scholarly journals Gamification Analysis in Ui And Ux for Parking Spot Apps

2021 ◽  
Vol 5 (1) ◽  
pp. 9-14
Author(s):  
Emmanuel Himawan Saptaputra ◽  
Arsa Widitiarsa Utoyo ◽  
Nia Karlna

Advances in personal computing and information technology have been updated and published online or via mobile devices. Consequently, we must consider interaction as a fundamental complement of representation in cartography and visualization. The user interface (UI) / UX (user experience) describes a series of concepts, guidelines and workflows to critically reflect on the design and use of an interactive, map- based or other product. This entry presents the basic concepts of UI / UX design that is important for cartography and visualization, focusing on issues related to visual design. First, a fundamental distinction is made between the use of an interface as a tool and the broader experience of an interaction, a distinction that separates UI design and UX design. The phases of the Norman interaction framework are not a different form of interaction structure. Finally, three dimensions of the user interface design are described: the fundamental interaction operators that form the basic blocks of the interfaces, the interface styles that these primitive operators implement and the recommendations for the visual design of an interface.

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


2015 ◽  
Vol 12 (2) ◽  
pp. 655-681 ◽  
Author(s):  
Tomas Cerny ◽  
Miroslav Macik ◽  
Michael Donahoo ◽  
Jan Janousek

Increasing demands on user interface (UI) usability, adaptability, and dynamic behavior drives ever-growing development and maintenance complexity. Traditional UI design techniques result in complex descriptions for data presentations with significant information restatement. In addition, multiple concerns in UI development leads to descriptions that exhibit concern tangling, which results in high fragment replication. Concern-separating approaches address these issues; however, they fail to maintain the separation of concerns for execution tasks like rendering or UI delivery to clients. During the rendering process at the server side, the separation collapses into entangled concerns that are provided to clients. Such client-side entanglement may seem inconsequential since the clients are simply displaying what is sent to them; however, such entanglement compromises client performance as it results in problems such as replication, fragment granularity ill-suited for effective caching, etc. This paper considers advantages brought by concern-separation from both perspectives. It proposes extension to the aspect-oriented UI design with distributed concern delivery (DCD) for client-server applications. Such an extension lessens the serverside involvement in UI assembly and reduces the fragment replication in provided UI descriptions. The server provides clients with individual UI concerns, and they become partially responsible for the UI assembly. This change increases client-side concern reuse and extends caching opportunities, reducing the volume of transmitted information between client and server to improve UI responsiveness and performance. The underlying aspect-oriented UI design automates the server-side derivation of concerns related to data presentations adapted to runtime context, security, conditions, etc. Evaluation of the approach is considered in a case study applying DCD to an existing, production web application. Our results demonstrate decreased volumes of UI descriptions assembled by the server-side and extended client-side caching abilities, reducing required data/fragment transmission, which improves UI responsiveness. Furthermore, we evaluate the potential benefits of DCD integration implications in selected UI frameworks.


Author(s):  
Vanja Kljajevic

As we are witnessing an increase in multifunctionality of interactive devices, two problems are taking shape in user interface (UI) design: first, the problem of complexity, and second, the problem of fragmentation (Kljajevic, in press). The former is reflected in the fact that multipurpose interactive devices usually have interfaces that do not allow easy access to new functions and features, rendering the increased functionality useless. The second problem is related to the fragmentation in the current research paradigms and testing trends that inform UI design. These paradigms and trends stem mostly from psychological theories that focus on only some specific aspects of user-interface interaction. While it is important to investigate such topics in detail, it is even more important to look at the totality of the interaction and determine the principles that operate in it. An integrative approach to UI design has the potential to solve both problems. Such an approach has two components: a top-down and a bottomup component. Its top-down component deals with a small set of basic cognitive principles that operate in interactive reality and therefore need to be recognized at the level of UI design. The principles are built into a cognitive architecture—a wide theoretical framework that corresponds to the human cognitive system—whose constraints prevent proliferation of implausible theories, which solves the fragmentation problem.


Author(s):  
Izzat Alsmadi

The success of any software application heavily depends on the success of its User Interface (UI) design. This is since users communicate with those applications through their UIs and they will build good or bad impressions based on how such UIs help them using the software. UI design evolves through the years to be more platform and even code independent. In addition, the design of an application user interface consumes a significant amount of time and resources. It is expected that not only the same UI design should be relatively easy to transfer from one platform to another, but even from one programming language release to another or even from one programming language to another. In this chapter, we conducted a thorough investigation to describe how UI design evolved through the years to be independent from the code, or any other environment element (e.g. operating system, browser, database, etc.).


