Preserving interaction design principles while implementing Material Design Guidelines

Author(s):  
Elza Kalac ◽  
Nihad Borovina ◽  
Dusanka Boskovic
2021 ◽  
Vol 13 (11) ◽  
pp. 6452
Author(s):  
Vesna Kosorić ◽  
Siu-Kit Lau ◽  
Abel Tablada ◽  
Monika Bieri ◽  
André M. Nobre

Based on the findings from a recent study by the authors which examined factors affecting diffusion of photovoltaics (PV), while comprehensively considering the local PV and construction industry as well as characteristics of the built environment, this paper proposes a holistic strategy for PV implementation into Singapore’s built environment. It consists of (1) a multilevel mechanism framework, encompassing eleven mechanism categories of instruments and activities and (2) a general design framework including design principles, general project instructions and the main design guidelines. Relying on a survey conducted among PV experts on established mechanisms, the present study suggests that building codes (e.g., fire safety, structural safety, etc.) and initiatives and incentives related to PV/building-integrated photovoltaics (BIPV) should be the highest priority for authorities, followed by assessment of BIPV/PV properties, working toward social acceptance, conducting research projects and information exchange, and education and training activities. Considering all three pillars of sustainability, the design framework is based on the following interrelated design principles: (1) compatibility and coherence with the local context, (2) technical soundness, (3) economic viability, (4) user-centered design, (5) connecting with community and socio-cultural context, and (6) adaptability and flexibility. Despite Singapore’s scarcity of land, the established design guidelines cover a wide spectrum of solutions, including PV integration into both buildings and non-building structures. The synthesis of the two interconnected and inseparable frameworks aims to create an environment conducive to long-term widespread PV integration and stimulate the deployment of BIPV, which should help Singapore and other cities reduce their dependency on imported fossil fuels, while also making them more livable and enjoyable.


AI & Society ◽  
2021 ◽  
Author(s):  
Nora Fronemann ◽  
Kathrin Pollmann ◽  
Wulf Loh

AbstractTo integrate social robots in real-life contexts, it is crucial that they are accepted by the users. Acceptance is not only related to the functionality of the robot but also strongly depends on how the user experiences the interaction. Established design principles from usability and user experience research can be applied to the realm of human–robot interaction, to design robot behavior for the comfort and well-being of the user. Focusing the design on these aspects alone, however, comes with certain ethical challenges, especially regarding the user’s privacy and autonomy. Based on an example scenario of human–robot interaction in elder care, this paper discusses how established design principles can be used in social robotic design. It then juxtaposes these with ethical considerations such as privacy and user autonomy. Combining user experience and ethical perspectives, we propose adjustments to the original design principles and canvass our own design recommendations for a positive and ethically acceptable social human–robot interaction design. In doing so, we show that positive user experience and ethical design may be sometimes at odds, but can be reconciled in many cases, if designers are willing to adjust and amend time-tested design principles.


Author(s):  
Teresa Onorati ◽  
Alessio Malizia ◽  
Paloma Díaz ◽  
Ignacio Aedo

The interaction design for web emergency management information systems (WEMIS) is an important aspect to keep in mind due to the criticality of the domain: decision making, updating available resources, defining a task list, and trusting in proposed information. A common interaction design strategy for WEMIS seems to be needed, but currently there are few references in literature. The aim of this study is to contribute to this lack with a set of interactive principles for WEMIS. From the emergency point of view, existing WEMIS have been analyzed to extract common features and to design interactive principles for emergency. Furthermore, the authors studied design principles extracted from a well-known (DERMIS) model relating them to emergency phases and features. The result proposed here is a set of design principles for supporting interactive properties for WEMIS. Finally, two case studies have been considered as applications of proposed design principles.


Author(s):  
Christos Sintoris ◽  
Adrian Stoica ◽  
Ioanna Papadimitriou ◽  
Nikoleta Yiannoutsou ◽  
Vassilis Komis ◽  
...  

Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this article is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. This article explores how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.


Author(s):  
Hector Chimeremeze Okere ◽  
Suziah Sulaiman ◽  
Dayang Rohaya Awang Rambli ◽  
Oi-Mean Foong

The proliferation of multimodal interaction research have presented numerous advantages which include enhancement of realism, increased efficiency in user task performance and the achievement of an interactivity that is relatively identical to the conventional human to human interactions. Haptic, visual, and aural interactions have been widely utilized and applied in various domains ranging from military and scientific visualization realms into more multidisciplinary areas, such as art and culture, education, archeology, and complementary medicine. In Virtual reality stress therapy application particularly in the proliferation towards the virtualization and simulation of the traditional foot reflexology therapy, little is understood on the haptic, visual and aural interactive nature of the therapy and to what extent they contribute in the patients' relaxation and stress relief, which hinders the system developers from obtaining the appropriate system design requirements for foot reflexology virtual stress therapy applications. This paper presents an exploratory study that examines from both the patients' and practitioners' perspective, the haptic, visual and aural interactive nature in foot reflexology domain since the practices promote relaxation and stress relief. The study explored 2 traditional foot reflexology sessions; audio recorded semi-structured interview was used to collect data from the participant's while the session was going on for analysis. The study findings presented the haptic, visual and aural interactive nature involved from the patients' and practitioners' perspective, and a higher level design requirements for the haptic, aural, visual and general interactivity extracted from the study findings as well as from literature. Implications for future research are also discussed.


2012 ◽  
Vol 3 (2) ◽  
pp. 26-43 ◽  
Author(s):  
Johan Eliasson ◽  
Robert Ramberg

In location-based and contextual mobile learning, students are continually mobile in the virtual, social, and physical environment. A common problem in this view of mobile learning is that students spend time focusing on the mobile devices at the expense of interacting with other students or exploring the physical environment. The authors approach this problem from an interaction design perspective, where they design and analyse geometry-learning activities in two iterations. Based on video data from groups of students participating in the learning activities, the authors analyse when mobile devices are in the foreground and background of their interaction. The authors present six guidelines for designing location-based and contextual mobile learning activities, where mobile devices support rather than distract students from contents and contexts relevant to the learning goals. Finally, the guidelines are evaluated using a model of interaction, which represents mobile device interaction as one of four different modes of human interaction with technology.


Author(s):  
Gun A. Lee ◽  
Gerard J. Kim ◽  
Mark Billinghurst

This chapter describes designing interaction methods for Tangible Augmented Reality (AR) applications. First, we describe the concept of a Tangible Augmented Reality interface and review its various successful applications, focusing on their interaction designs. Next we classify and consolidate these interaction methods into common tasks and interaction schemes. And finally, we present general design guidelines for interaction methods in Tangible AR applications. The authors hope that these guidelines will help developers design interaction methods for Tangible AR applications in a more structured and efficient way, and bring Tangible AR interfaces closer to our daily lives with further research.


2011 ◽  
pp. 1931-1937
Author(s):  
Su-Ting Yong

This is a brief review of the history of usability and a discussion of usability in developing a computer-based learning program (CBLP). According to ISO 9241, usability is defined as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (Bevan, 2001). The main focus of usability in this article is concerned with the user interface and interaction design. To create a usable computer-based learning program, one needs to understand the definition of usability and the goals of usability. Besides achieving usability goals, a usable CBLP should also be able to attain user experience goals. Design principles can be used to develop a CBLP featured with usability. Two design models will be discussed in this review.


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