scholarly journals Casual Leisure in Rich-Prospect

2021 ◽  
Vol 14 (3) ◽  
pp. 1-23
Author(s):  
Christopher Morse ◽  
Jasmin Niess ◽  
Carine Lallemand ◽  
Lars Wieneke ◽  
Vincent Koenig

As digital cultural collections become increasingly sophisticated in their scope and functionality, there is a need to build an in-depth understanding concerning the information behaviors of users in this new domain. Research has demonstrated that many digital museum visitors are engaged in casual leisure during exploration of a collection, suggesting that they do not have an inherent information goal but rather seek new experiences or learning opportunities based on personal curiosity and moments of discovery. Consequently, understanding how to translate casual leisure contexts into meaningful interaction design may play a critical role in designing engaging digital collections. Our study reports on the user experience of a largely unexplored user interface design framework called rich-prospect , which was originally developed to enhance browsing and discovery for complex visual collections. We performed a mixed-method, within-subjects study (N=30) that simulated a casual leisure approach to information browsing and retrieval across three different rich-prospect interfaces for digital cultural heritage. Our results show that rich-prospect scores well in the hedonic facets of its user experience, whereas pragmatic aspects have room for improvement. Additionally, through our qualitative analysis of participant feedback, we derived salient themes relating to the exploratory browsing experience. We conclude with a series of design implications to better connect interactive elements with casual leisure contexts for digital cultural collections.

2013 ◽  
Vol 411-414 ◽  
pp. 131-134
Author(s):  
Jin Sheng Lu ◽  
Jun Jun Shen ◽  
Zhong Liang Yang

The user experience iterative process in interface design cannot meet the needs of point to point cases information delivery. In this paper, the process which combined with modern semiotics design methods was re-designed. With the process, design elements were refined in semiotics and the workflows and frames were recreated. And the point to point iterative interaction design process based on user experience were proposed through the interaction design of Kashgar self-service tourism website and developed the prototype system, which verified the practical application of the availability and effectiveness of the new design process.


2014 ◽  
Vol 989-994 ◽  
pp. 5528-5531
Author(s):  
Xiao Meng Mao

Discusses the realization of the path of the mobile terminal application software emotional interaction design. Analyzed design features of mobile terminal application software with combined hardware and software features. Analysis of the current features of emotional interaction design software applications. People's basic functional requirements of the mobile terminal application software for rising to the emotional and reflective user experience. Realize the emotional user experience needs improvements of interactive mode; interface design patterns; human-computer interaction applications feedback and deep-rooted experience of the target software features.


Author(s):  
Luís Cláudio Portugal do Nascimento

This essay examines whether contemporary design is undergoing a decline in its standards of professional and pedagogic quality, due to an identity crisis which has apparently been affecting the field since the late sixties. In light of Confucius’ “rectification of names” imperative, various linguistic and aesthetic implications associated with the alleged loss of design conceptual benchmarks of the very identity and definition of the design discipline and profession are explored. It analyses concrete situations in which narratives on design seemingly weaken its bonds with objective exterior reality, arguably leading to the deterioration of previously valued and nurtured patterns and canons of excellence in technical, aesthetic, linguistic, methodological, and, above all, moral terms in the discipline of design. Attention is also given to a relatively common trend displayed – often, but not always– by “neo design specialists” of erasing conceptual boundaries around the design field, in order to establish subdomains within the greater discipline of design. These tend to be marked by pleonastic and tautological, but nevertheless impressive terminology, such as “information design”, “interface design”, “interaction design”, “user-centered design”, “user-experience design”, “user-interface design”, “communication design”, “experimental design”, “authorial design”, “handicrafts design”, “modern design”, “contemporary design”, “emotional design”, “meta-design”, “sustainable design”, “design systems”, “design thinking” and more, which then subdivides the territory of design amongst various “neo-design specialists” by suggesting, in some instances, the possibility of isolating conceptual attributes (such as, respectively, “information”, “interface”, “interaction”, “user experience”, “user interface”, “design conceptual models and methodological approaches” and so on) from the very identity of the integral design discipline itself. In this context, Confucius’ message of the “rectification of names” may thus be perceived as an important and timely call.


2014 ◽  
Vol 543-547 ◽  
pp. 4642-4645
Author(s):  
Li Rui Cao

In order to improve the user experience and aesthetic feeling of interactive interface of mobile products, the paper iphone Mobile graphics and interaction design as the foundation, implements the user interface design with means from visual sense (picture), auditory sense (stereophonic sounds),tactile sense (fingers control on function keys) from aesthetic observation points, develops in aesthetic human-computer interactive method, emphasizes on the interaction among humans to give users more direct, healthy and overall game experience.


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):  
Christopher R. Hale ◽  
Anna L. Rowe

This symposium addresses the challenge of translating user data to specifications suitable for interface development. Four methodologies will be presented: Decision requirements tables, ecological interface design, object-view and interaction design and procedural networks. These four methodologies will be contrasted relative to three dimensions: (1) type of data used in analysis, (2) point in the design process at which each methodology focuses its impact and (3) the formalisms each uses for translating psychological data into engineering data suitable for specification development. Our introductory remarks will elaborate on these three dimensions, and present an example design problem. The four session participants then will present their respective methodologies, how each addresses the three dimensions and how each can be used to address the example design problem.


2018 ◽  
Vol 5 (2) ◽  
pp. 270-277
Author(s):  
Yemima Monica Geasela ◽  
Pranchis - Ranting ◽  
Johanes Fernandes Andry

AbstrakDengan berkembangnya teknologi informasi, meningkat pula cara pembelajaran yang semakin modern salah satunya dengan menggunakan e-learning. E-learning adalah suatu model pembelajaran yang menggunakan website sebagai media dasarnya. Dengan adanya e-learning, pembelajaran dapat dilakukan dimanapun dan kapanpun. E-learning yang baik adalah e-learning yang dapat meningkatkan kemampuan pengguna yang menggunakannya. Desain antarmuka menjadi salah satu elemen paling penting yang dapat mendukung kualitas edukasi di dunia maya. Oleh karena itu, penelitian ini bertujuan mengevaluasi desain antarmuka suatu website berbasis e-learning menggunakan human factors dan pendekatan interpretasi ergonomik, untuk meningkatkan usability dan usefulness sebuah sistem. Metode yang dipakai dalam penelitian ini adalah evaluasi heuristik yang terdiri atas 10 aturan prinsipnya yang terkenal dalam melakukan penilaian atas suatu desain antarmuka. Hasil penelitian menunjukkan secara umum penilaian terhadap desain interface dan ketermudahan penggunaan suatu website yang memiliki basis e-learning ditemukan telah cukup baik, akan tetapi masih terdapat beberapa hal yang perlu ditingkatkan, terutama yang bersesuaian dengan karakteristik dalam ketermudahan penggunaan. Kata Kunci: website, e-learning, heuristic, usability AbstractWith the development of information technology, studying process is one of the affected aspect by technology and becoming a new modern studying method called e-learning. E-Learning is a studying model that use website as it basis. With the help of e-learning, studying process can be done anywhere and anytime. A good E-Learning is one that can increase the overall skill of the user. Visual design becoming one of the support element that can help the education quality in cyberspace. Therefore, this research purposes aims is to design an e-learning website using human factor and ergonomi interpretation approaches, to improve the usefulness for user and the usefulness for system. The method used in this research is a method that consist of ten rule that was famous for designing. The result of general research about user interface design and the content about e-learning with a basis of website was good enough, but there is still some problem that must be fixed especially those relating with user experience. Keywords: website, e-learning, heuristic, usability


Sign in / Sign up

Export Citation Format

Share Document