scholarly journals Designing Human-Centered 3D Gis Interface and Interaction Model to Support Agriculture Commodity Selection

Author(s):  
Hanhan Maulana ◽  
Hideaki Kanai

The purpose of this study is to design an interface and an interaction model using user-centered Design approach. The model-built first aim is to assist the development process of a 3-dimensional geographic information system (3D GIS). The second aim is to ensure that the system that is built meets the needs of the user. GIS has been applied in various fields. In the agriculture field, GIS is often used to assist land evaluation and commodity selection. 3D GIS can provide map visualizations that are similar to actual earth topography. This advantage can minimize the user's cognitive load when using the map. Developing 3D GIS requires more complex components than 2D GIS. This study proposes an interface and interaction model for 3D GIS in scope of agricultural commodities selections. This study has five main stages. The first stage is software requirements Analisys. The second stage is data and content analysis. At this stage, data analysis is carried out to then build a data model to manage geocontent. The third stage is User Interface design. At this stage, an interface model is created as guidelines to arrange the 3D map layout. The fourth stage is the development of the interaction model to analysis of potential user actions and feedback of the system. The last stage is prototype development and evaluation. The prototype is evaluated by involving farmers to measure the adequacy of the data. A heuristic evaluation focused on eight statements was carried out. Based on the evaluation process, in general, most users agree with the statements made. It means that the model built meets the needs of the user. This model is expected to make it easier for software developers to build 3D GIS and ensure the farmer’s need in the sistems are meets. It’s hoped that combining visual elements and interaction can increase the usability level of 3D GIS.

2020 ◽  
Author(s):  
Isabelle Counson ◽  
Alexandra Bartholomew ◽  
Joanna Crawford ◽  
Katherine Petrie ◽  
Geetanjali Basarkod ◽  
...  

BACKGROUND Junior doctors report higher levels of psychological distress than more senior doctors and report several barriers to seeking professional mental health support, including concerns about confidentiality and career progression. Mobile health applications (mHealth apps) may be utilised to help overcome these barriers to assist the emotional wellbeing of this population and encourage help-seeking. OBJECTIVE We describe the development and pilot trial of the Shift mHealth app to provide an unobtrusive avenue for junior doctors to seek information about, and help for, wellbeing and mental health concerns that is sensitive to workplace settings. METHODS A 4-phase iterative development process was undertaken to create the content and features of Shift involving junior doctors, using principles of user-centered design. These four phases were: I) Needs assessment, based on interviews with 12 junior doctors; II) Prototype development with user experience feedback from two junior doctors; III) Evaluation, consisting of a pilot trial with 22 junior doctors to assess usability and acceptability of the initial prototype; and IV) Redesign, including user experience workshops with 51 junior doctors. RESULTS Qualitative results informed the content and design of Shift to ensure the app was tailored to junior doctors’ needs. The Shift app prototype contained cognitive-behavioural, mindfulness, value-based actions, and psychoeducational modules, as well as a tracking function visualising patterns of daily variations in mood and health behaviours. Pilot testing revealed possible issues with the organisation of the app content, which were addressed in a thorough restructuring and redesign of Shift with the help of junior doctors across three user experience workshops. CONCLUSIONS The current research demonstrates the importance of ongoing end-user involvement in the creation of a specialised mHealth app for a unique working population experiencing profession-specific stressors and barriers to help-seeking. The development and pilot trial of this novel Shift mHealth app are first steps in addressing the mental health and support-seeking needs of junior doctors, although further research is required to validate its effectiveness and appropriateness on a larger scale.


2009 ◽  
pp. 127-142
Author(s):  
Stefano Forti ◽  
Barbara Purin ◽  
Claudio Eccher

This chapter presents a case study of using interaction design methods for exploring and testing usability and user experience of a Personal Health Record (PHR) user interface based on visual and graphical elements. To identify problems and improve the design of PHR user interface we conducted two taskoriented usability testing based on the think-aloud technique for observing users during their interaction with a high-fidelity PHR prototype, and questionnaires and semistructured interviews for measuring user satisfaction. Our study demonstrates that a user-centered approach to interaction design involving the final users in an iterative design-evaluation process is important for exploring innovative user interfaces and for identification of problems in the early stages of the development cycle of a PHR.


