scholarly journals Improving the Usability and Safety of Digital Health Systems: The Role of Predictive Human-Computer Interaction Modeling

10.2196/25281 ◽  
2021 ◽  
Vol 23 (5) ◽  
pp. e25281
Author(s):  
Chris Paton ◽  
Andre W Kushniruk ◽  
Elizabeth M Borycki ◽  
Mike English ◽  
Jim Warren

In this paper, we describe techniques for predictive modeling of human-computer interaction (HCI) and discuss how they could be used in the development and evaluation of user interfaces for digital health systems such as electronic health record systems. Predictive HCI modeling has the potential to improve the generalizability of usability evaluations of digital health interventions beyond specific contexts, especially when integrated with models of distributed cognition and higher-level sociotechnical frameworks. Evidence generated from building and testing HCI models of the user interface (UI) components for different types of digital health interventions could be valuable for informing evidence-based UI design guidelines to support the development of safer and more effective UIs for digital health interventions.

2020 ◽  
Author(s):  
Chris Paton ◽  
Andre W Kushniruk ◽  
Elizabeth M Borycki ◽  
Mike English ◽  
Jim Warren

UNSTRUCTURED In this paper, we describe techniques for predictive modeling of human-computer interaction (HCI) and discuss how they could be used in the development and evaluation of user interfaces for digital health systems such as electronic health record systems. Predictive HCI modeling has the potential to improve the generalizability of usability evaluations of digital health interventions beyond specific contexts, especially when integrated with models of distributed cognition and higher-level sociotechnical frameworks. Evidence generated from building and testing HCI models of the user interface (UI) components for different types of digital health interventions could be valuable for informing evidence-based UI design guidelines to support the development of safer and more effective UIs for digital health interventions.


2018 ◽  
Vol 4 ◽  
pp. 205520761877032 ◽  
Author(s):  
Ann Blandford ◽  
Jo Gibbs ◽  
Nikki Newhouse ◽  
Olga Perski ◽  
Aneesha Singh ◽  
...  

Research and development for interactive digital health interventions requires multi-disciplinary expertise in identifying user needs, and developing and evaluating each intervention. Two of the central areas of expertise required are Health (broadly defined) and Human–Computer Interaction. Although these share some research methods and values, they traditionally have deep differences that can catch people unawares, and make interdisciplinary collaborations challenging, resulting in sub-optimal project outcomes. The most widely discussed is the contrast between formative evaluation (emphasised in Human–Computer Interaction) and summative evaluation (emphasised in Health research). However, the differences extend well beyond this, from the nature of accepted evidence to the culture of reporting. In this paper, we present and discuss seven lessons that we have learned about the contrasting cultures, values, assumptions and practices of Health and Human–Computer Interaction. The lessons are structured according to a research lifecycle, from establishing the state of the art for a given digital intervention, moving through the various (iterative) stages of development, evaluation and deployment, through to reporting research results. Although our focus is on enabling people from different disciplinary backgrounds to work together with better mutual understanding, we also highlight ways in which future research in this interdisciplinary space could be better supported.


2009 ◽  
pp. 448-464
Author(s):  
Kenia Sousa ◽  
Albert Schilling ◽  
Elizabeth Furtado

We present artifacts and techniques used for user interface (UI) design and evaluation, performed by professionals from the human-computer interaction (HCI) area of study, covering usability engineering and semiotic engineering, which can assist software engineering (SE) to perform usability tests starting earlier in the process. Tests of various interaction alternatives, produced from these artifacts, are useful to verify if these alternatives are in accordance with users’ preferences and constraints, and usability patterns, and can enhance the probability of achieving a more usable and reliable product.


2009 ◽  
pp. 2307-2324
Author(s):  
Kenia Sousa ◽  
Albert Schilling ◽  
Elizabeth Furtado

We present artifacts and techniques used for user interface (UI) design and evaluation, performed by professionals from the human-computer interaction (HCI) area of study, covering usability engineering and semiotic engineering, which can assist software engineering (SE) to perform usability tests starting earlier in the process. Tests of various interaction alternatives, produced from these artifacts, are useful to verify if these alternatives are in accordance with users’ preferences and constraints, and usability patterns, and can enhance the probability of achieving a more usable and reliable product.


Author(s):  
Kenia Sousa ◽  
Albert Schilling ◽  
Elizabeth Furtado

We present artifacts and techniques used for user interface (UI) design and evaluation, performed by professionals from the human-computer interaction (HCI) area of study, covering usability engineering and semiotic engineering, which can assist software engineering (SE) to perform usability tests starting earlier in the process. Tests of various interaction alternatives, produced from these artifacts, are useful to verify if these alternatives are in accordance with users’ preferences and constraints, and usability patterns, and can enhance the probability of achieving a more usable and reliable product.


