User interfaces for interactive TV — A case study with end users

Author(s):  
F. Koller ◽  
M. Burmester ◽  
A. Wöhr
2010 ◽  
Vol 2010 ◽  
pp. 1-10 ◽  
Author(s):  
Ljiljana Vukelja ◽  
Klaus Opwis ◽  
Lothar Müller

We analysed four Rational Unified Process (RUP) projects in Switzerland that identified themselves as following a user-centred approach. Grounded theory served for analysis of 12 interviews with software developers, project managers, and UI specialists. For each professional group we analysed their work context, motivations, work practices, and strategies used to overcome the obstacles to user-centred design. Results show that end users did not participate in the projects. Instead of working directly with end users, participants used data from marketing research or consulted colleagues from other departments. Prototypes played an important role. We suggest the following remedies: (1) developing methods for easy integration of existing company knowledge about products with usability features, (2) professionalising UI design by educating project stakeholders in standard UI design, (3) creating an approved pool of company's personas for UI specialists' work, and (4) educating customers on their right to get good user interfaces.


2021 ◽  
Vol 7 (3) ◽  
pp. 339-369
Author(s):  
Alireza Jazini

Abstract The translation policy model by González Núñez (2013, 475) comprises three elements, namely “translation management”, “translation practices”, and “translation beliefs”. While the first two elements of this model are straightforward and easy to study in top-down approaches, translation beliefs can relate both to policymakers and policy receivers. However, the distinction has not been clearly made in this model and the element of translation beliefs has been chiefly treated in the literature as though it comes from the top levels of policymaking, hence overlooking the bottom-up aspects of it (see González Núñez 2014, 2016; Li et al. 2017). In order to improve this model, the present paper draws on the audience reception theory (Hall 1973), and shows that the current translation policy model requires a fourth element that I would call ‘translation reception’. The paper draws on the findings of a reception-oriented case study on translation policies in provincial broadcasting in Iran. This study argues that a more inclusive model of translation policy should not only include the authority-level elements of translation management, translation practices, and translation beliefs, but also the element of translation reception on the part of policy receivers. This way, I hope, the end users’ involvement in and contribution to the translation policy network will not be overlooked in subsequent research.


i-com ◽  
2015 ◽  
Vol 14 (3) ◽  
Author(s):  
Raquel Oliveira ◽  
Sophie Dupuy-Chessa ◽  
Gaëlle Calvary

AbstractInteractive systems have largely evolved over the past years. Nowadays, different users can interact with systems on different devices and in different environments. The user interfaces (UIs) are expected to cope with such variety. Plastic UIs have the capacity to adapt to changes in their context of use while preserving usability. Such capability enhances UIs, however, it adds complexity on them. We propose an approach to verifying interactive systems considering this adaptation capability of the UIs. The approach applies two formal techniques: model checking, to the verification of properties over the system model, and equivalence checking, to compare different versions of a UI, thereby identifying different levels of UI equivalence. We apply the approach to a case study in the nuclear power plant domain in which several UI are analyzed, properties are verified, and the level of equivalence between them is demonstrated.


Author(s):  
Muhammad Nazrul Islam ◽  
Franck Tétard

User interfaces of computer applications encompass a number of objects such as navigation links, buttons, icons, and thumbnails. In this chapter, these are called interface signs. The content and functions of a computer application are generally directed by interface signs to provide the system’s logic to the end users. The interface signs of a usable application need to be intuitive to end users and therefore a necessary part of usability evaluation. Assessing sign intuitiveness can be achieved through a semiotic analysis. This study demonstrates how a semiotic assessment of interface signs’ intuitiveness yielded a number of benefits. For instance, (i) it provides an overall idea of interface signs’ intuitiveness to the end users to interpret the meaning of interface signs, (ii) it assists in finding usability problems and also in (iii) recommending possible solutions, (iv) provides background for introducing guidelines to design user-intuitive interface signs, (v) helps in constructing heuristic checklist from semiotics perspective to evaluate an application, (vi) no additional resource and extra budget are needed. This study also presents a list of methodological guidelines to obtain the perceived benefits of integrating semiotic perception in usability testing for practitioners.


