Mobile Interface Design for Online Movie Databases – Comparing Active Exploration With Standard UI Designs

Author(s):  
Wolfgang Hurst ◽  
Bruno dos Santos Carvalhal
2019 ◽  
Vol 4 (1) ◽  
pp. 1-7
Author(s):  
Siti Fatimah Abd Raof ◽  
Nor Azzyati Hashim ◽  
Noor Azura Zainuddin

There are many mobile applications that help to boost Quran memorization, but the target users are normally for general people without specifically consider the design for ageing people. This becomes imperative since ageing people need to face with the cognitive and physical decline as they are getting older. Hence, to enhance Quran memorization, a mobile app known as E-Hafazan was developed. For the interface design, the researchers integrated the mobile design guidelines for ageing people that comprise of seven categories: cognitive, content, navigation, visual, audio, perception and dexterity. The aims of this paper are to investigate the usability of mobile interface design and user acceptance on E-Hafazan mobile app for Quran memorization. A total of 30 people around Arau, Perlis participated in the system evaluation. The participants were in the category of middle-aged adults and early elderly, between the ages of 40-74 years old. From the findings, most of the respondents are satisfied with the E-Hafazan app since it is effective, interactive and ubiquitous for memorizing Al-Quran although there is a slight lack in the result of the visual category for the mobile interface design.


Author(s):  
E. J. Arthur ◽  
P. A. Hancock ◽  
S. T. Chrysler

Virtual environments promise an almost limitless vista of expansion for human capabilities. They are being touted as the interface of the future and have begun to generate an expectation of a revolution in human-computer interaction greater than any seen to date. Like much hyperbole that cascades around innovative technology, little is based in knowledge while much is based on expectation or sheer speculation. In previous work, we have examined some of the basic human factors questions about usability. Here we specifically examine the ability to reproduce a complex spatial layout of objects having experienced them under a variety of viewing conditions. Subjects learned the spatial layout of nine common objects arranged on a flat plane. Viewing conditions consisted of free binocular virtual, free binocular real, and monocular real. The first two allowed active exploration of the environment while the latter condition allowed only a single viewpoint. The dependent variables were mapping accuracy and triadic comparisons of relative inter-object distances. Mapping results showed a significant effect of viewing condition, where in contrast to expectations the single eye was superior to the virtual and real binocular conditions. Results for the triadic comparisons showed a significant interaction of gender by viewing condition. The spatial representation formed by using virtual reality appears equivalent to that of the representation with the actual objects. The are a number of implications of these data with respect to interface design, in particular the question of potential information overload in virtual interfaces.


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