Interactive Sonification for Data Exploration: How listening modes and display purposes define design guidelines

2014 ◽  
Vol 19 (1) ◽  
pp. 41-51 ◽  
Author(s):  
Florian Grond ◽  
Thomas Hermann

The desire to make data accessible through the sense of listening has led to ongoing research in the fields of sonification and auditory display since the early 1990s. Coming from the disciplines of computer sciences and human computer interface (HCI), the conceptualisation of sonification has been mostly driven by application areas and methods. On the other hand, the sonic arts, which have always participated in the auditory display community, have a genuine focus on sound. Despite these close interdisciplinary relationships between communities of sound practitioners, a rich and sound- or listening-centred concept of sonification is still missing for design guidelines. Complementary to the useful organisation by fields of application, a proper conceptual framework for sound needs to be abstracted from applications and also to some degree from tasks, as both are not directly related to sound. As an initial approach to recasting the thinking about sonification, we propose a conceptualisation of sonifications along two poles in which sound serves either anormativeor adescriptivepurpose. According to these two poles, design guidelines can be developed proper to display purposes and listening modes.

2006 ◽  
Vol 6 ◽  
pp. 37-45
Author(s):  
Barbara Becker

The construction of embodied conversational agents – robots as well as avatars – seem to be a new challenge in the field of both cognitive AI and human-computer-interface development. On the one hand, one aims at gaining new insights in the development of cognition and communication by constructing intelligent, physical instantiated artefacts. On the other hand people are driven by the idea, that humanlike mechanical dialog-partners will have a positive effect on human-machine-communication. In this contribution I put for discussion whether the visions of scientist in this field are plausible and which problems might arise by the realization of such projects.


2006 ◽  
Vol 18 (4) ◽  
pp. 450-457 ◽  
Author(s):  
Emi Kitamura ◽  
◽  
Katsuya Miyashita ◽  
Kenji Ozawa ◽  
Masaki Omata ◽  
...  

Haptic roughness is basic to accurately identifying the texture of an object. When we manipulate everyday objects, their surfaces emit sound. Cross-modal effects between haptic and auditory roughness must thus be considered in realizing a multimodal human-computer interface. We conducted two experiments to accumulate basic data for the cross-modality using a force feedback device. In one experiment, we studied the cross-modal effect of auditory roughness on haptic roughness. We studied the effect of haptic roughness on auditory roughness in the other experiment. Results showed that cross-modal effects were mutually enhancing when their single-modal roughness was relatively high.


Author(s):  
Katsuhiko Ogawa

Many human-computer interface design guidelines have been developed to design good interfaces for various kinds of software. Database systems have been also developed for accessing the guidelines. This paper considers the role of the design guidelines, rather than the role of the database, in improving interface designs. Sixteen software designers, who have no human factors experience, participated in a typical design review task. They were provided with a representation of a bad interface design. Eight designers (the UG participants) were instructed to individually improve the design by using the guidelines. The other designers (the NG participants) were instructed to improve it unaided (without the guidelines). The results indicated that both groups made similar numbers of improvements, but the UG participants produced higher quality improvements. Quality was evaluated using a goodness measure defined in this paper. The NG participants made good improvements but also bad ones that conflicted with the guidelines because only the designers' knowledge, experience and preference were used. On the other hand, the UG participants made fewer bad proposals because they could refer to the guidelines. Guidelines can work as a filter to eliminate inappropriate or false improvements from the designers' original proposals. There is a possibility that the guidelines may hinder the designer from developing new and interesting proposals. Their value is, however, very clear for novice designers who have no human factors experience; they can easily develop high quality proposals.


1989 ◽  
Vol 33 (4) ◽  
pp. 219-223
Author(s):  
Martin J. Abbott

This paper presents Living Systems Theory (Miller, 1978) as a conceptual framework for human-computer interface (HCI) design. Many researchers and practitioners in the field of HCI design have used systems terms and concepts in their work; however, it is not clear that an integrated systems approach has been taken in the field of HCI design. Living Systems Theory (LST) is proposed as the means for obtaining a conceptual framework for the study of the HCI. Miller clearly defines terms and concepts that can serve as a “common language” to improve communication within and across disciplines. It is likely that a multidisciplinary field such as HCI design could benefit from LST. Specifically, by adopting this “common language”, researchers and practitioners in the field of HCI could improve communication with other disciplines which could facilitate the sharing or information across disciplines.


2012 ◽  
Vol 8 (2) ◽  
pp. 15-32 ◽  
Author(s):  
Faouzi Kamoun ◽  
Mohanad Halaweh

In this study, the authors investigate the relationship between human computer interface design and users’ security perception. The authors hypothesize that effective human computer interface design has a positive impact on security perception. To test this hypothesis, they use the seven design elements of the customer interface (7Cs) as a basis of the reference framework for effective interface design. Hypothesis testing was examined through an empirical study involving 247 subjects. Research reveals that human computer interface design significantly affects the perceived security of e-commerce portals. Further analysis of the results highlights that the top HCI factors that influence security perception are permanent working links, demos and online help tools, information accuracy, and easy website navigation. Therefore, this study suggests that applying good user interface design guidelines at the storefront can be an effective technique for enhancing user security perception and increasing trust and purchase intention.


2021 ◽  
Vol 9 ◽  
pp. 119-146
Author(s):  
Raquel Avila-Munoz ◽  
Jorge Clemente-Mediavilla ◽  
Perez-Luque Perez-Luque ◽  

Whenever a user performs a task or communicates via their computer or device, they are guided by visual cues to interact successfully with the interface. This human-computer interaction is, therefore, mediated by the communication established between designer and user through the texts, graphic elements, and animations that make up the visual design of the interface. Animation is an element of visual language of the graphical elements of an interface. This study aims to establish the functions of animation. We reviewed the literature and discussed the shortcomings identified in the existing taxonomies of functional animation. We then proposed an updated classification, partly inspired by the functions presented in Jakobson’s communication model. Based on a content analysis of the design guidelines from the leading mobile phone developers and comparing these sources, we propose the following list of categories: Identifying, Structural, Guide, Feedback, Didactic, Esthetic, and Emotive. This new taxonomy aims to contribute to the theoretical frameworks used in visual communication when studying interface design. It will be useful, for example, to help detect, classify, and assess the appropriateness of animations based on the functions they provide to an interface.


1992 ◽  
Vol 36 (4) ◽  
pp. 433-437 ◽  
Author(s):  
Katsuhiko Ogawa ◽  
Shun-ichi Yonemura

Human-computer interface design guidelines are useful for developing well designed interfaces but the designer must be able to access the guideline appropriate to the application. Research is conducted to understand how designers access design guideline databases and then methods are tested to improve the usability of the databases. A design guideline database of approximately 300 guidelines is developed using a hypermedia approach. The system employs a book metaphor interface to characters and graphics in a Japanese environment. The subjects of the usability analysis are software designers who did not have any background in human factors. They were provided with the representation of a bad interface design on a piece of paper, and were instructed to improve the design through the use of the guideline database. Two common strategies were identified by observing the designers' actions: a hypothesis strategy and a checklist strategy. These strategies were analyzed using the quantities and quality of improvements recommended. The optimum database usage checks interface violations by employing the browsing function of the database; sometimes key word searches are used.


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