Human Computer Interaction Strategies — Designing the User Interface

Author(s):  
Anand Pitale ◽  
Afreen Bhumgara
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):  
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.


Author(s):  
Francesca Fallucchi ◽  
Fabio Massimo Zanzotto

The authors propose probabilistic models for learning ontologies that expand existing ontologies taking into account both corpus-extracted evidence and the structure of the generated ontologies. The model exploits structural properties of target relations such as transitivity during learning. They then propose two extensions of the probabilistic models: a model for learning from a generic domain that can be exploited to extract new information in a specific domain and an incremental ontology learning system that puts human validations in the learning loop. This latter provides a graphical user interface and a human-computer interaction workflow supporting the incremental leaning loop.


2018 ◽  
Vol 9 (1) ◽  
pp. 587-596
Author(s):  
Dwi Nugra Heny

Website adalah sebuah cara untuk menampilkan diri di Internet. Dapat diibaratkan Website adalah sebuah tempat di Internet, siapa saja di dunia ini dapat mengunjunginya, kapan saja seseorang dapat mengetahui tentang diri orang lain, memberi pertanyaan pada seseorang, serta memberikan masukkan atau bahkan mengetahui dan membeli suatu produk. Pada penelitian ini akan mengelola kuisioner pengguna website di STTA menggunakan metode pengurutan quicksort guna mengetahui apakah website yang sudah ada memenuhi tujuan dari Human Computer Interaction (HCI) berdasarkan beberapa variabel dari user interface dan user experience. Pengolahan data pengguna Website STTA menggunakan metode quicksort diperoleh hasil bahwa Usability, Quality of Information (kualitas informasi) dan Classic Aesthetics masuk kategori “baik”, sedangkan Content, Pleasure, Expressive Aesthetics masuk kategori “cukup”. Hal tersebut mengindikasikan bahwa tujuan Human Computer Interaction (HCI) yaitu Usability, Effective dan Efficient masuk kriteria “baik”. Tetapi dari segi Appeal masuk kategori “cukup”, sehingga masih perlu dilakukan evaluasi guna perbaikan dan peningkatan website yang sudah ada.Kata kunci: quicksort, human computer interaction, website.


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