scholarly journals Adapting the unified software development process for user interface development

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.

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).


2020 ◽  
Vol 30 (5) ◽  
pp. 949-982 ◽  
Author(s):  
Henrietta Jylhä ◽  
Juho Hamari

Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.


2018 ◽  
Vol 9 (1) ◽  
pp. 587-596
Author(s):  
Dwi Nugra Heny

Website adalah sebuah cara untuk menampilkan diri di Internet. Dapat diibaratkan Website adalah sebuah tempat di Internet, siapa saja di dunia ini dapat mengunjunginya, kapan saja seseorang dapat mengetahui tentang diri orang lain, memberi pertanyaan pada seseorang, serta memberikan masukkan atau bahkan mengetahui dan membeli suatu produk. Pada penelitian ini akan mengelola kuisioner pengguna website di STTA menggunakan metode pengurutan quicksort guna mengetahui apakah website yang sudah ada memenuhi tujuan dari Human Computer Interaction (HCI) berdasarkan beberapa variabel dari user interface dan user experience. Pengolahan data pengguna Website STTA menggunakan metode quicksort diperoleh hasil bahwa Usability, Quality of Information (kualitas informasi) dan Classic Aesthetics masuk kategori “baik”, sedangkan Content, Pleasure, Expressive Aesthetics masuk kategori “cukup”. Hal tersebut mengindikasikan bahwa tujuan Human Computer Interaction (HCI) yaitu Usability, Effective dan Efficient masuk kriteria “baik”. Tetapi dari segi Appeal masuk kategori “cukup”, sehingga masih perlu dilakukan evaluasi guna perbaikan dan peningkatan website yang sudah ada.Kata kunci: quicksort, human computer interaction, website.


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.


Author(s):  
Олександр Олександрович Гордєєв

The software quality model describes software quality in terms of non-functional requirements. The most well-known and authoritative quality model ISO/IEC 25010, includes 8 related characteristics: functionality, performance, compatibility, usability, reliability, security, maintainability, and portability. The article materials are limited only by the quality of the software in terms of usability characteristics. The characteristic of the usability of the software should include subcharacteristics inherent in the quality of the user interface, on the one hand, as a static object, and on the other hand, subcharacteristics of the process of interaction with the user – human-computer interaction. Existing quality models and usability assessments do not combine the quality elements of the user interface itself and the user experience. The article proposes models of quality and quality assessment of the usability of the software interface of human-computer interaction, which combine the characteristics inherent directly to the user interface and the characteristics of human-computer interaction. Such models are interconnected due to a single nomenclature of subcharacteristics. The model for assessing the quality of software usability consists of two parts and includes many metrics and indicators that correspond to the indicated sub-characteristics. The purpose of the article is to develop a quality model of the usability of the software interface of human-computer interaction and a corresponding model for assessing its quality, which would combine the subcharacteristics of the quality of the user interface and the subcharacteristics of the quality of its interaction with the user. The object of the research is the subcharacteristics of the usability of the software interface of human-computer interaction. The idea of developing the model is based on the results of the analysis of the following standards: ISO / IEC 25010, ISO / IEC 25022, and ISO / IEC 25022. The provisions (subcharacteristics and metrics) of these standards were taken into account when forming the main material of this article. The taxonomy of metrics and indicators was formed by combining metrics from ISO / IEC 25022, ISO / IEC 25023, and proprietary metrics. As a result, this paper proposes a model for the quality of the usability of the software interface of human-computer interaction and a model for assessing the quality of the usability of the software interface of human-computer interaction.


1987 ◽  
Vol 16 (224) ◽  
Author(s):  
Susanne Bødker

<p>This dissertation discusses human-computer interaction, and the role of user interfaces in use and design from the point-of-view of human activity theory. Human-computer interaction conducted in purposeful human work is in focus. The main idea is that a computer application, from the user's perspective, is not something that the user operates on but something that the user operates through on other objects or subjects.</p><p>The contents of the report is the following: Danish Summary; Introduction; Human Activity and Human-Computer Interaction; User Interface Design -- the Empirical Cases; User Interfaces; Methods for User Interface Design; User Interface Design -- Advice to the Designer.</p>


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.


2014 ◽  
Vol 563 ◽  
pp. 245-247 ◽  
Author(s):  
Kang Hui ◽  
Jing Li

This article aims to analyze the interaction and human-computer interaction interface, and relying on Kansei engineering theory, make the analysis for the design of man-machine interface and how to better. This paper puts forward three aspects to consider ergonomics to embody the role of user interface design, fully confirms the "people-oriented" is the source of product design and user experience, can be solved by the met in the design field, in order to improve and optimize the machine and user interface of human-computer interaction, the better and more efficient. In the course of development of the society, human and social relations more closely, technology is also more and more intense challenge for human. [1] For the design of user interface, the material is caused by mechanical industrial production in large quantities of. Industrial production continued to stimulate the generation and development of the industrial society, social mass production technology as the center gradually as a measure of social progress bar. The quantity and quality of material satisfaction as the industrialized society, fully reflect the people's standard of living and the pursuit of the standard, but the contrary is immaterial society "emotion and experience", the quality of this factor to measure a person's life, the designer must break the existing way of thinking and logic to solve design practice from different social and cultural background, so the ergonomics and perceptual study very good application in. [2] 1 Study of human-machine interface Good design products as local a holographic system, a product includes all the information of our goods in society. [3] A design of excellent products, is the inevitable product, environmental, economic, technological, cultural and other factors the ingenious fusion and balance. Human computer interaction is no exception, it is on the needle and the computer how to effectively link as a starting point. [4] The perfect computer technology humanization only maximum achieve human-computer interaction harmony. In the interface design, to achieve the most convenient and efficient user experience, we should make full use of people easy memory and understanding of graphics and accurate small amounts of text, with different color and picture effect, only in this way in the process of operating the computer and the computer feedback and people, in order to achieve the full interaction. [5]


2014 ◽  
Vol 1 (1) ◽  
pp. 127-130 ◽  
Author(s):  
Valentin Petrescu ◽  
Florian Popescu ◽  
Alina Gligor

AbstractUsing blended learning method, Blast Furnace subject was analysed inside the DidaTec Project. The analysed factors were the quality of presentation, quantity of information per page and human – computer interaction. The analysis shows the preference of students to work with different learning environments.


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