The Disappearing Computer: User-Centered Interaction Design for Smart Artefacts

Author(s):  
Norbert Streitz
Author(s):  
Harry Budi Santoso ◽  
Panca O. Hadi Putra ◽  
Febrian Fikar Farras Hendra S

Students develop various learning styles based on their preferences and learning habits. To serve different learning styles in a class with a number of students using the conventional face-to-face teaching method is not practical; therefore, the idea of personalized e-Learning to accommodate differences in learning style has arisen. Building on this idea, this research intends to provide an alternative interaction design for e-Learning modules by developing content based on user needs using the User-Centered Design methodology. Due to a lack of e-Learning content for visual and global preferences in the Felder-Silverman learning styles, User-Centered Design is chosen as the basis to design the e-Learning module. The result consists of an alternative design and a proposed interface design. The alternative design describes learning objects and navigation of the e-Learning module. The proposed interface design is a prototype of an interactive e-Learning module. After being evaluated, the prototype satisfies the user's expectations in terms of content translation, content navigation, and interactivity throughout the module.


Author(s):  
Peter Flynn

XML, LaTeX, and other structured-document systems are used daily by those experienced in computing, and by technical authors in many fields. Outside these areas, however, there is a widespread lack of adoption, or resistance to these systems. This forms a barrier to the creation and use of reliable, persistent, unencumbered, and reusable documents, which in turn adds a hidden burden to the use of corporate, institutional, and personal information. This paper reports on a study of the usability of editing software for structured documents. It extends the research outlined in earlier work [Flynn2006], where it was found that there was no essential difference in markup operations between any of the editing software tested, and that any distinction was possibly more attributable to the interaction design of the interfaces. The objective is to see if changes to the interface to make it user-centered rather than technology-centered could result in greater acceptability to authors and editors both inside and outside the IT and markup fields, and thereby lead to an improved adoption rate of structure-guided writing and editing software. The earlier analyses of software and features sought by users were extended to cover more recent data, and a survey of existing users was conducted to determine how the interfaces were being used. The results are being applied to construct a model of the interface which can be tested for usability compared with existing systems.


2018 ◽  
Vol 9 (2) ◽  
Author(s):  
Rina Candra Noor Santi

ABSTRAK Maraknya perdagangan secara online menjadi tantangan bagi pengembang desain antarmuka pengguna untuk mebuat desain yang menarik minat pengunjung untuk melakukan transaksi. Pendekatan User-Centered Design (UCD) melibatkan pengguna sejak tahap analisa, desain, testing, build/redesign. Pada penelitian ini pengembang menerapkan 8 aturan emas perancangan antarmuka pengguna sebagai panduan dalam mendesain antarmuka. Model konseptual dibuat dengan orientasi proses yang terdiri dari proses melihat dan memilih produk yang diterapkan dalam bentuk gallery. Proses pemesanan produk diterapkan pada menu Order. Hasil dari perancangan ini adalah sebuah prototipe yang memiliki ketepatan yang tinggi (high fidelity prototype), yang dibuat dengan software Coreldraw.   Kata kunci : UCD, high fidelity prototype, conceptual model, process-oriented


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