scholarly journals Design Space and Evaluation Challenges of Adaptive Graphical User Interfaces

AI Magazine ◽  
2009 ◽  
Vol 30 (4) ◽  
pp. 68 ◽  
Author(s):  
Leah Findlater ◽  
Krzysztof Z. Gajos

Adaptive graphical user interfaces (GUIs) have the potential to improve performance and user satisfaction by automatically tailoring the presentation of functionality to each individual user. In practice, however, many challenges exist and evaluation results of adaptive GUIs have been mixed. To guide researchers and designers in developing effective adaptive GUIs, we outline a design space and discuss three important aspects to consider when conducting user evaluations of these types of interfaces: the control and reporting of adaptive algorithm characteristics, the impact of task choice and user characteristics on the overall effectiveness of a design, and evaluation measures that are appropriate for adaptive interaction.

2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-29
Author(s):  
Arthur Sluÿters ◽  
Jean Vanderdonckt ◽  
Radu-Daniel Vatavu

Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that support intra-platform plasticity for reconfigurable displays. We instantiate the model for E3Screen, a new device that expands a conventional laptop with two slidable, rotatable, and foldable lateral displays, enabling slidable user interfaces. Based on a UML class diagram as a domain model and a SCRUD list as a task model, we define an abstract user interface as interaction units with a corresponding master-detail design pattern. We then map the abstract user interface to a concrete user interface by applying rules for the reconfiguration, concrete interaction, unit allocation, and widget selection and implement it in JavaScript. In a first experiment, we determine display configurations most preferred by users, which we organize in the form of a state-transition diagram. In a second experiment, we address reconfiguration rules and widget selection rules. A third experiment provides insights into the impact of the lateral displays on a visual search task.


2016 ◽  
Vol 10 (2) ◽  
pp. 128-147
Author(s):  
Pavel Koukal

In this paper the author addresses the issue of collective administration of graphical user interfaces according to the impact of the CJEU decision in BSA v. Ministry of Culture on the case-law in one of EU Member states (Czech Republic). The author analyses the decision of the Czech Supreme Court where this Court concluded that visitors of Internet cafés use graphical user interface actively, which represents relevant usage of a copyrighted works within the meaning of Art. 18 the Czech Copyright Act. In this paper, attention is first paid to the definition of graphical user interface, its brief history and possible regimes of intellectual property protection. Subsequently, the author focuses on copyright protection of graphical user interfaces in the Czech law and interprets the BSA decision from the perspective of collective administration of copyright. Although the graphical user interfaces are independent objects of the copyright protection, if they are used while running the computer program the legal regulation of computer programs has priority. Based on conclusions reached by the Supreme Administrative Court of the Czech Republic in the BSA case, the author claims that collective administration of graphical user interfaces is neither reasonable nor effective.


Author(s):  
Mikael Wiberg

Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.


Author(s):  
Li Xiao ◽  
Subhasish Dasgupta

A Web portal is a site that aggregates information from multiple sources on the World Wide Web and organizes this material in an easy user-friendly manner. Portals usually consist of a search engine, e-mail, news, and interactive chat facilities. The two main types of portals are horizontal and vertical portals. A horizontal portal is a Web site that provides consumers access to a number of different sites in terms of content and functionality. A vertical portal focuses on a specific community of users who share a common interest. In this chapter we investigate the impact of user characteristics such as gender, age, experience, and Web use on user satisfaction with Web portals. In our study we are unable to detect any differences in satisfaction based on gender. We find that the users with seven to 10 years of work experience are most satisfied with Web portals, while users with more than 10 years work experience report least satisfaction with Web portals. We also find that users that use Web portals the least (30 to 60 minutes per week) are least satisfied with them. Users of vertical (or customer community) portals are always more satisfied than users of horizontal (or mega) portals.


Author(s):  
Makram Soui ◽  
Mabrouka Chouchane ◽  
Narjes Bessghaier ◽  
Mohamed Wiem Mkaouer ◽  
Marouane Kessentini

2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-33
Author(s):  
Laura Pruszko ◽  
Céline Coutrix ◽  
Yann Laurillau ◽  
Benoît Piranda ◽  
Julien Bourgeois

Shape-changing User Interfaces attract growing interest in Human-Computer Interaction. Modular robotics offer a great opportunity for their implementation. However, the current theoretical and technical advances of modular robotics are fragmented and little centered on the user. To unify existing work and center future research on the user, we perform a systematic literature review enabling us to build a unifying space for the design of modular shape-changing user interfaces.Our aim is to bridge the gap between HCI and robotics. We relate properties of different domains and identify inconsistencies to structure the design space. Towards this aim, we conduct a thorough cross-disciplinary survey to propose: 1) a set of design properties at the scale of the interface (macro-scale) and at the scale of the modules (micro-scale) and 2) the impact of these properties on each other. This paper can be used to describe and compare existing modular shape-changing UIs and generate new design ideas by building upon knowledge from robotics and HCI.


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). The World Wide Web (Web) became an integral part of HCI research in the 1990s, as organizations rushed to deploy a corporate Web site. Many of these Web sites took advantage of cutting-edge technology, including graphics and animation, with little regard for the impact on the user. As a result, users became disgruntled by lengthy download times, complex navigation schemes, nonintuitive search mechanisms, and disorganized content.


2010 ◽  
Vol 2 (2) ◽  
pp. 1-26 ◽  
Author(s):  
Mikael Wiberg

Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.


Sign in / Sign up

Export Citation Format

Share Document