 229-238 ◽  
Author(s):  
Tomie Hahn ◽  
Curtis Bahn

Pikapika is a collaborative solo performance by Bahn and Hahn that presents a simple model of composition, choreography and collaboration in an interactive context. The piece offers the possibility of a new kind of interactive theatre/costume design –an interactive sonic character. This essay is a case study of a design process for interactive performance. While we include some details of our specific interface, these are primarily employed as examples to suggest our principles for creating personal, idiosyncratic interactive systems. Our collaboration integrates elemental sound and movement relationships with an awareness of the embodied cultural knowledge of the performer and with a specific sensing scheme to capture her particular gestural vocabulary. The combination of individual ‘atoms’ of movement and sound leads to a complexity that must be practised until they can be performed with ease as an embodied interaction. We find the process of collaboration and its articulation as a dynamic interactive structure fascinating and enduring beyond the specific technologies employed. The terms meta-composition, composed instrument and composed character are used to describe the interactive structure of the piece.


2019 ◽  
Vol 23 (2) ◽  
pp. 110-120
Author(s):  
Maria Luce Lupetti ◽  
Maria Franca Norese ◽  
Xiaolu Wu ◽  
Haipeng Mi

Purpose The purpose of this paper is to conduct research with children, who have different abilities from adults, in terms of language understanding and level of attention, is a challenging task, especially concerning novel interactive systems such as social robots. Consequently, self-reporting methods are often replaced or supplemented by observational methods that are usually carried out taking advantage of video recordings. However, some limitations make this approach challenging for studies conducted with groups of children in real-world environments, whose relevance is being addressed more and more frequently in human-robot interaction (HRI) research. Thus, there is a growing need for rigorous observation approaches in unstructured test environments. Design/methodology/approach This paper presents an alternative analysis approach, in relation to an experimental child-robot interaction (CRI) application, which was developed at the Academy of Arts and Design, Tsinghua University, China. The proposed methodology is based on the analysis of video recordings of in-wild activities of children with a robot. The methodology has the aim of providing a framework to facilitate knowledge identification and structuring. It was implemented for experiment evaluation and validation purposes and to propose a reference structure for the organization of new experiments and the stimulation of new ideas and activities in the design process. Findings This methodology provides a logical structure, which can be used to identify the effectiveness or limits of design choices, pertaining to such aspects as the morphology or movement of robots or the choice of their specific role in education, all of which play crucial roles in the design process and could be improved to achieve better results. This structured identification is a practical implication for the design process, above all when it is oriented toward social robots and their interaction with children or elderly senile people. In this case, the outcomes were the identification of important elements of an experiment (psychological profiles of the involved children and possible problems or risks) and their impact on the design process. Originality/value The methodological approach, which structures and uses cognitive maps to elaborate multicriteria evaluation models, is not new to the operations research field (where it is defined as a multimethodology application of Soft OR), but it has not yet been applied in the field of HRI studies, to analyze children’s perception of a robot and to identify the factors that can affect a good CRI or to structure knowledge that can be shared to guide the design process of robots for the experience of children playing.


Author(s):  
Maribeth Back ◽  
Takashi Matsumoto ◽  
Anthony Dunnigan

AbstractModern design embraces digital augmentation, especially in the interplay of digital media content and the physical dispersion and handling of information. Based on the observation that small paper memos with sticky backs (such as Post-Its™) are a powerful and frequently used design tool, we have created Post-Bits, a new interface device with a physical embodiment that can be handled as naturally as paper sticky notes by designers, yet add digital information affordances as well. A Post-Bit is a design prototype of a small electronic paper device for handling multimedia content, with interaction control and display in one thin flexible sheet. Tangible properties of paper such as flipping, flexing, scattering, and rubbing are mapped to controlling aspects of the multimedia content such as scrubbing, sorting, or up- or downloading dynamic media (images, video, text). In this paper we discuss both the design process involved in building a prototype of a tangible interface using new technologies, and how the use of Post-Bits as a tangible design tool can impact two common design tasks: design ideation or brainstorming, and storyboarding for interactive systems or devices.


2018 ◽  
Vol 8 (4) ◽  
pp. 143 ◽  
Author(s):  
Amando, Jr. Pimentel Singun

Heuristics refer to the specific “rules-of-thumb” discovered from knowledge or experience which can simplify the complexity of making judgments. Heuristics are mental shortcuts to draw conclusions when evaluating interactive systems. In this study, a set of heuristics had been discovered by end-users while developing a series of prototypes of a test blueprint system. This study suggests that the design process of an interactive system should cater to the following two (2) components, namely: technical heuristics and specialized domain heuristics. Heuristics from these components should be the emphasis during the evaluation of the interactive system that has been designed using a user-centered paradigm of development called the Interaction Design Model (IDM).


2013 ◽  
Author(s):  
Lori B. Stone ◽  
Abigail Lundquist ◽  
Stefan Ganchev ◽  
Nora Ladjahasan

Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


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