Towards a human-computer interaction model for voice user interfaces

Author(s):  
Adriana Lorena Iñiguez-Carrillo
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):  
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.


2019 ◽  
Vol 1 (12) ◽  
Author(s):  
Kai-Shuan Shen

AbstractThis study presents the issues why gamers prefer mobility-augmented reality games to other types of game and what specific characteristics cause them to invest a large amount of their time on tireless game-play. Furthermore, the appeal of mobility-augmented reality games was studied to solve the above mentioned issues. Then, how human–computer interaction based on mobility-augmented reality games was promoted to create a new marketing mode was explored. Then, Pokémon GO, as the worldwide major mobility-augmented reality game, was selected as the research target in this study. The researcher interviewed 9 experts, collected 235 Knasei words from 33 articles, and surveyed 335 gamers through a questionnaire to collect the data about users’ preferences. A preference-based study was believed to disclose the motivated reasons for the appeal of mobility-augmented reality games. The researcher analyzed the gathered Kansei concepts and questionnaires using the two-stage procedures, including evaluation grid method (EGM) and Quantification Theory Type I. During the first stage the hierarchy of the relationship among the types of appeal factors, the reasons for users’ preferences, and the explicit design characteristics of Pokémon GO present the semantic structure of appeal and were determined using EGM through the accumulation of the review of articles and the interviews of experts. During the second stage the strongest two original evaluation items of Pokémon GO are determined as “social interaction” and “scenario interaction” based on the statistical analysis of Quantification Theory Type I, and their corresponding “upper-level” and “lower-level” considerations are proved to have influence on them. Finally, the paper found that the popularity of Pokémon GO can be ascribed to the design of the innovative models of game interaction, which targets the psychological preferences of gamers. This means that the interaction model between a customer and an enterprise can be developed outside the box and a new type of marketing can be formed. The study proved that the innovative models of interaction successfully drove gamers’ motivations to play Pokémon GO. Designers and researchers of mobility-augmented reality games can absorb important information through this study. This study enriches the field of mobile communication, online marketing, and human–computer interaction in cyberspace.


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).


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