Human-Computer Interaction in an Address-Indexed Information System

1983 ◽  
Vol 27 (10) ◽  
pp. 854-854
Author(s):  
Patricia R. Hawkins

This presentation will describe the process by which the interface was designed for an information system that's accessed by means of an address. An address-indexed system is used when service is being established for a specific address and there is no account number to use to access records associated with the address. It is necessary to verify that the address is accurate and to know what service or facilities already exist there. The system I'm going to describe is for the telephone company but it could as easily serve the needs of any company or organization which provides service and equipment at specific addresses such as the gas company, cable television company, or a municipal government. The design of this system posed some special human-computer interaction problems. Access to records by means of an address is not as straightforward as access by means of an account number or even a customer name. Addresses are highly variable. In some communities the same street may be known by more than one name and both may be acceptable to the Post Office. In rural areas there are frequently no house numbers and often there are not even street names. One approach to handling address variability is to provide prompting and to design a highly interactive system. Another approach is to create some type of standardization and attempt to impose it on your users. Our design provides both and both will be described. Naturally, the interface had to be designed within a set of constraints. The system was to be on a single centralized large mainframe computer. It would be used by service representatives who would be talking to customers on the telephone at the same time they were accessing the system. We needed fast response time. During busy hours during peak periods of the month there might be thousands of service representatives accessing the system at the same time. There are many components of end user response time. Transaction volume is one of them. This meant that in designing this interactive system we had to keep the number of transactions down, that is, minimize the number of interactions. This presentation will describe how these problems have been resolved in the five years that this system has been evolving. Examples of the challenges and oddities we've encountered will be drawn from our experiences in mechanizing rural addresses and multi-family residences. The process described includes some prototyping, experimentation where possible, and a lot of trial and error with frequent field evaluations. The process also includes a lot of teamwork between the software designers and the human factors designers.

2017 ◽  
Vol 11 (3) ◽  
pp. 177
Author(s):  
Brav Deva Bernadhi ◽  
Singgih Saptadi

Pertumbuhan akses informasi pada saat sekarang ini berjalan secara pesat. Masyarakat atau user untuk mendapatkan data atau informasi yang akurat, aktual, serta cepat dan mudah sekarang bukanlah hal sulit. Perkembangan internet pada saat ini semakin pesat dan tidak dapat dipisahkan dari dunia pendidikan. Terdapatnya sistem informasi dan internet yang terus berkembang, maka diciptakan suatu cara penyampaian pendidikan secara elektronik dengan bantuan internet. Sistem informasi yang dimaksud pada saat sekarang lebih dikenal dengan istilah elektronik learning (e-learning). E-learning adalah suatu sistem informasi yang membantu pembelajaran manual menjadi pembelajaran secara elektronik. Pada dunia pendidikan untuk membantu dosen dan mahasiswa untuk memanajemen mata kuliah, saat sekarang ini terdapat Sistem Informasi Akademik yang lebih disingkat dengan SIA. SIA adalah suatu sistem informasi yang mengelola dan mengolah semua data-data akademik yang berada di bidang akademik. KRS online yang berada di SIA berhubungan erat dengan mata kuliah yang akan terisi pada e-learning. Dari pandangan kebutuhan tersebut, ada baiknya kedua sistem informasi tersebut digabungkan sehingga dengan user mengisi SIA, maka sistem e-learning yang berhubungan dengan mata kuliah yang diikuti akan terupdate dengan sendirinya dan perlu didesain sedemikian rupa agar kedua sistem informasi tersebut dapat berjalan dengan baik dan dapat digunakan oleh para user. Pendekatan ergonomis yang diperlukan untuk sistem tersebut adalah Human Computer Interaction (HCI) sehingga sistem yang dikembangkan akan nyaman, mudah dan aman digunakan oleh user atau dengan kata lain adalah user friendly. Jurnal ini disusun dengan tujuan untuk mengembangkan suatu sistem integrasi SIA dengan e-learning sehingga dapat membantu dan mempermudah aktifitas pembelajaran di Perguruan Tinggi.   ABSTRACT Growth of access to information at the present time is running fast. Public or the user to obtain data or information that is accurate, current, and a quick and easy right now is not difficult. The development of the Internet in today's increasingly rapidly and can not be separated from the world of education. Presence information systems and the Internet continues to grow, then created a way of delivering education electronically with the help of internet. The information system is at present better known as electronic learning (e-learning). E-learning is an information system that helps instructional manual to electronic learning. In the world of education to enable faculty and students to manage course, nowadays there are more Academic Information System shortened by SIA. SIA is an information system that manages and processes all the data of academic residing in the academic field. KRS SIA online that are closely related to the subjects that will be filled in e-learning. From the view of these needs, it helps both information systems are combined so that the user fills in SIA, the e-learning systems relating to subjects who follow will update itself and needs to be designed so that both the information system can run well and can used by the user. Ergonomic approach is needed for these systems is the Human Computer Interaction (HCI) so that the developed system will be convenient, easy and safe to use by the user, or in      other words is user friendly. These journals are intended to develop a system AIS integration with e-learning in order to assist and facilitate the activities of learning in Higher Education.


