scholarly journals Heuristics as Mental Shortcuts in Evaluating Interactive Systems

2018 ◽  
Vol 8 (4) ◽  
pp. 143 ◽  
Author(s):  
Amando, Jr. Pimentel Singun

Heuristics refer to the specific “rules-of-thumb” discovered from knowledge or experience which can simplify the complexity of making judgments. Heuristics are mental shortcuts to draw conclusions when evaluating interactive systems. In this study, a set of heuristics had been discovered by end-users while developing a series of prototypes of a test blueprint system. This study suggests that the design process of an interactive system should cater to the following two (2) components, namely: technical heuristics and specialized domain heuristics. Heuristics from these components should be the emphasis during the evaluation of the interactive system that has been designed using a user-centered paradigm of development called the Interaction Design Model (IDM).

2021 ◽  
Vol 11 (8) ◽  
pp. 448
Author(s):  
Katie Aylward ◽  
Joakim Dahlman ◽  
Kjetil Nordby ◽  
Monica Lundh

Maritime user interfaces for ships’ bridges are highly dependent on the context in which they are used, and rich maritime context is difficult to recreate in the early stages of user-centered design processes. Operations in Arctic waters where crews are faced with extreme environmental conditions, technology limitations and a lack of accurate navigational information further increase this challenge. There is a lack of research supporting the user-centered design of workplaces for hazardous Arctic operations. To meet this challenge, this paper reports on the process of developing virtual reality-reconstructed operational scenarios to connect stakeholders, end-users, designers, and human factors specialists in a joint process. This paper explores how virtual reality-reconstructed operational scenarios can be used as a tool both for concept development and user testing. Three operational scenarios were developed, implemented in a full mission bridge simulator, recreated in virtual reality (VR), and finally tested on navigators (end-users). Qualitative data were captured throughout the design process and user-testing, resulting in a thematic analysis that identified common themes reflecting the experiences gained throughout this process. In conclusion, we argue that operational scenarios, rendered in immersive media such as VR, may be an important and reusable asset when supporting maritime design processes and in maritime training and education.


Author(s):  
Gheorghe Muresan

In this chapter, we describe and discuss a methodological framework that integrates analysis of interaction logs with the conceptual design of the user interaction. It is based on (i) formalizing the functionality that is supported by an interactive system and the valid interactions that can take place; (ii) deriving schemas for capturing the interactions in activity logs; (iii) deriving log parsers that reveal the system states and the state transitions that took place during the interaction; and (iv) analyzing the user activities and the system’s state transitions in order to describe the user interaction or to test some research hypotheses. This approach is particularly useful for studying user behavior when using highly interactive systems. We present the details of the methodology, and exemplify its use in a mediated retrieval experiment, in which the focus of the study is on studying the information-seeking process and on finding interaction patterns.


Author(s):  
Mikael Wiberg

The growing interest in the materiality of interaction in the field of HCI (Human-Computer Interaction) indicates that there is a value in acknowledging the material aspects and dimensions of interaction design. However, and if only relying on a representation-driven approach to interaction design the notion of materiality only works, at best, as a “metaphorical maneuver, while still pushing for an interaction design paradigm oriented towards the immaterial aspects of interaction design (for instance the use of symbols and metaphors in interaction design). So what would an alternative perspective and approach be? In short, can we not only shift perspectives here, but also imagine different approaches and methods to interaction design that truly accepts the digital as a design material, that focuses on interaction as the form being designed, and an approach that do not introduces any categorical distinctions between different matters. In this book I have suggested that we should make no metaphysical or ontological distinction between physical and digital materials, between atoms, bits, and cells, between “visible” or “invisible” materials, and even avoid distinctions between what might be considered as “material” or “immaterial” in the first place (like radio waves). In the same way as wood or iron are typical examples of physical materials I consider code, algorithms, sensors and processors as digital materials. Still, from the viewpoint of interaction design it is the composition and activation of these different materials as to give the interaction a particular form that is essential – not each materials ontological or metaphysical status. So, instead of focusing on what a particular interactive system represents, the material-centered approach to interaction design as proposed in this book focuses on how interaction is presented and accordingly materially manifested in the world (in all imaginable forms – from completely embedded and “invisible” interactive systems to the gadgets, pads, and tabs we surround ourselves with in our everyday lives). In this chapter I take this as a point of departure for the development of an approach to interaction design that I label material-centered interaction design.


