Situation-Aware Interface Design: An Interaction Constraints Model for Finding the Right Interaction for Mobile and Wearable Computer Systems

Author(s):  
C. Burgy ◽  
J. Garrett
Author(s):  
Rich Picking ◽  
Vic Grout ◽  
John McGinn ◽  
Jodi Crisp ◽  
Helen Grout

This paper describes the user interface design, and subsequent usability evaluation of the EU FP6 funded Easyline+ project, which involved the development of ambient assistive technology to support elderly and disabled people in their interaction with kitchen appliances. During this process, established usability design guidelines and principles were considered. The authors’ analysis of the applicability of these has led to the development of a new set of principles, specifically for the design of ambient computer systems. This set of principles is referred to as SCUFF, an acronym for simplicity, consistency, universality, flexibility and familiarity. These evaluations suggest that adoption of the SCUFF principles was successful for the Easyline+ project, and that they can be used for other ambient technology projects, either as complementary to, or as an alternative to more generic and partially relevant principles.


1986 ◽  
Vol 30 (14) ◽  
pp. 1358-1362 ◽  
Author(s):  
Louis Tijerina

The proliferation of computer systems in recent years has prompted a growing concern about the human factors of interface design. Industrial and military organizations have responded by supporting studies in user-computer interaction and, more recently, products which might aid in the design of interfaces. One type of design aid which attempts to make findings of user-computer interface (UCI) research available to the system designer is the interface design guidelines document. This paper reviews literature about the design process and how design guidelines or standards might fit into that activity. Suggestions are offered about where future research and development might be directed in order to enhance the use of guidelines in the interface design process and so enhance the final product as well.


CCIT Journal ◽  
2015 ◽  
Vol 9 (1) ◽  
pp. 33-43
Author(s):  
Khanna Tiara ◽  
Dewi Immaniar ◽  
Fiqih Arzia

The system supplies the right stuff and fit is important for College field in terms of the preparation of Perguruan Tinggi Raharja and loaning stuff on the computer systems Laboratory (Lab. Digital). Lab. Digital Perguruan Tinggi Raharja is used to perform testing, scientific research, education, practice and research. Lab. Digital is equipped with the tools needed to support the activities that are carried out so that the need for the process of recording of inventory of existing equipment in the Lab. sk. this process it is important to monitor or monitor the condition of the existing equipment. The process of recording data inventory equipment Lab. Digital still performed manually has some drawbacks, namely in terms of storage and retrieval. If the goods supplied on Lab. Digital not groomed properly then the goods will be lost and many are not well maintained, in this regard are also not recorded properly on the Lab. SK Perguruan Tinggi Raharja would suffer losses as a result of monitoring the preparation did not go well. This has been the rationale of how making an inventory system so ease Perguruan Tinggi Raharja for monitoring data collection, monitoring of loan items of goods and the creation of reports in the Lab. Digital it is possible to use a combination of using the method of analysis of CSF (Critical Success Factor) as an attempt to interpret objective explicitly to specify the activities that must be performed and what information is needed. And by making the system inventory can be seen 4 conditions of goods if the goods arelost, damaged, or expired good so that it can monitor inventory items in a Lab. Digital Perguruan Tinggi Raharja


Compiler ◽  
2012 ◽  
Vol 1 (2) ◽  
Author(s):  
Hizkia Alprianta ◽  
Anton Setiawan Honggowibowo ◽  
Yuliani Indrianingsih

So far, there are coaches who are less precise in determining the ideal position of the player as it only relies on instinct and the ego of the players so that there is still a coach who has not been able to objectively assess the players.By utilizing the method of Genetic Algorithm as Decision Support System (DSS) in the process of determining the ideal position of a player who uses several criteria (multicriteria) to choose a proper player. DSS is helping coach in making the right decisions and Genetic Algorithm is used as a model for multicriteria weighting in the selection process. This application was built with tools Borland Delphi (7.0) as the user interface design and media processing PostgreSQL as its database.            Based on these results we can conclude that this application expected to assist the coaches in the decision making process and can change the appraisal of which are subjective to more objective, to determine the ideal position for a player, can determine the best position of each position of a number of players and the expected results of the Genetic Algorithm on the system constructed in accordance with the results of manual calculations.


Author(s):  
Peter Rez

The transmission electron microscope has now reached a stage of maturity such that the differences between different models are in the details rather than the fundamental design. Although the early computer systems in microscopy appeared only as adjuncts to X-ray multichannel analyzers newer, more powerful systems have become available at relatively low cost and there is an increasing demand for image acquisition, processing and analysis. There is still no agreement as to what is the right design for a microscope computer system. The answer depends not only on the planned applications but also on the organization of the microscopy lab.For spectroscopy there is a need to acquire spectra both by multichannel scaling (EELS) and multichannel analysis (EDX) and process the results for quantitative analysis. In imaging the requirement can be for either capture of TV camera images or direct scanning of a focussed probe across the specimen with digitization of an appropriate signal (bright field, secondary electron).


