DEPTH

Author(s):  
Petros Georgiakakis ◽  
Symeon Retalis

Scenario based inspection methods are currently widely used for evaluating the usability of web-based information systems (e-systems). However, it is neither easy nor cheap to find usability experts who possess the competencies for performing a usability inspection while at the same time have deep knowledge of the context for which each e-system has been developed. Moreover, the effectiveness of these methods depends on the quality of the inspection scenarios. These issues can be tackled by finding potential users of the e-systems under inspection who have basic knowledge about human-computer interaction and adequately support them to execute the appropriate scenarios. Towards this goal, a new usability evaluation method called DEPTH along with a web based tool that supports its application, have been created. This chapter describes DEPTH’s underlining philosophy which is the re-use of inspection scenarios per feature of genres of e-systems as well as the re-use design expertise which can be encoded in terms of design patterns.

Author(s):  
Vlasios Voudouris ◽  
Stephanie Larissa Marsh

This chapter introduces the relationships among geovisualization, human computer interaction (HCI), geographic information systems (GIS) and cartography as a means of supporting decision making. It emphasizes the importance of the data modelling and the associated visualizations in terms of what we can do by way of analysis and the methods by which we can undertake the analysis. It also argues that concepts from Usability Evaluation Methods (UEMs) and other HCI techniques offer a potentially more substantive approach to understanding the use of visualizations in collaborative decision making. Furthermore, the authors hope that understanding the underlying assumptions and relations among geovisualization, human computer interaction, geographic information systems and cartography will inform researchers and decision makers of a better design for studying geovisualization as enabling means of decision making.


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.


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.


i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 197-213
Author(s):  
Marc Hassenzahl ◽  
Michael Burmester ◽  
Franz Koller

Abstract Twenty years ago, we published an article in the first issue of the i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, “Usability isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners of Human-Computer Interaction (HCI) usability was all there is and all that was ever needed to guarantee humane technology. Back then, we profoundly disagreed. We were convinced that there is more to the quality of interactive technology than mere effectiveness and efficiency. Now, twenty years later it seems safe to say that we had a point. Let’s take this as an opportunity to take a brief and utterly anecdotal look back, to take stock of the current perspective on designing the (user) experience, as well as to discuss some future opportunities and challenges.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs, thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior, thus becoming pertinent to how interactions occur. This chapter questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, (physical) reaction, and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics, all of which can stand on their own yet still draw from each other. The discussions will include fields such as cognitive science, human-computer interaction, learning sciences, and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior thus becoming pertinent to how interactions occur. This then questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, [physical] reaction and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics all of which can stand on their own yet, still draw from each other. The discussions will include fields such as cognitive science, human computer interaction, learning sciences and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences


Author(s):  
Neil McBride ◽  
Ibrahim Elbeltagi

The emphasis of human-computer interaction (HCI) design on the technology and computer action tends to obscure consideration of the contribution of the computer interface to the service interaction. This chapter suggests that since a majority of commercial information systems support or provide services, the nature and progression of the service encounter should be a key concern of human computer interface designers. The chapter proposes the concept of service-oriented HCI in which HCI design is derived from service design, dialog is driven by customer needs and perceptions, activities that have led up to the service encounter are considered, and the service interaction dialog is aligned with the computer dialog. As part of service-oriented HCI, the chapter illustrates the use of scripting to examine ex-post the role of a computer interaction in a service encounter. It demonstrates that the computer dialog can drive the service interaction in such a way that the quality of the interaction is reduced and customer satisfaction affected. It concludes that the role of the computer system in a service interaction is an area for further research. Furthermore, script analysis may enable the development of human-computer dialogs that meet some of the criteria of service-oriented HCI.


Author(s):  
Ana Grasielle Dionísio Corrêa ◽  
Valéria Farinazzo Martins

Problem-based Learning (PBL) is an instructional approach that uses a real problem to focus, motivate and facilitate learning relevant to the future performance of student conceptual, procedural and attitudinal knowledge as professional life. This paper presents and discusses the implementation of PBL teaching model in Human Computer Interaction (HCI), specifically in teaching usability evaluation of an online course. The model was applied to three classes of the HCI course, involving 16 students, a Brazilian University and 82 users. The methodology and results are presented in this work.


2015 ◽  
pp. 1551-1570
Author(s):  
Tomayess Issa ◽  
Pedro Isaias

This chapter aims to examine the challenges to, and opportunities for, promoting Human Computer Interaction (HCI) and usability guidelines and principles through reflective journal assessment by information systems students from the Australian and Portuguese higher education sectors. In order to raise students' awareness of HCI and aspects of usability, especially in the Web development process, a new unit was developed by the first researcher called Information Systems 650 (IS650) in Australia. From this unit was derived the Web Site Planning and Development (WSPD) course introduced in Portugal. The reflective journal assessment approach was employed to enhance students' learning and knowledge of HCI and its usability aspects. This study provides empirical evidence from 64 students from Australia and Portugal, based on quantitative and qualitative data derived from three sources: students' formal and informal feedback and an online survey. Students confirmed that the use of reflective journal assessment consolidated their understanding of HCI and usability guidelines and principles and improved their reading, searching, researching, and writing skills, and their proficiency with the endnote software.


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