Integrating Usability, Semiotic, and Software Engineering into a Method for Evaluating User Interfaces

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.

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.


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.


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.


2002 ◽  
Vol 44 (1) ◽  
Author(s):  
Martin Böcker ◽  
Matthias Schneider-Hufschmidt

Vielen Entwicklern von User Interfaces sind die Bedürfnisse, Anforderungen und Vorlieben der späteren Benutzer von Consumer-Produkten weitgehend unbekannt. Das Ergebnis ihrer Bemühungen sind Produkte, deren Funktionalität von den Benutzern nicht ausgenützt wird, weil sie entweder für diese Benutzer irrelevant oder in der Handhabung so komplex sind, dass Sie von den späteren Kunden nicht verstanden werden.Dabei ist es durchaus möglich, spätere Endkunden in die Gestaltungsprozesse für Benutzungsoberflächen dieser Produkte einzubinden. Zu den erfolgversprechenden Maßnahmen gehören primär Fokusgruppen-Analysen zur Erhebung von Nutzeranforderungen und Usability-Tests mit potenziellen Kunden, in denen während des gesamten Entwurfsprozesses Handhabungskonzepte, Gestaltungsalternativen und die entstehenden Produkte auf Akzeptanz und Nutzbarkeit getestet werden.


10.2196/25281 ◽  
2021 ◽  
Vol 23 (5) ◽  
pp. e25281
Author(s):  
Chris Paton ◽  
Andre W Kushniruk ◽  
Elizabeth M Borycki ◽  
Mike English ◽  
Jim Warren

In this paper, we describe techniques for predictive modeling of human-computer interaction (HCI) and discuss how they could be used in the development and evaluation of user interfaces for digital health systems such as electronic health record systems. Predictive HCI modeling has the potential to improve the generalizability of usability evaluations of digital health interventions beyond specific contexts, especially when integrated with models of distributed cognition and higher-level sociotechnical frameworks. Evidence generated from building and testing HCI models of the user interface (UI) components for different types of digital health interventions could be valuable for informing evidence-based UI design guidelines to support the development of safer and more effective UIs for digital health interventions.


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>


Author(s):  
Dave Miller

The importance of understanding the repercussions of effective user interface (UI) design is critical for future Computer Science (CS) professionals, given the ubiquity of interfaces on computer devices. Through a paper prototyping activity, this article explains how to teach rapidly and successfully CS students about "fit," a Human-Computer Interaction (HCI) concept. Despite its simplicity, the concept of "fit" can be difficult to grasp without much practice. In practice, designing "fit" into UIs can be prohibitively expensive because workable prototypes are generally beyond the technical capabilities of students. As a result, we illustrate how to use paper prototyping to demonstrate "fit" in a hands-on class exercise based on active learning concepts. To guide students through the process of "fit" in UI design, we provide extensive step-by-step directions for planning, setting up, and presenting the exercise. Students will be better equipped to apply both theoretical and practical applications of "fit" in UI design and execution as a result of this assignment; this exercise can be used in any course that covers user interface design, such as concepts of human-computer interaction, systems analysis and design, software engineering, and project management.


Sign in / Sign up

Export Citation Format

Share Document