Author(s):  
Joanna Lumsden

Mobile technology has been one of the major growth areas in computing over recent years (Urbaczewski, Valacich, & Jessup, 2003). Mobile devices are becoming increasingly diverse and are continuing to shrink in size and weight. Although this increases the portability of such devices, their usability tends to suffer. Fuelled almost entirely by lack of usability, users report high levels of frustration regarding interaction with mobile technologies (Venkatesh, Ramesh, & Massey, 2003). This will only worsen if interaction design for mobile technologies does not continue to receive increasing research attention. For the commercial benefit of mobility and mobile commerce (m-commerce) to be fully realized, users’ interaction experiences with mobile technology cannot be negative. To ensure this, it is imperative that we design the right types of mobile interaction (m-interaction); an important prerequisite for this is ensuring that users’ experience meets both their sensory and functional needs (Venkatesh, Ramesh, & Massey, 2003). Given the resource disparity between mobile and desktop technologies, successful electronic commerce (e-commerce) interface design and evaluation does not necessarily equate to successful m-commerce design and evaluation. It is, therefore, imperative that the specific needs of m-commerce are addressed–both in terms of design and evaluation. This chapter begins by exploring the complexities of designing interaction for mobile technology, highlighting the effect of context on the use of such technology. It then goes on to discuss how interaction design for mobile devices might evolve, introducing alternative interaction modalities that are likely to affect that future evolution. It is impossible, within a single chapter, to consider each and every potential mechanism for interacting with mobile technologies; to provide a forward-looking flavor of what might be possible, this chapter focuses on some more novel methods of interaction and does not, therefore, look at the typical keyboard and visual display-based interaction which, in essence, stem from the desktop interaction design paradigm. Finally, this chapter touches on issues associated with effective evaluation of m-interaction and mobile application designs. By highlighting some of the issues and possibilities for novel m-interaction design and evaluation, we hope that future designers will be encouraged to “think out of the box” in terms of their designs and evaluation strategies.


Author(s):  
Greg Lastowska

During the past three decades, the growing importance of computing technology to modern society has led to regular calls in the United States for new and stronger forms of legal protection for computer equipment. Legal reforms in the United States have included the passage of laws targeting unauthorized access to computer systems, laws regulating online advertising, new criminal provisions related to identity theft, and copyright reforms protecting private interests in digital files. One of the most interesting and controversial legal developments, however, has been the acceptance by some courts of a new modification to an old common law property interest. Under the theory of cyberproperty, the owners of computer chattels have been granted the right to prohibit non-damaging contact with their systems. Essentially, cyberproperty amounts to a right to exclude others from network-connected resources (Wagner, 2005). The right is analogized to a right to exclude others from real property. Many legal scholars in the United States have supported the creation of a cyberproperty right, arguing in law review articles that this development is justified (Bellia, 2004; Epstein, 2003; Epstein, 2005; Fairfield, 2005; Hardy, 1996; McGowan, 2003; McGowan, 2005; Wagner, 2005; Warner, 2002). Other scholars, including myself, have argued against cyberproperty doctrine, claiming that it is dangerously overbroad and ill-suited to the nature of the networked environment (Burk, 2000; Carrier & Lastowka, 2007; Hunter, 2003; Lemley, 2003; Madison, 2003; O’Rourke, 2001; Quilter, 2002; Winn, 2004). This chapter has two parts. The first part explains the doctrinal evolution of cyberproperty in the United States. In the first part of this chapter, I provide an overview of the seminal cases that led up to the California Supreme Court’s decision in Intel v. Hamidi (2003). Though the Hamidi case was a landmark decision for trespass to chattels on the internet, the issue of cyberproperty in the United States remains largely an open question. In the second part of this chapter, I examine and criticize what I see as the theoretical foundations of cyberproperty. Cyberproperty grows out of two confusions. First, it is based on the strange belief that exclusion of a party from access to a computer can be easily analogized to the exclusion of a person from access to land. Second, many proponents of cyberproperty have confused the operation of computer code with the power of the law. This reasoning is based on Professor Lawrence Lessig’s claim that “code is law.” Both of these foundations of cyberproperty theory are suspect. Computer chattels are very much unlike land. Even if we apply standard law and economic principles to computer networks, we find that private interests in computer systems are unlike standard property interests. Also, code is unlike law in many ways. In fact, almost all cyberlaw scholars who reference the “code is law” equation do so in order to criticize the equation of code and law, not endorse it. Thus, the theoretical foundations of cyberproperty doctrine in the United States seem to be both easily identified and easily criticized. Despite this, as stated earlier, it is possible that cyberproperty doctrine will continue to develop in the United States and elsewhere.


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