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Sortierung:
Cover -- Title Page -- Copyright Page -- Dedication -- Contents -- Biographies -- Foreword -- Preface to the Second Edition -- Acknowledgments -- Chapter 1 - Introduction and how to use this book -- Introduction -- The organization of this book -- How to use this book -- What test should I use? -- What sample size do I need? -- You don't have to do the computations by hand -- Key points -- Chapter review questions -- Answers to chapter review questions -- References -- Chapter 2 - Quantifying user research -- What is user research? -- Data from user research -- Usability testing
This research tested the effect of unique combinations of interface coding and presentation techniques for the redesign of the AN/SLQ-32(V) Display Control Console (DCC). The DCC provides Navy operators with bearing and threat information for radar emitters. The task of emitter identification was used to test potential redesigns. There is no research to substantiate the current or possible redesign solutions. Thus, Experiment 1 tested potential design modifications for the DCC. The factorial combination of the following comparisons yielded eight possible design solutions: color versus monochrome coding, polar (bearing only) versus range (bearing and range) presentation, and geometric symbols versus icons. Each design was tested in three conditions of emitter density: low, medium, and high. Researchers have evaluated color and symbology with consideration to emitter display systems, but without considering how range information and emitter density effect performance. Results indicate that range information improves performance by 60%. The addition of color and the new icons also significantly improves performance (17% and 15%, respectively) as compared to the current DCC configuration (Polar, Geometric, and Monochrome). Performance was measured by time to complete a task, errors, and subjective workload. Experiment 2 considered redesign solutions not restricted to the existing hardware or software. Although discussed frequently in the interface literature, performance differences between direct-manipulation and command-key interfaces have not been validated. In this study, two interfaces were constructed to take advantage of direct manipulation and command-key interaction (DMI and CKI, respectively) styles while adding a computer-aided emitter library management system, an on-screen oscilloscope, a polygon display of emitter parameters, range information, icons, increased usage of color, and other design changes. Results indicate no differences between the CKI and DMI for the time required to perform the task or for subjective workload. Although both interfaces were designed to take advantage of their respective features, operators did not perform faster with the CKI than with the DMI. However, operators did have significantly fewer errors with the DMI than with the CKI. When compared to the existing DCC and the Range/Color/Iconic design, operators using the CKI and DMI: (1) processed twice as many emitters, (2) reduced one type of error by 50% (CKI) or 67% (DMI), (3) reduced a second type of error to zero, (4) decreased subjective workload by over 50%, and (5) maintained a higher level of performance regardless of emitter density. ; Ph. D.
BASE
In: Human-computer interaction series
For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical p.
In: Revista española de documentación científica: REDC, Band 14, Heft 2, S. 193
ISSN: 1988-4621
Se describen cuatro proyectos de interfaces de sistemas de información que se están desarrollando en ESRIN (establecimiento de la Agencia Espacial Europea, en Frascati). Cada uno de ellos muestra un enfoque diferente del diseño de interfaces, pero todos tienen en común el responder a los objetivos, tareas y características de los usuarios. Se sugiere que la próxima generación de sistemas de información científica se tendrá que diseñar para permitir el acceso directo de los usuarios finales a una gran variedad de fuentes de información a través de una interfaz común. El diseño de tales sistemas y de sus interfaces debería basarse en un análisis multinivel de objetivos, tareas y puntos de vista propios de la materia de trabajo de cada usuario.
In: The Morgan Kaufmann series in interactive technologies
"In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature"--
In: Journal of business communication: JBC, Band 31, Heft 2, S. 125-135
ISSN: 1552-4582
In: Participation in broadband society Vol. 6
In: International journal of enterprise information systems: IJEIS ; an official publication of the Information Resources Management Association, Band 6, Heft 1, S. 29-43
ISSN: 1548-1123
Semantic User Interfaces (SUIs), are sets of interrelated, static, domain specific documents having layout and content, whose interpretation is defined through semantic decoration. SUIs are declarative in nature. They allow program composition by the user herself at the user interface level. The operation of SUI based applications follow a service oriented approach. SUI elements referenced in user requests are automatically mapped to reusable service provider components, whose contracts are specified in domain ontologies. This assures semantic separation of user interface components from elements of the underlying application system infrastructure, which allows full separation of concerns during system development; real, application independent, reusable components; user editable applications and generic learnability. This article presents the architecture and components of a SUI framework, basic elements of SUI documents and relevant properties of domain ontologies for SUI documents. The basics of representation and operation of SUI applications are explained through a motivating example.
In: Lecture Notes in Computer Science
This open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies – the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in people's lifestyles - affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life.
In: Safari Tech Books Online
In: Interactive Technologies
Measuring the User Experience was the first book that focused on how to quantify the user experience. Now in the second edition, the authors include new material on how recent technologies have made it easier and more effective to collect a broader range of data about the user experience. As more UX and web professionals need to justify their design decisions with solid, reliable data, Measuring the User Experience provides the quantitative analysis training that these professionals need. The second edition presents new metrics such as emotional engagement, personas, keystroke analysis, and net promoter score. It also examines how new technologies coming from neuro-marketing and online market research can refine user experience measurement, helping usability and user experience practitioners make business cases to stakeholders. The book also contains new research and updated examples, including tips on writing online survey questions, six new case studies, and examples using the most recent version of Excel. Learn which metrics to select for every case, including behavioral, physiological, emotional, aesthetic, gestural, verbal, and physical, as well as more specialized metrics such as eye-tracking and clickstream data. Find a vendor-neutral examination of how to measure the user experience with web sites, digital products, and virtually any other type of product or system. Discover in-depth global case studies showing how organizations have successfully used metrics and the information they revealed. Companion site, www.measuringux.com, includes articles, tools, spreadsheets, presentations, and other resources to help you effectively measure the user experience