The Gains Design Process: How to do Structured Design of User Interfaces in Any Software Environment

Author(s):  
Martha J. Lindeman
2021 ◽  
Vol 13 (11) ◽  
pp. 5982
Author(s):  
Carlos-Alberto Domínguez-Báez ◽  
Ricardo Mendoza-González ◽  
Huizilopoztli Luna-García ◽  
Mario Alberto Rodríguez-Díaz ◽  
Francisco Javier Luna-Rosas ◽  
...  

The objective of this paper was to propose a methodological process for the design of frameworks oriented to infotainment user interfaces. Four stages comprise the proposed process, conceptualization, structuring, documentation, and evaluation; in addition, these stages include activities, tasks, and deliverables to guide a work team during the design of a framework. To determine the stages and their components, an analysis of 42 papers was carried out through a systematic literature review in search of similarities during the design process of frameworks related to user interfaces. The evaluation method by a panel of experts was used to determine the validity of the proposal; the conceptual proposal was provided to a panel of 10 experts for their analysis and later a questionnaire in the form of a Likert scale was used to collect the information on the validation of the proposal. The results of the evaluation indicated that the methodological process is valid to meet the objective of designing a framework oriented to infotainment user interfaces.


Author(s):  
T. Gary Yip ◽  
Ajay Patel

Abstract Two versions of a Windows-based linear spring design software have been developed. They are presented here to illustrate how graphical user interfaces can enhance the flow of control of a design process. The software also demonstrates that optimized usage of screen space can make an expert system based design software more intuitive. The two software presented here illustrate that well conceived GUI’s can improve the productivity of a design engineer.


Author(s):  
C. R. Liu ◽  
J. C. Trappey

Abstract This paper discusses the concept of managing the design process using Objected Oriented Programming Paradigm. A software system shell, called MetaDesigner is being developed for aiding the human designer to create new designs, based on the hierarchical nature of the design space. This system shell is intended to have the following capabilities: (1) interactive and system-guided design process to analyze design structure and to characterize design options, (2) to provide interactive and system-guided knowledge acquisition, classification, and retrieval to achieve machine learning, and (3) to build a flexible and forever expandable structure for knowledge-based system implementation.


Author(s):  
Mariam Ahmed Elhussein

Tagging systems design is often neglected despite the fact that most system designers agree on the importance of tagging. They are viewed as part of a larger system which receives most of the attention. There is no agreed method when it comes to either analyzing existing tagging systems or designing new ones. There is a need to establish a well-structured design process that can be followed to create tagging systems with a purpose. This chapter uses practical inquiry methodology to generate a general framework that can be applied to analyze tagging systems and proceeds to suggest a design process that can be followed to create new tagging systems. Existing user behavior while tagging is the main guide for the methodology.


2009 ◽  
pp. 2627-2643
Author(s):  
Rainer Malaka

Designing user interfaces for ubiquitous computing applications is a challenging task. In this chapter we discuss how to build intelligent interfaces. The foundations are usability criteria that are valid for all computer products. There are a number of established methods for the design process that can help to meet these goals. In particular participatory and iterative so-called human centered approaches are important for interfaces in ubiquitous computing. The question on how to make interfaces more intelligent is not trivial and there are multiple approaches to enhance either the intelligence of the system or that of the user. Novel interface approaches follow the idea of embodied interaction and put particular emphasis on the situated use of a system and the mental models humans develop in their real-world environment.