Author(s):  
Juan Manuel Gómez Reynoso ◽  
Lizeth Itziguery Solano Romo

Software systems are one of the most important technologies that are present in every task that humans and computers perform. Humans perform their tasks by using a computer interface. However, because many developers have not been exposed to one or more courses on Human Computer Interaction (HCI), they sometimes create software using their own preferences based on their skills and abilities and do not consult theories that could help them produce better outcomes. A study was carried out to identity whether software that is developed by using Gestalt Theory combined with interface development principles produces better outcomes compared to software developed using developers' current skills. Results show that participants perceived the system that was developed by a team that had been given training about Gestalt Theory and design guidelines had superior perceived quality compared to another team that did not receive the training. However, results should be taken cautiously.


Author(s):  
Paul Green

An HFES Task Force is considering if, when, and which, HFES research publications should require the citation of relevant standards, policies, and practices to help translate research into practice. To support the Task Force activities, papers and reports are being written about how to find relevant standards produced by various organizations (e.g., the International Standards Organization, ISO) and the content of those standards. This paper describes the human-computer interaction standards being produced by ISO/IEC Joint Technical Committee 1 (Information Technology). Subcommittees 7 (Software and Systems Engineering) and 35 (User Interfaces), and Technical Committee 159, Subcommittee 4 (Ergonomics of Human-System Interaction), in particular, the contents of the ISO 9241 series and the ISO 2506x series. Also included are instructions on how to find standards using the ISO Browsing Tool and Technical Committee listings, and references to other materials on finding standards and standards-related teaching materials.


2021 ◽  
Vol 8 (1) ◽  
pp. [11 p.]-[11 p.]
Author(s):  
MARÍA TERESA CEPERO GARCÍA ◽  
LUIS GERARDO MONTANE JIMENEZ ◽  
GUADALUPE TOLEDO TOLEDO ◽  
EDGARD IVAN BENITEZ GUERRERO ◽  
CARMEN MEZURA GODOY

ABSTRACT: Groupware Systems (GS) or collaborative systems are software systems that support the development of activities in which a group of users interacts to combine their skills, abilities, and work to achieve a common goal. In this area, an important concept is awareness, which is the information that helps people be aware of events beyond their current tasks. This information makes smoother the use of a collaborative system, so it is a fundamental element in this kind of software. In the design and construction of these types of systems, heuristics are used as design guidelines that serve as a useful evaluation tool for product designers and usability professionals. The current heuristics and guidelines for the design of awareness support focus on supporting the awareness of the team in the shared workspace, without considering elements to support the information needs of the user's own and individual interaction within the workspace. To address this problem and to facilitate the design and integration of awareness support, we developed 13 heuristics that integrate principles of Human-Computer Interaction and Computer Supported Cooperative Work to help groupware designers meet individual and team awareness needs. For evaluating the validity of the proposed heuristics, a structured and iterative consultation process was carried out with experts in Human-Computer Interaction and Computer-Supported Cooperative Work. The proposed heuristics can help software engineers develop collaborative systems that integrate awareness information and satisfy users' contextual information needs. Keywords: Awareness, virtual groups, collaborative work, heuristics.


2006 ◽  
Vol 3 (1) ◽  
pp. 33-52 ◽  
Author(s):  
Zeljko Obrenovic ◽  
Dusan Starcevic

In this paper we describe how existing software developing processes, such as Rational Unified Process, can be adapted in order to allow disciplined and more efficient development of user interfaces. The main objective of this paper is to demonstrate that standard modeling environments, based on the UML, can be adapted and efficiently used for user interfaces development. We have integrated the HCI knowledge into developing processes by semantically enriching the models created in each of the process activities of the process. By using UML, we can make easier use of HCI knowledge for ordinary software engineers who, usually, are not familiar with results of HCI researches, so these results can have broader and more practical effects. By providing a standard means for representing human computer interaction, we can seamlessly transfer UML models of multimodal interfaces between design and specialized analysis tools. Standardization provides a significant driving force for further progress because it codifies best practices enables and encourages reuse, and facilitates inter working between complementary tools. Proposed solutions can be valuable for software developers, who can improve quality of user interfaces and their communication with user interface designers, as well as for human computer interaction researchers, who can use standard methods to include their results into software developing processes.


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