Author(s):  
Noah L. Schroeder ◽  
Alexandrea Oliver ◽  
Kenneth Deffet ◽  
James Morgan

The development of educational video games can be a challenging process. Typically, games are created for one content area and are designed to specifically facilitate learning in regards to that content. However, this approach inherently limits the utility of the game to specific content. In this chapter, the authors describe the development and systematic iterative playtesting of an educational game designed to be modified by end-users (e.g., teachers, researchers, students). Quantitative and qualitative data were collected through three phases of beta-testing, and the results from each test informed the subsequent version of the software. Overall, the results indicated that, aside from fixing software glitches, the addition of aesthetically pleasing graphical user interfaces and the integration of sound effects appear to have made the biggest contributions to players' perceptions of the game.


Author(s):  
Anna Bon ◽  
Jaap Gordijn ◽  
Hans Akkermans

E-Services have great potential, even in resource-poor environments such as in sub-Saharan Africa. However, contextual factors pose significant challenges for development, feasibility, deployment and sustainability of e-services. This chapter presents a case of e-service value co-creation in a rural context, with targeted end users in regions characterized by limited electricity infrastructure and poor or absent internet, strong diversity in languages spoken, high illiteracy rates and limited purchasing power. It offers a methodology to upfront analyze business model sustainability for e-service innovation in severely resource-constrained contexts. This is illustrated by an extensive case study in which a voice-based microblogging e-service was developed and deployed with local stakeholders in rural Mali.


Author(s):  
Samuel Muwanguzi ◽  
Lin Lin

This study examined the usability challenges and emotional reactions blind college students experienced in accessing educational materials and communicating with professors and colleagues through online technologies. A case study approach was adopted. Five students were interviewed regarding their online learning experiences using Blackboard, a popular Course Management System. Analysis of the interviews revealed that the blind students found Blackboard poorly accessible, which affected their academic achievements. However, despite their frustrations and feelings of marginalization, the study also showed that the blind students were motivated and optimistic of their successes. The research suggests that academic administrators and CMS designers work jointly with adaptive software developers to create enhanced user interfaces, ensure universal access and usability of online technologies, and reduce educational inequities and frustrations encountered by blind students.


Author(s):  
Zahid Hussain ◽  
Khalid Hafeez

Using a new information system is a journey that end-users follow, sometimes by choice and at other times by obligation. This journey changes their attitudes and behavior as they explore the system and discover its workings. In this chapter we map such a journey using Morgan’s (1986, 1997) metaphors by tracking a change in end–user attitudes and behavior. We use a longitudinal case study approach to follow this journey, report the direction and any shifts in end-users’ conceptual position. Our results show that within a space of eighteen months the organization’s overall metaphorical stance shifted from the organism to the machine metaphor. This reflects the end-user’s initial optimism for the change to enable ease of working to that of efficiency dictated by the senior management towards the end. This shift was due to organizational conditional factors, such as the ISD methodology.


2009 ◽  
pp. 127-142
Author(s):  
Stefano Forti ◽  
Barbara Purin ◽  
Claudio Eccher

This chapter presents a case study of using interaction design methods for exploring and testing usability and user experience of a Personal Health Record (PHR) user interface based on visual and graphical elements. To identify problems and improve the design of PHR user interface we conducted two taskoriented usability testing based on the think-aloud technique for observing users during their interaction with a high-fidelity PHR prototype, and questionnaires and semistructured interviews for measuring user satisfaction. Our study demonstrates that a user-centered approach to interaction design involving the final users in an iterative design-evaluation process is important for exploring innovative user interfaces and for identification of problems in the early stages of the development cycle of a PHR.


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