Human-Computer Interaction in Consumer Behaviour

Author(s):  
Rocco Servidio ◽  
Barry Davies ◽  
Kevin Hapeshi

Human-Computer Interaction (HCI) studies play an important role in the design, implementation, and evaluation of a new generation of graphical user interfaces designed to support consumer behaviours and information needs. In recent years, the spread of new virtual environments and innovative tools have revolutionized the field of e-commerce. Although new digital environments can enable or facilitate certain user activities, the quality of the user interface will remain a continuing challenge. The chapter aims to underline the relationships between HCI studies and consumer behaviour, focusing attention on virtual environments for electronic and Internet e-commerce (online retail) services. The potential of multi-modal interfaces and virtual environments for business and marketing are examined by: (1) providing an overview of the relationships between HCI and consumer behaviour, (2) showing how different interaction modalities can enhance the communication process between user and consumer system, (3) showing how digital and interactive technologies can offer to the consumer many advantages and unique opportunities in exploring information and products, and (4) new directions for possible future research.

Author(s):  
Rocco Servidio ◽  
Barry Davies ◽  
Kevin Hapeshi

Human-Computer Interaction (HCI) studies play an important role in the design, implementation, and evaluation of a new generation of graphical user interfaces designed to support consumer behaviours and information needs. In recent years, the spread of new virtual environments and innovative tools have revolutionized the field of e-commerce. Although new digital environments can enable or facilitate certain user activities, the quality of the user interface will remain a continuing challenge. The chapter aims to underline the relationships between HCI studies and consumer behaviour, focusing attention on virtual environments for electronic and Internet e-commerce (online retail) services. The potential of multi-modal interfaces and virtual environments for business and marketing are examined by: (1) providing an overview of the relationships between HCI and consumer behaviour, (2) showing how different interaction modalities can enhance the communication process between user and consumer system, (3) showing how digital and interactive technologies can offer to the consumer many advantages and unique opportunities in exploring information and products, and (4) new directions for possible future research.


2015 ◽  
pp. 1592-1611
Author(s):  
Rocco Servidio ◽  
Barry Davies ◽  
Kevin Hapeshi

Human-Computer Interaction (HCI) studies play an important role in the design, implementation, and evaluation of a new generation of graphical user interfaces designed to support consumer behaviours and information needs. In recent years, the spread of new virtual environments and innovative tools have revolutionized the field of e-commerce. Although new digital environments can enable or facilitate certain user activities, the quality of the user interface will remain a continuing challenge. The chapter aims to underline the relationships between HCI studies and consumer behaviour, focusing attention on virtual environments for electronic and Internet e-commerce (online retail) services. The potential of multi-modal interfaces and virtual environments for business and marketing are examined by: (1) providing an overview of the relationships between HCI and consumer behaviour, (2) showing how different interaction modalities can enhance the communication process between user and consumer system, (3) showing how digital and interactive technologies can offer to the consumer many advantages and unique opportunities in exploring information and products, and (4) new directions for possible future research.


Author(s):  
Barry Davies ◽  
Eleonora Bilotta ◽  
Kevin Hapeshi ◽  
Emanuela Salvia ◽  
Rocco Servidio

Information and Communication Technology (ICT) has revolutionized science and commerce and has increased the innovation and the spread of a variety of virtual environments applications. These innovations are the result of the both technological development and cognitive studies. The chapter aims to underline the relationships between Human-Computer Interaction (HCI) and consumer behaviour, focusing the attention on the 3-D virtual environments dedicated to electronic and Internet e-commerce (e-retail) services. We introduce how the 3-D interfaces can contribute to the successful impact of online retail. The importance of the relationship between customer and system concerns the effective potentiality of the user interface. If a user interface is ineffective, the system’s functionalities and usefulness will be limited and the users will be confused, frustrated, and annoyed, and therefore less likely to use the system again. Finally, we aim to outline the cognitive and technological aspects involved in the communication process between user and virtual e-retail system interface and directions for possible future research.


2011 ◽  
Vol 20 (6) ◽  
pp. 577-590
Author(s):  
Patrick J. Grabowski ◽  
Drew N. Rutherford ◽  
Andrea H. Mason

The modeling of human movement is vital for a complete understanding of complex human–computer interaction. As three-dimensional collaborative tangible user interfaces (TUIs) evolve, research is needed to understand how people physically interact with each other within a virtual environment. Previous study of physical collaboration in virtual environments has utilized Fitts' law to model gross upper-extremity movement in a passing task. However, no study has modeled passing tasks that require precision grasp with the human hand, an important feature of human–computer interaction in TUIs. The purpose of this study was to evaluate the validity of Fitts' law in modeling movement time for a precision passing task in a 3D TUI, and to assess the coordination between passer and receiver using kinematic parameters. In this experiment, 12 participants (six male, mean age 22.6 years) performed a prehensile passing task within a desktop virtual environment. Results detail the kinematic events required to achieve the necessary temporal and spatial coordination specific to the passing task. Further, results indicate that Fitts' model does not adequately explain movement time for this task (R 2 = .51). This finding challenges the external validity of previous results. We argue that the task-specific complexity of human neuromotor control should be considered when using predictive models in 3D TUI design.


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.


Sensors ◽  
2021 ◽  
Vol 21 (18) ◽  
pp. 6172
Author(s):  
Jiaming Wang ◽  
Rui Cheng ◽  
Mei Liu ◽  
Pin-Chao Liao

Human–computer interaction, an interdisciplinary discipline, has become a frontier research topic in recent years. In the fourth industrial revolution, human–computer interaction has been increasingly applied to construction safety management, which has significantly promoted the progress of hazard recognition in the construction industry. However, limited scholars have yet systematically reviewed the development of human–computer interaction in construction hazard recognition. In this study, we analyzed 274 related papers published in ACM Digital Library, Web of Science, Google Scholar, and Scopus between 2000 and 2021 using bibliometric methods, systematically identified the research progress, key topics, and future research directions in this field, and proposed a research framework for human–computer interaction in construction hazard recognition (CHR-HCI). The results showed that, in the past 20 years, the application of human–computer interaction not only made significant contributions to the development of hazard recognition, but also generated a series of new research subjects, such as multimodal physiological data analysis in hazard recognition experiments, development of intuitive devices and sensors, and the human–computer interaction safety management platform based on big data. Future research modules include computer vision, computer simulation, virtual reality, and ergonomics. In this study, we drew a theoretical map reflecting the existing research results and the relationship between them, and provided suggestions for the future development of human–computer interaction in the field of hazard recognition from a practical perspective.


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).


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