2011 ◽  
Vol 268-270 ◽  
pp. 1739-1744
Author(s):  
Cu Guo ◽  
Qing Yi Hua ◽  
Ya Ming Li ◽  
Yan Shuo Chang ◽  
Hong An Pan

In view of various shortcomings of the traditional MVC model and PAC model in mobile applications, this paper presents a new type of mobile user interface model named MD to guide the mobile user interface design and prototyping. MD model reasonably distributes the tasks between front-end and back-end: input and output are closely coupled as front code put in the D to achieve macro-communication, application model can be considered as back code put in the M. This model effectively solves the power restricted and other problems of mobile devices. By applying this model to the prototype development of Android-based Interactive Graphics Toolkit—AIGT, we verifies the feasibility and effectiveness of the model.


2012 ◽  
Vol 263-266 ◽  
pp. 1559-1563
Author(s):  
Wei Wei Wang ◽  
Xiao Yan Yang

The interface design of software used on Home Appliances targeted at satisfying passenger's physiology and psychological needs when operating the machine to the maximum extent is a complicated synthetic topic which embracing ergonomics, visual communication design, user experience design, behavior psychology, cultural studies of the consumer, optics and Chromatics and so on. So, it is very difficult for us to find a unified criterion which can be used to estimate the interface design of the software used on Home Appliances. In order to improve science and objectivity of the evaluation process, this paper established the evaluation index system centered on the user experience firstly. Then identified the weight of each index used AHP. Furthermore, constructed the evaluation analytical model used the Gray Disaster theory. This method effectively overcomes the subjectivity and arbitrariness in the evaluation process. Finally, the prototype system of the software has been developed to verify the validity of the method.


Author(s):  
Jessica M Ray ◽  
Osama M Ahmed ◽  
Yauheni Solad ◽  
Matthew Maleska ◽  
Shara Martel ◽  
...  

BACKGROUND Emergency departments (EDs) frequently care for individuals with opioid use disorder (OUD). Buprenorphine (BUP) is an effective treatment option for patients with OUD that can safely be initiated in the ED. At present, BUP is rarely initiated as a part of routine ED care. Clinical decision support (CDS) could accelerate adoption of ED-initiated BUP into routine emergency care. OBJECTIVE This study aimed to design and formatively evaluate a user-centered decision support tool for ED initiation of BUP for patients with OUD. METHODS User-centered design with iterative prototype development was used. Initial observations and interviews identified workflows and information needs. The design team and key stakeholders reviewed prototype designs to ensure accuracy. A total of 5 prototypes were evaluated and iteratively refined based on input from 26 attending and resident physicians. RESULTS Early feedback identified concerns with the initial CDS design: an alert with several screens. The timing of the alert led to quick dismissal without using the tool. User feedback on subsequent iterations informed the development of a flexible tool to support clinicians with varied levels of experience with the intervention by providing both one-click options for direct activation of care pathways and user-activated support for critical decision points. The final design resolved challenging navigation issues through targeted placement, color, and design of the decision support modules and care pathways. In final testing, users expressed that the tool could be easily learned without training and was reasonable for use during routine emergency care. CONCLUSIONS A user-centered design process helped designers to better understand users’ needs for a Web-based clinical decision tool to support ED initiation of BUP for OUD. The process identified varying needs across user experience and familiarity with the protocol, leading to a flexible design supporting both direct care pathways and user-initiated decision support.


