scholarly journals An Introduction to 3-D User Interface Design

2001 ◽  
Vol 10 (1) ◽  
pp. 96-108 ◽  
Author(s):  
Doug A. Bowman ◽  
Ernst Kruijff ◽  
Joseph J. LaViola ◽  
Ivan Poupyrev

Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most user-interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also practical guidelines for 3-D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3-D interaction design and some example applications with complex 3-D interaction requirements. We also present an annotated online bibliography as a reference companion to this article.

User interface (UI) design is the process of making interfaces in software or computerized devices with a focus on looks or style. Designers aim to create designs users will find easy to use and pleasurable. IU design typically refers to graphical user interfaces but also includes others, such as voice-controlled ones. In this chapter, the user interface design and the grounded learning theories are discussed. Next, the interaction styles and the types of interactions are discussed. The usability benchmark and the usability evaluation instruments are also discussed in this chapter.


Author(s):  
Sybille Caffiau ◽  
Patrick Girard

In user interface design, model-driven approaches usually involve generative solutions, producing interface by successive transformations of a set of initial models. These approaches have obvious limitations, especially for advanced user interfaces. Moreover, top-down design approaches (as generative approaches are) are not appropriate for interactive application development in which users need to be included in the whole design process. Based on strong associations between task models and dialogue models, the authors propose a global process, which facilitates the design of interactive applications conforming to their models, including a rule-checking step. This process permits either to start from a task model or a user-defined prototype. In any case, it allows an iterative development, including iterative user modifications, in line with user-centered design standards.


2018 ◽  
pp. 119-137
Author(s):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


Author(s):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


Design Issues ◽  
2008 ◽  
Vol 24 (3) ◽  
pp. 85-107 ◽  
Author(s):  
Adream Blair-Early ◽  
Mike Zender

Author(s):  
Monika Jingar ◽  
Helena Lindgren ◽  
Madeleine Blusi

Participating in social activities promotes healthy ageing, whereas loneliness and isolation are known to cause adverse effects on both physical and mental wellbeing. Technology that exists in society today can facilitate healthy ageing. However, a gap can be seen between seniors and technology in today’s internet and communication technological device’s user interfaces. Due to limited prior knowledge of interacting with touch screen devices, seniors sometimes have difficulties using them. This research aims to explore the user interfaces and their elements designed using a human-centered design methodology by involving seniors as activate participants in the design process. This work’s outcome can improve current user interface design practices in touch screen devices, which might be seen as contributing step to understand the gap between seniors and technology.


Author(s):  
Hanna Poranen ◽  
Giancarlo Marafioti ◽  
Gorm Johansen ◽  
Eivind Sæter

User interface (UI) is a platform that enables interaction between a human and a machine, a visual part of an information device, such as a computer or software, which user interacts with. A good user interface design makes operating a machine efficient, safe and user friendly in a way that gives the desired result. This paper describes a set of guidelines defined for marine autonomous operations where many actors, devices and sensors are interacting. The UI should manage and present in a user-friendly manner a large amount of data, ensuring situation awareness for the operator/user. The design guidelines of the user interface consist of both a work process part and a content part, also called user experience design (UX). The work process consists of four sections: manage, plan, operate and evaluate, while the content part focuses on how to show the information. Both parts will be detailed and discussed and can be taken as a reference for designing user interfaces in particular for marine autonomous operations.


Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that uses textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach that allow students to experience user interface design by allowing them to “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


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