Author(s):  
Loris Barbieri ◽  
Agostino Angilica ◽  
Fabio Bruno ◽  
Maurizio Muzzupappa

The importance of participatory design (PD) is progressively increasing thanks to its capacity to explore a wide variety of concepts, thus increasing the opportunity to create a successful product. In fact the design process should not be a solo activity, as designers often need inputs and other points of view, especially from end-users. According to the ultimate idea of PD, end-users are actively involved in the various activities of the product development to ensure that their needs and desires are satisfied. This paper presents a novel approach to the participatory design of product interfaces in a user-centered design (UCD) process. The approach is based on an interactive tool that allows end-users to design custom user interfaces of household appliances taking advantage of their own needs and experiences. The tool incorporates the analytical and more abstract knowledge of the designers codified in the form of aesthetical, technological and manufacturing constraints (i.e., limitations in the number and geometry of interface components, a limited number of colors, a discretization of the area where interface widgets are placed). This solution allows the end-users to directly design their favorite interface without the interference of any other subject. Through an accurate analysis of the choices done by the users, the designers are able to access to the deepest level of the users’ expression in order to catch their latent needs and tacit knowledge. The tool has been designed in order to make possible to immediately perform usability tests on the designed interface by using a Mixed Reality prototype. The paper describes the development of the tool and proposes a methodology that has been specifically addressed to include this tool in a design process based on UCD principles. Both the tool and the methodology are presented through the description of a case-study related to the redesign of a washing machine dashboard. Experimental results show that the proposed tool can be an effective support to design product interfaces during PD sessions.


2002 ◽  
Vol 44 (1) ◽  
Author(s):  
Martin Böcker ◽  
Matthias Schneider-Hufschmidt

Vielen Entwicklern von User Interfaces sind die Bedürfnisse, Anforderungen und Vorlieben der späteren Benutzer von Consumer-Produkten weitgehend unbekannt. Das Ergebnis ihrer Bemühungen sind Produkte, deren Funktionalität von den Benutzern nicht ausgenützt wird, weil sie entweder für diese Benutzer irrelevant oder in der Handhabung so komplex sind, dass Sie von den späteren Kunden nicht verstanden werden.Dabei ist es durchaus möglich, spätere Endkunden in die Gestaltungsprozesse für Benutzungsoberflächen dieser Produkte einzubinden. Zu den erfolgversprechenden Maßnahmen gehören primär Fokusgruppen-Analysen zur Erhebung von Nutzeranforderungen und Usability-Tests mit potenziellen Kunden, in denen während des gesamten Entwurfsprozesses Handhabungskonzepte, Gestaltungsalternativen und die entstehenden Produkte auf Akzeptanz und Nutzbarkeit getestet werden.


2021 ◽  
Vol 11 (8) ◽  
pp. 448
Author(s):  
Katie Aylward ◽  
Joakim Dahlman ◽  
Kjetil Nordby ◽  
Monica Lundh

Maritime user interfaces for ships’ bridges are highly dependent on the context in which they are used, and rich maritime context is difficult to recreate in the early stages of user-centered design processes. Operations in Arctic waters where crews are faced with extreme environmental conditions, technology limitations and a lack of accurate navigational information further increase this challenge. There is a lack of research supporting the user-centered design of workplaces for hazardous Arctic operations. To meet this challenge, this paper reports on the process of developing virtual reality-reconstructed operational scenarios to connect stakeholders, end-users, designers, and human factors specialists in a joint process. This paper explores how virtual reality-reconstructed operational scenarios can be used as a tool both for concept development and user testing. Three operational scenarios were developed, implemented in a full mission bridge simulator, recreated in virtual reality (VR), and finally tested on navigators (end-users). Qualitative data were captured throughout the design process and user-testing, resulting in a thematic analysis that identified common themes reflecting the experiences gained throughout this process. In conclusion, we argue that operational scenarios, rendered in immersive media such as VR, may be an important and reusable asset when supporting maritime design processes and in maritime training and education.


Author(s):  
Mariam Ahmed Elhussein

Tagging systems design is often neglected despite the fact that most system designers agree on the importance of tagging. They are viewed as part of a larger system which receives most of the attention. There is no agreed method when it comes to either analyzing existing tagging systems or designing new ones. There is a need to establish a well-structured design process that can be followed to create tagging systems with a purpose. This chapter uses practical inquiry methodology to generate a general framework that can be applied to analyze tagging systems and proceeds to suggest a design process that can be followed to create new tagging systems. Existing user behavior while tagging is the main guide for the methodology.


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