2016 ◽  
Vol 6 (1) ◽  
pp. 01
Author(s):  
Deniz Yeşim Taluğ

Design, its evolution, discourse and methods are studied in this paper. Design evolved from object-centeredness to human-centeredness in the last few decades. The causes of this change from past object-centered manner to contemporary human-oriented system are briefly summarized. Needs and emotions lead people to make judgments about what they would prefer to keep around themselves. This characteristic of human beings forces them to choose and to involve in the design process. Selecting among variants means designing of the environment. In the study of design, the idea of consumer participation offered new horizons to design. Further, with the new technologies consumer participation became the core of element of the design process.  New fields of design arose. Design became a multi-dimensional and cross-disciplinary study. Within its multi-dimensional perspective, every aspect of human life became a subject for design and design solutions offered for otherwise conceptualized as commonplace or challenging problems. Design, as a reflection of human creativity and wisdom, has begun to be nourished from science and technology, humanities, physiology, ecology, etc. and involved them an essential part of design process. Finally, in this study procrastination, which is an obvious behavioural problem, is taken as a design problem and a possible system design is offered.Keywords: Design, interaction design, user-engagement, procrastination.


2010 ◽  
pp. 512-526
Author(s):  
Anders I. Mørch

This article presents an approach to interaction design that is inspired by sociotechnical systems (STS) and grounded in sociocultural theory. The focus is on the early phases of the design process and in particular how theoretical ideas can stimulate design. It starts by surveying key works in theory-based design in HCI and CSCW. The notion of ‘externalized design’ of buildings has been adopted as a framework for how to incorporate conceptual (non-computational) artifacts in user interfaces. The framework is applied to the retrospective analysis of an interactive system developed by the author (Janus). The system was stimulated by the notion of reflection-in-action. A three-staged process provides gradual steps for translating reflection-in-action into a concrete user interface: 1) selection, 2) appropriation, and 3) translation. The article ends by discussing strengths and limitations of the approach, and identifies directions for further work.


2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


2021 ◽  
Vol 11 (6) ◽  
pp. 2871
Author(s):  
Ahmed Elsharkawy ◽  
Khawar Naheem ◽  
Dongwoo Koo ◽  
Mun Sang Kim

With the rapid development of interactive technology, creating systems that allow users to define their interactive envelope freely and provide multi-interactive modalities is important to build up an intuitive interactive space. We present an indoor interactive system where a human can customize and interact through a projected screen utilizing the surrounding surfaces. An ultra-wideband (UWB) wireless sensor network was used to assist human-centered interaction design and navigate the self-actuated projector platform. We developed a UWB-based calibration algorithm to facilitate the interaction with the customized projected screens, where a hand-held input device was designed to perform mid-air interactive functions. Sixteen participants were recruited to evaluate the system performance. A prototype level implementation was tested inside a simulated museum environment, where a self-actuated projector provides interactive explanatory content for the on-display artifacts under the user’s command. Our results depict the applicability to designate the interactive screen efficiently indoors and interact with the augmented content with reasonable accuracy and relatively low workload. Our findings also provide valuable user experience information regarding the design of mobile and projection-based augmented reality systems, with the ability to overcome the limitations of other conventional techniques.


Sensors ◽  
2021 ◽  
Vol 21 (8) ◽  
pp. 2804
Author(s):  
Silvia Imbesi ◽  
Sofia Scataglini

Smart clothing plays a big role to foster innovation and to. boost health and well-being, improving the quality of the life of people, especially when addressed to niche users with particular needs related to their health. Designing smart apparel, in order to monitor physical and physiological functions in older users, is a crucial asset that user centered design is exploring, balancing needs expressed by the users with technological requirements related to the design process. In this paper, the authors describe a user centered methodology for the design of smart garments based on the evaluation of users’ acceptance of smart clothing. This comparison method can be considered as similar to a simplified version of the quality function deployment tool, and is used to evaluate the general response of each garment typology to different categories of requirements, determining the propensity of the older user to the utilization of the developed product. The suggested methodology aims at introducing in the design process a tool to evaluate and compare developed solutions, reducing complexity in design processes by providing a tool for the comparison of significant solutions, correlating quantitative and qualitative factors.


2021 ◽  
Vol 1 ◽  
pp. 1363-1372
Author(s):  
Fan Li ◽  
Yuan Lu

AbstractArtificial Intelligence (AI) has expanded in a diverse context, it infiltrates our social lives and is a critical part of algorithmic decision-making. Adopting AI technology, especially AI-enabled design, by end users who are non-AI experts is still limited. The incomprehensible, untransparent decision-making and difficulty of using AI become obstacles which prevent these end users to adopt AI technology. How to design the user experience (UX) based on AI technologies is an interesting topic to explore.This paper investigates how non-AI-expert end users can be engaged in the design process of an AI-enabled application by using a framework called Smart Service Blueprint Scape (SSBS), which aims to establish a bridge between UX and AI systems by mapping and translating AI decisions based on UX. A Dutch mobility service called ‘stUmobiel ’ was taken as a design case study. The goal is to design a reservation platform with stUmobiel end users. Co-creating with case users and assuring them to understand the decision-making and service provisional process of the AI-enabled design is crucial to promote users’ adoption. Furthermore, the concern of AI ethics also arises in the design process and should be discussed in a broader sense.


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