scholarly journals The use of affective interaction design in car user interfaces

Work ◽  
2012 ◽  
Vol 41 ◽  
pp. 5057-5061 ◽  
Author(s):  
Dimitrios Gkouskos ◽  
Fang Chen
Author(s):  
Xiaojun Bi ◽  
Andrew Howes ◽  
Per Ola Kristensson ◽  
Antti Oulasvirta ◽  
John Williamson

This chapter introduces the field of computational interaction, and explains its long tradition of research on human interaction with technology that applies to human factors engineering, cognitive modelling, artificial intelligence and machine learning, design optimization, formal methods, and control theory. It discusses how the book as a whole is part of an argument that, embedded in an iterative design process, computational interaction design has the potential to complement human strengths and provide a means to generate inspiring and elegant designs without refuting the part played by the complicated, and uncertain behaviour of humans. The chapters in this book manifest intellectual progress in the study of computational principles of interaction, demonstrated in diverse and challenging applications areas such as input methods, interaction techniques, graphical user interfaces, information retrieval, information visualization, and graphic design.


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.


Author(s):  
Mikael Wiberg

Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.


AI Magazine ◽  
2009 ◽  
Vol 30 (4) ◽  
pp. 74 ◽  
Author(s):  
Andrew Faulring ◽  
Ken Mohnkern ◽  
Aaron Steinfeld ◽  
Brad Myers

The RADAR project developed a large multi-agent system with a mixed-initiative user interface designed to help office workers cope with email overload. Most RADAR agents observe experts performing tasks and then assist other users who are performing similar tasks. The interaction design for RADAR focused on developing user interfaces that allowed the intelligent functionality to improve the user’s workflow without frustrating the user when the system’s suggestions were either unhelpful or simply incorrect. For example with regards to autonomy, the RADAR agents were allowed much flexibility in selecting ways to assist the user, but were restricted from taking actions that would be visible to other people. This policy ensured that the user remained in control and mitigated the negative effects of mistakes. A large evaluation of RADAR demonstrated that novice users confronted with an email overload test performed significantly better, achieving a 37% better overall score when assisted by RADAR. The evaluation showed that AI technologies can help users accomplish their goals.


Author(s):  
Michael E. Cope ◽  
Kevin C. Uliano

Human factors practitioners involved in designing graphical user interfaces (GUI) are constantly challenged with design compromises. These include the need to create an interface that contains maximum functionality and power, while striving to maintain sound human-computer interaction design principles. In a large client-server environment, subtle GUI changes to increase usability can have a significant impact on the bottom line. This paper describes a cost-benefit study comparing performance of two groups of test participants from a large wireless communication carrier. Each group performed test scenarios which isolated the effects of a single window both before and after it was redesigned. Results indicated that a single redesigned window will save an estimated $20,000 during the first year. These benefits were derived from estimating changes in end user productivity, errors, training time, and from savings obtained through decreased late design changes.


2007 ◽  
Vol 40 (16) ◽  
pp. 398-402
Author(s):  
In Ki Kim ◽  
Hyungsup Kim ◽  
Cheol Lee ◽  
Woojin Chang ◽  
Myung Hwan Yun

Author(s):  
Anders I. Mørch

In this chapter, the author presents a conceptual framework for early-stage interaction design (EDOS) together with a method for embedding conceptual artifacts in user interfaces. The notion of ‘externalized design’ from postmodern architecture is used as an analogy for how to incorporate conceptual artifacts like social ideas in user interfaces. This is proposed as a new approach to theory-based design in human-computer interaction (HCI) and computer-supported collaborative learning (CSCL). The framework is applied to the retrospective analysis of two interactive systems the author has been involved in designing over a number of years. These systems were stimulated by two concepts associated with American pragmatism (generalized other, reflection-in-action). A multistage process for expressing the concepts in user interfaces is presented. The chapter ends by discussing the strengths and limitations of the EDOS framework, comparing it with related work, and suggesting directions for further work.


Author(s):  
Anders I. Mørch

This chapter presents a translational approach to socio-technical design, as a new approach to the theorybased design of user interfaces, supported by a multi-stage process. A survey of the early work on theorybased design in HCI identifies the strengths and limitations of this approach. This new approach extends HCI with a socio-cultural perspective, and adopts creative practices from the fields of architecture and furniture design. The process consists of three stages: selection, appropriation, and translation that “map” elements from the socio-cultural domain to the HCI domain. Two interactive systems are used to illustrate the process, informed by ideas of American pragmatism. The chapter ends by discussing the strengths and limitations of the translational approach, and points out directions for further work.


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