2014 ◽  
Vol 602-605 ◽  
pp. 3630-3634
Author(s):  
Xiao Jia Zou ◽  
Xiang Dong You ◽  
Hao Pan ◽  
Xu Zhang ◽  
Qian Luo

In this paper, we mainly explore how to design and implement the user interfaces of Electricity Operation Information System based on Android. The paper extends its process as the following four aspects---requirements analysis, UI design, interaction design and programmatic implementation. In response to user actions fluidly and friendly, we add modules to handle exceptions. In the end, we give a briefly test on the system UI to ensure it run smoothly and make less mistakes. There are limited studies focusing on the flow design of UI combined with programmatic implementation. The UI design and implementation methodology has good reference at the early stage of developing an application, especially on Android platforms.


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):  
Izzat Alsmadi

The success of any software application heavily depends on the success of its User Interface (UI) design. This is since users communicate with those applications through their UIs and they will build good or bad impressions based on how such UIs help them using the software. UI design evolves through the years to be more platform and even code independent. In addition, the design of an application user interface consumes a significant amount of time and resources. It is expected that not only the same UI design should be relatively easy to transfer from one platform to another, but even from one programming language release to another or even from one programming language to another. In this chapter, we conducted a thorough investigation to describe how UI design evolved through the years to be independent from the code, or any other environment element (e.g. operating system, browser, database, etc.).


Author(s):  
Dave Miller

The importance of understanding the repercussions of effective user interface (UI) design is critical for future Computer Science (CS) professionals, given the ubiquity of interfaces on computer devices. Through a paper prototyping activity, this article explains how to teach rapidly and successfully CS students about "fit," a Human-Computer Interaction (HCI) concept. Despite its simplicity, the concept of "fit" can be difficult to grasp without much practice. In practice, designing "fit" into UIs can be prohibitively expensive because workable prototypes are generally beyond the technical capabilities of students. As a result, we illustrate how to use paper prototyping to demonstrate "fit" in a hands-on class exercise based on active learning concepts. To guide students through the process of "fit" in UI design, we provide extensive step-by-step directions for planning, setting up, and presenting the exercise. Students will be better equipped to apply both theoretical and practical applications of "fit" in UI design and execution as a result of this assignment; this exercise can be used in any course that covers user interface design, such as concepts of human-computer interaction, systems analysis and design, software engineering, and project management.


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


2019 ◽  
Vol 14 (4) ◽  
pp. 731-741
Author(s):  
Zafer Guney

The purpose of this study is to discuss approaches for developing human–computer interaction (HCI) in educational technology (ET) based on definitions of visual design, learning variables and user-interface design principles in the field of instructional design and technology (IDT). We will do in several stages, first, we will review historical definitions of HCI and its developments in education and considerations for defining visual literacy for learning with instructional design (ID) models. Then, we will review each definition of visual principles for user interface design (UID) or user experience design (UED) and learning from screens. HCI and its roles with the perceptional approach will be discussed as previous definitions in the type of theories such as cognitive load, activity and paying particular attention to primary concepts included in each definition based on the ID model approach. We will also present some of the historical criticisms of the definitions, which provided designing and developing user interfaces. The process should indicate or address possible performance design approaches in ID steps for developing learning and teaching in learning environments as well as developing UID or UED in ET. This also indicates approaches in philosophy of ET and its theory, definition and applications of new technologies as well as UID or UED perspectives and visual design variables. In this study, we review the visual design techniques from past to present that  multimedia project design teams should follow the strategies and rules for designing learning environments in industry, business and military based on philosophy of ET and HCI design with ID models by using the newest technologies. The process compares both understanding global UID or UED requirements and visual strategies and considerations for research and product design by ID models. The steps include recognising terminology in ET practice concept, psychological, technological and pedagogical foundations in ID as well as ET approaches and using visual rules for conducting multimedia projects in last decays. At the end of the study, conceptions of ET, ID models and HCI will be discussing to indicate design standards for multimedia projects in the field of IDT. We will also present the relationships between ET and designing problems for creating instructional materials in education. All steps in visual design, UID, UED and HCI design based on philosophical approaches and evaluations in the field are given at the end of the study. Keywords: User interface design, visual designs, human–computer interaction (HCI), user experience design, educational technology, IDT.


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