The Material Turn

Author(s):  
Mikael Wiberg

No matter if we think about interaction design as a design tradition aimed at giving form to the interaction with computational objects, or if we think about interaction design as being simply about user interface design it is hard to escape the fact that the user interface to a large extent defines the scene and the form of the interaction. Without adopting a fully deterministic perspective here it is still a fact that if the user interface is screen-based and graphical and the input modality is mouse-based, then it is likely that the form of that interaction, that is what the turn-taking looks like and what is demanded by the user, is very similar to other screen-based interfaces with similar input devices. However, the design space for the form of interaction is growing fast. While command-based interfaces and text-based interfaces sort of defined the whole design space in the 1970s, the development since then, including novel ways of bringing sensors, actuators, and smart materials to the user interface has certainly opened up for a broader design space for interaction design. But it is not only the range of materials that has been extended over the last few decades, but we have also moved through a number of form paradigms for interaction design. With this as a point of departure I will in this chapter reflect on how we have moved from early days of command-based user interfaces, via the use of metaphors in the design of graphical user interfaces (GUIs), towards ways of interacting with the computer via tangible user interfaces (TUIs). Further on, I will describe how this movement towards TUIs was a first step away from building user interfaces based on representations and metaphors and a first step towards material interactions.

2014 ◽  
Vol 602-605 ◽  
pp. 3630-3634
Author(s):  
Xiao Jia Zou ◽  
Xiang Dong You ◽  
Hao Pan ◽  
Xu Zhang ◽  
Qian Luo

In this paper, we mainly explore how to design and implement the user interfaces of Electricity Operation Information System based on Android. The paper extends its process as the following four aspects---requirements analysis, UI design, interaction design and programmatic implementation. In response to user actions fluidly and friendly, we add modules to handle exceptions. In the end, we give a briefly test on the system UI to ensure it run smoothly and make less mistakes. There are limited studies focusing on the flow design of UI combined with programmatic implementation. The UI design and implementation methodology has good reference at the early stage of developing an application, especially on Android platforms.


2001 ◽  
Vol 10 (1) ◽  
pp. 96-108 ◽  
Author(s):  
Doug A. Bowman ◽  
Ernst Kruijff ◽  
Joseph J. LaViola ◽  
Ivan Poupyrev

Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most user-interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also practical guidelines for 3-D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3-D interaction design and some example applications with complex 3-D interaction requirements. We also present an annotated online bibliography as a reference companion to this article.


2018 ◽  
Vol 14 (1) ◽  
pp. 107-122
Author(s):  
Pietro Murano

Purpose This paper aims to present a new user interface design for text proofreading portals in a digitization and crowdsourcing context. Several of the current proofreading portals lack usability in their user interfaces. The aim of the new design is to increase user performance and satisfaction. Design/methodology/approach An empirical experiment has been conducted to evaluate the new user interface as a comparison with 18thConnect – TypeWright proofreading portal. Two of the main measures involved times and errors and this approach is considered to be good for these kinds of measures allowing a good degree of control. Nevertheless, personal opinions are also very important and these are elicited by means of a post-experiment questionnaire. Findings The data were statistically analysed and overall the new user interface helped users to perform better in terms of task time. Errors were also better with the new user interface, but the differences were not statistically significant. Furthermore, users were more satisfied with the new user interface. User satisfaction measures were mostly statistically significant. Originality/value As far as has been ascertained, there have been no systematic studies evaluating a new design with an existing design of a proofreading portal. Therefore, this research is considered to be original, and if implemented widely, it would be very valuable to the mass digitization aims.


Author(s):  
Sybille Caffiau ◽  
Patrick Girard

In user interface design, model-driven approaches usually involve generative solutions, producing interface by successive transformations of a set of initial models. These approaches have obvious limitations, especially for advanced user interfaces. Moreover, top-down design approaches (as generative approaches are) are not appropriate for interactive application development in which users need to be included in the whole design process. Based on strong associations between task models and dialogue models, the authors propose a global process, which facilitates the design of interactive applications conforming to their models, including a rule-checking step. This process permits either to start from a task model or a user-defined prototype. In any case, it allows an iterative development, including iterative user modifications, in line with user-centered design standards.


2018 ◽  
pp. 119-137
Author(s):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


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):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


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.


1988 ◽  
Vol 32 (5) ◽  
pp. 259-263
Author(s):  
Michael Good

A major goal of the DECwindows program is to provide a consistent, state-of-the-art user interface for workstation software.1 This interface extends across operating systems and many different types of application programs. Within the DECwindows program we have addressed both the technical and organizational aspects of developing consistent user interfaces across applications. Traditional methods for developing user interface consistency, such as the use of an interface style guide and toolkit, were supplemented with more innovative techniques. An exhibition and catalog of DECwindows application designs helped to develop a DECwindows school of interface design. Electronic conferencing software played an important role in facilitating communication among DECwindows contributors throughout the company. Preliminary user interviews suggest that the DECwindows interface style gives a consistent, usable feel to Digital's workstation applications.


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