Author(s):  
Daniela Fogli ◽  
Andrea Marcante ◽  
Piero Mussio

In this chapter it is recognized that the knowledge relevant to the design of an interactive system is distributed among several stakeholders: domain experts, software engineers and Human-Computer Interaction experts. Hence, the design of an interactive system is a multi-facet activity requiring the collaboration of experts from these communities. Each community describes an interactive system through visual sentences of a Visual Language (VL). A first VL allows domain experts to reason on the system usage in their specific activities. A second VL, the State-Chart language, is used to specify the system behaviour for software engineers purposes. A communication gap exists among the two communities, in that domain experts do not understand software engineers jargon and vice versa. To overcome this gap, a third VL permits Human-Computer Interaction experts to translate the user view of the system embedded in their Visual Language into a specification in the software engineering Visual Language.


2021 ◽  
Vol 11 (6) ◽  
pp. 2695
Author(s):  
George E. Raptis ◽  
Giannis Kavvetsos ◽  
Christina Katsini

Cultural heritage is a challenging domain of application for novel interactive technologies, where varying aspects in the way that cultural assets are delivered play a major role in enhancing the visitor experience, either onsite or online. Technology-supported natural human–computer interaction that is based on multimodalities is a key factor in enabling wider and enriched access to cultural heritage assets. In this paper, we present the design and evaluation of an interactive system that aims to support visitors towards a better understanding of art contexts through the use of a multimodal interface, based on visual and audio interactions. The results of the evaluation study shed light on the dimensions of evoking natural interactions within cultural heritage environments, using micro-narratives for self-exploration and understanding of cultural content, and the intersection between human–computer interaction and artificial intelligence within cultural heritage. We expect our findings to provide useful insights for practitioners and researchers of the broad human–computer interaction and cultural heritage communities on designing and evaluating multimodal interfaces to better support visitor experiences.


2021 ◽  
pp. 1-32
Author(s):  
Simone Dornelas Costa ◽  
Monalessa Perini Barcellos ◽  
Ricardo de Almeida Falbo

Human–Computer Interaction (HCI) is a multidisciplinary area that involves a diverse body of knowledge and a complex landscape of concepts, which can lead to semantic problems, hampering communication and knowledge transfer. Ontologies have been successfully used to solve semantics and knowledge-related problems in several domains. This paper presents a systematic literature review that investigated the use of ontologies in the HCI domain. The main goal was to find out how HCI ontologies have been used and developed. 35 ontologies were identified. As a result, we noticed that they cover different HCI aspects, such as user interface, interaction phenomenon, pervasive computing, user modeling / profile, HCI design, interaction experience and adaptive interactive system. Although there are overlaps, we did not identify reuse among the 35 analyzed ontologies. The ontologies have been used mainly to support knowledge representation and reasoning. Although ontologies have been used in HCI for more than 25 years, their use became more frequent in the last decade, when ontologies address a higher number of HCI aspects and are represented as both conceptual and computational models. Concerning how ontologies have been developed, we noticed that some good practices of ontology engineering have not been followed. Considering that the quality of an ontology directly influences the quality of the solution built based on it, we believe that there is an opportunity for HCI and ontology engineering professionals to get closer to build better and more effective ontologies, as well as ontology-based solutions.


Author(s):  
Karin Hedstrom ◽  
Stefan Cronholm

In this chapter, we discuss an evaluation of a computerized information system in an elderly care unit. The evaluation is based on the concept of actability, which is a combination of theories from Human-Computer Interaction and the Language Action Perspective. The reason for uniting different theories is to obtain a more holistic evaluation model. The findings show that the evaluated system has a low degree of actability, and the users had a positive attitude towards the system. One explanation could be that we, as evaluators, reviewed both structure and content, whereas the users saw only the content of the information system (i.e., its functions) as the most important aspect.


Author(s):  
Yifan Fang ◽  
Zhong Chen ◽  
Lei Yu ◽  
Shumin Fei

In the human–computer interaction field, a contactless interaction with large screens through gestures is very representative, and the recognition and filtering of gesture images are very important tasks. Aiming at solving the problems of interference and positioning drift of three-dimensional lidar sensors, this article proposes a contactless interactive control system based on switching filtering algorithm, which selects the Butterworth filtering and the modified strong tracking Kalman filter to be used in the filtering process. The proposed interactive system extracts and optimizes user gestures, maps the gestures to the screen, simulates mouse operations, and enables operations such as selection, sliding, zooming in and out, and others. This switching filtering algorithm effectively solves the accuracy problem of a single filtering algorithm and the rapidity of complex filtering algorithms in the signal processing step, and greatly improves the interaction accuracy without sacrificing too much processing time. The experimental results show that by applying the proposed switching filtering algorithm to a contactless human–computer interaction system, the system can achieve smooth gesture interaction. The proposed system can perform real-time interaction with multiple people, which fully verifies the effectiveness and superiority of the proposed algorithm.


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