Design and Development of a Stencil for Mobile User Interface (UI) Design

Author(s):  
Anirban Chowdhury
2017 ◽  
Vol 2017 ◽  
pp. 1-22 ◽  
Author(s):  
Lumpapun Punchoojit ◽  
Nuttanont Hongwarittorrn

Mobile platforms have called for attention from HCI practitioners, and, ever since 2007, touchscreens have completely changed mobile user interface and interaction design. Some notable differences between mobile devices and desktops include the lack of tactile feedback, ubiquity, limited screen size, small virtual keys, and high demand of visual attention. These differences have caused unprecedented challenges to users. Most of the mobile user interface designs are based on desktop paradigm, but the desktop designs do not fully fit the mobile context. Although mobile devices are becoming an indispensable part of daily lives, true standards for mobile UI design patterns do not exist. This article provides a systematic literature review of the existing studies on mobile UI design patterns. The first objective is to give an overview of recent studies on the mobile designs. The second objective is to provide an analysis on what topics or areas have insufficient information and what factors are concentrated upon. This article will benefit the HCI community in seeing an overview of present works, to shape the future research directions.


2010 ◽  
Author(s):  
Martin L. Fracker ◽  
Michal Heck ◽  
George Goeschel

Corpora ◽  
2011 ◽  
Vol 6 (2) ◽  
pp. 145-158 ◽  
Author(s):  
Jordi Porta Zamorano ◽  
Emilio del Rosal García ◽  
Ignacio Ahumada Lara

Iberia is a synchronic corpus of scientific Spanish designed mainly for terminological studies. In this paper, we describe its design and the infrastructure for its acquisition, processing and exploitation, including mark-up, linguistic annotation, indexing and the user interface. Two pre-processing tasks affecting a large number of words are described in detail: de-hyphenation and identification of text fragments in other languages. We also show how some of the reported statistics, namely, dispersion and association, are used for research on lexis.


Author(s):  
Ruihua Ji ◽  
Junyu Pei ◽  
Wenhua Yang ◽  
Juan Zhai ◽  
Minxue Pan ◽  
...  
Keyword(s):  

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Qianwen Yang ◽  
Xiang Gong

PurposeThe engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.Design/methodology/approachThe research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.FindingsThe empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.Originality/valueThis study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.


2018 ◽  
Vol 2018 ◽  
pp. 1-6 ◽  
Author(s):  
Maria Uther ◽  
Anna-Riikka Smolander ◽  
Katja Junttila ◽  
Mikko Kurimo ◽  
Reima Karhila ◽  
...  

We investigated user experiences from 117 Finnish children aged between 8 and 12 years in a trial of an English language learning programme that used automatic speech recognition (ASR). We used measures that encompassed both affective reactions and questions tapping into the children' sense of pedagogical utility. We also tested their perception of sound quality and compared reactions of game and nongame-based versions of the application. Results showed that children expressed higher affective ratings for the game compared to nongame version of the application. Children also expressed a preference to play with a friend compared to playing alone or playing within a group. They found that assessment of their speech is useful although they did not necessarily enjoy hearing their own voices. The results are discussed in terms of the implications for user interface (UI) design in speech learning applications for children.


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