We can design better user interfaces: A review of human-computer interaction styles

Ergonomics ◽  
1988 ◽  
Vol 31 (5) ◽  
pp. 699-710 ◽  
Author(s):  
BEN SHNEIDERMAN
Author(s):  
Paul Green

An HFES Task Force is considering if, when, and which, HFES research publications should require the citation of relevant standards, policies, and practices to help translate research into practice. To support the Task Force activities, papers and reports are being written about how to find relevant standards produced by various organizations (e.g., the International Standards Organization, ISO) and the content of those standards. This paper describes the human-computer interaction standards being produced by ISO/IEC Joint Technical Committee 1 (Information Technology). Subcommittees 7 (Software and Systems Engineering) and 35 (User Interfaces), and Technical Committee 159, Subcommittee 4 (Ergonomics of Human-System Interaction), in particular, the contents of the ISO 9241 series and the ISO 2506x series. Also included are instructions on how to find standards using the ISO Browsing Tool and Technical Committee listings, and references to other materials on finding standards and standards-related teaching materials.


2006 ◽  
Vol 3 (1) ◽  
pp. 33-52 ◽  
Author(s):  
Zeljko Obrenovic ◽  
Dusan Starcevic

In this paper we describe how existing software developing processes, such as Rational Unified Process, can be adapted in order to allow disciplined and more efficient development of user interfaces. The main objective of this paper is to demonstrate that standard modeling environments, based on the UML, can be adapted and efficiently used for user interfaces development. We have integrated the HCI knowledge into developing processes by semantically enriching the models created in each of the process activities of the process. By using UML, we can make easier use of HCI knowledge for ordinary software engineers who, usually, are not familiar with results of HCI researches, so these results can have broader and more practical effects. By providing a standard means for representing human computer interaction, we can seamlessly transfer UML models of multimodal interfaces between design and specialized analysis tools. Standardization provides a significant driving force for further progress because it codifies best practices enables and encourages reuse, and facilitates inter working between complementary tools. Proposed solutions can be valuable for software developers, who can improve quality of user interfaces and their communication with user interface designers, as well as for human computer interaction researchers, who can use standard methods to include their results into software developing processes.


Author(s):  
Chamin Morikawa ◽  
Michael J. Lyons

Interaction methods based on computer-vision hold the potential to become the next powerful technology to support breakthroughs in the field of human-computer interaction. Non-invasive vision-based techniques permit unconventional interaction methods to be considered, including use of movements of the face and head for intentional gestural control of computer systems. Facial gesture interfaces open new possibilities for assistive input technologies. This chapter gives an overview of research aimed at developing vision-based head and face-tracking interfaces. This work has important implications for future assistive input devices. To illustrate this concretely the authors describe work from their own research in which they developed two vision-based facial feature tracking algorithms for human computer interaction and assistive input. Evaluation forms a critical component of this research and the authors provide examples of new quantitative evaluation tasks as well as the use of model real-world applications for the qualitative evaluation of new interaction styles.


Author(s):  
Rocco Servidio ◽  
Barry Davies ◽  
Kevin Hapeshi

Human-Computer Interaction (HCI) studies play an important role in the design, implementation, and evaluation of a new generation of graphical user interfaces designed to support consumer behaviours and information needs. In recent years, the spread of new virtual environments and innovative tools have revolutionized the field of e-commerce. Although new digital environments can enable or facilitate certain user activities, the quality of the user interface will remain a continuing challenge. The chapter aims to underline the relationships between HCI studies and consumer behaviour, focusing attention on virtual environments for electronic and Internet e-commerce (online retail) services. The potential of multi-modal interfaces and virtual environments for business and marketing are examined by: (1) providing an overview of the relationships between HCI and consumer behaviour, (2) showing how different interaction modalities can enhance the communication process between user and consumer system, (3) showing how digital and interactive technologies can offer to the consumer many advantages and unique opportunities in exploring information and products, and (4) new directions for possible future research.


Author(s):  
Shirley Ann Becker

The study of computing technology and user interfaces was initiated during the 1970s when industrial research laboratories began to focus on human-computer interaction (HCI) (Badre, 2002). In the 1980s, the personal computer was introduced, thus expanding the need for designing effective user interfaces. HCI became a discipline during this time, and the Association for Computing Machinery (ACM) established the Special Interest Group in Computer Human Interaction. One of the first textbooks on HCI, Designing the User Interface: Strategies for Effective Human-Computer Interaction (Schneiderman, 19891), was published. Shortly thereafter, HCI became part of the ACM curriculum promoting the development of effective user interfaces. Software tools were developed in order to assist in designing usable interfaces while employing usability engineering methods. Many of these methods focused on usability from the perspective of ease of use, ease of learning, user satisfaction, and zero defects (Nielsen, 1993).


2020 ◽  
Vol 30 (5) ◽  
pp. 949-982 ◽  
Author(s):  
Henrietta Jylhä ◽  
Juho Hamari

Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.


2018 ◽  
Author(s):  
Bruno Braga Medeiros ◽  
Jean Felipe P. Cheiran

Studying and applying Human-Computer Interaction (HCI) concepts on Software Engineering (SE) programs is meaningful when society demands more useful, accessible and pleasant software applications to be made. However, teaching HCI is perceived as a challenging task in an interdisciplinary aspect. Therefore, this study aims to understand what Brazilian SE undergraduate students are being taught on HCI courses. In order to accomplish it, we applied a content analysis methodology on 21 distinct syllabi from 15 universities, which resulted on the categorization of 28 teaching topics. The outcome of this work allow us to visualize the most HCI concepts seen on Brazilian SE programs: Design, Interaction Styles & Paradigms, System Evaluation, and Usability. Moreover, we presented discussions related to the HCI knowledge being offered on SE undergraduate programs.


Author(s):  
K.N. Zhernova

The paper contains the overview of various types of user interfaces, problems that arise during their development and usage, as well as possible solutions to manage these problems. In addition, the authors analyzed the increase in the naturalness of human-computer interaction in new user interfaces. Possible prospects for the development of such interfaces in order to increase the naturalness of human-computer interaction are also investigated.


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