2019 ◽  
Vol 10 (2) ◽  
Author(s):  
Yesi Sriyeni ◽  
Maria Veronica

<p class="SammaryHeader" align="center"><strong>ABSTRACT</strong></p><p><em>Learning activities do not always have to be done in the form of face-to-face lecture meetings. Learning can be done anywhere as long as it is supported by appropriate tools such as multimedia. The use of appropriate and interesting learning multimedia is felt necessary to increase student interest and learning achievement. Just like the material conversion of numbers and colors that have been considered as material that is quite difficult to be absorbed directly by students. Therefore, it is deemed necessary to design a media that can help lecturers convey material conversion of numbers and colors lighter and the material will be more easily understood by students. The multimedia interface design of learning numbers and color conversions is designed to be developed on the Android platform with a user centered design (UCD) approach. Interface testing is still carried out by researchers and only a few user samples. This is done in order to get feedback from a sample of users regarding the interface design that has been made so that it is right on target. There are several pages consisting of a splash page, a menu page, an introductory page, a study material page, a number calculator page, a color calculator page, a practice page, and a quiz page. Specifically for the quiz page, all quiz questions are planned to be timed. It aims to measure the success of absorption of numbers and color conversion material in the teaching and learning process carried out by students and lecturers</em><em>.<strong></strong></em></p><p><strong><em> </em></strong></p><p><strong><em>Keywords : </em></strong><em>android, multimedia, interface, calculator</em></p><p class="SammaryHeader" align="center"><strong>ABSTRAK</strong></p><p><em>Kegiatan pembelajaran tidaklah harus selalu dilakukan dalam bentuk pertemuan kuliah langsung bertatap muka. Belajar bisa dilakukan dimana pun asalkan didukung dengan tools yang tepat seperti multimedia. Penggunaan multimedia pembelajaran yang tepat dan menarik dirasa perlu untuk meningkatkan minat dan prestasi belajar mahasiswa. Sama halnya seperti materi konversi bilangan dan warna yang selama ini dianggap sebagai materi yang cukup susah untuk diserap langsung oleh mahasiswa. Oleh karena itu dirasa perlu merancang sebuah media yang dapat membantu dosen menyampaikan materi konversi bilangan dan warna dengan lebih ringan dan materi pun akan lebih mudah dipahami oleh mahasiswa. Desain antarmuka multimedia pembelajaran konversi bilangan dan warna ini dirancang untuk dikembangkan pada platform android dengan pendekatan user centered design (UCD). </em><em>Pengujian antarmuka masih dilakukan oleh peneliti dan beberapa sampel pengguna</em><em> saja</em><em>. Hal ini dilakukan guna mendapatkan umpan balik dari sampel pengguna mengenai desain antarmuka yang sudah dibuat</em><em> sehingga tepat sasaran</em><em>. </em><em>Terdapat beberapa halaman yang terdiri dari halaman awal (splash page), halaman menu, halaman pendahuluan, halaman materi belajar, halaman kalkulator bilangan, halaman kalkulator warna, halaman latihan, dan halaman kuis. Khusus untuk halaman kuis, pengerjaan semua soal kuis direncanakan untuk diberi batas waktu. Hal ini bertujuan untuk mengukur keberhasilan penyerapan materi konversi bilangan dan warna dalam proses belajar mengajar yang dilakukan oleh mahasiswa dan dosen.</em></p><strong><em>Kata kunci : </em></strong><em>android, multimedia, antarmuka, kalkulator</em>


Author(s):  
Harry Budi Santoso ◽  
Panca O. Hadi Putra ◽  
Febrian Fikar Farras Hendra S

Students develop various learning styles based on their preferences and learning habits. To serve different learning styles in a class with a number of students using the conventional face-to-face teaching method is not practical; therefore, the idea of personalized e-Learning to accommodate differences in learning style has arisen. Building on this idea, this research intends to provide an alternative interaction design for e-Learning modules by developing content based on user needs using the User-Centered Design methodology. Due to a lack of e-Learning content for visual and global preferences in the Felder-Silverman learning styles, User-Centered Design is chosen as the basis to design the e-Learning module. The result consists of an alternative design and a proposed interface design. The alternative design describes learning objects and navigation of the e-Learning module. The proposed interface design is a prototype of an interactive e-Learning module. After being evaluated, the prototype satisfies the user's expectations in terms of content translation, content navigation, and interactivity throughout the module.


Designs ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 2
Author(s):  
Toshihisa Doi ◽  
Toshiki Yamaoka

In this study, we investigated the effectiveness of a method to quantify the overall product usability using an expert review. The expert review involved a general-purpose task flow-based usability checklist that provided a single quantitative usability score. This checklist was expected to reduce rating variation among evaluators. To confirm the effectiveness of the checklist, two experiments were performed. In Experiment 1, the usability score obtained using the proposed checklist was compared with traditional usability measures (task completion ration, task completion time, and subjective rating). The results demonstrated that the usability score obtained using the proposed checklist shows a tendency similar to that of the traditional measures. In Experiment 2, we investigated the inter-rater agreement of the proposed checklist by comparing it with a similar method. The results demonstrate that the inter-rater agreement of the proposed task flow-based usability checklist is greater than that of structured user interface design and evaluation.


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