Cognitive Interface Design
In: Cognitive Technologies; The Deductive Spreadsheet, S. 279-298
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In: Cognitive Technologies; The Deductive Spreadsheet, S. 279-298
In: Information Systems Development, S. 224-231
In: Human factors: the journal of the Human Factors Society, Band 44, Heft 1, S. 62-78
ISSN: 1547-8181
Ecological interface design (EID) is a theoretical framework for designing human-computer interfaces for complex sociotechnical systems. Its primary aim is to support knowledge workers in adapting to change and novelty. This literature review shows that in situations requiring problem solving, EID improves performance when compared with current design approaches in industry. EID has been applied to industry-scale problems in a broad variety of application domains (e.g., process control, aviation, computer network management, software engineering, medicine, command and control, and information retrieval) and has consistently led to the identification of new information requirements. An experimental evaluation of EID using a full-fidelity simulator with professional workers has yet to be conducted, although some are planned. Several significant challenges remain as obstacles to the confident use of EID in industry. Promising paths for addressing these outstanding issues are identified. Actual or potential applications of this research include improving the safety and productivity of complex sociotechnical systems.
In: European research studies, Band XXII, Heft 3, S. 470-479
ISSN: 1108-2976
In: Human factors: the journal of the Human Factors Society, Band 40, Heft 2, S. 311-323
ISSN: 1547-8181
This paper discusses principles of educational multimedia user interface design. The purpose of these principles is to maximize the learning effectiveness of multimedia applications. The principles are based on the results of studies in psychology, computer science, instructional design, and graphics design. The principles help user interface designers make decisions about the learning materials, learners, tasks that the learners perform, and tests for measuring learning performance.
In: Human factors: the journal of the Human Factors Society, Band 60, Heft 5, S. 610-625
ISSN: 1547-8181
Objective: A prototype ecological interface for computer network defense (CND) was developed. Background: Concerns about CND run high. Although there is a vast literature on CND, there is some indication that this research is not being translated into operational contexts. Part of the reason may be that CND has historically been treated as a strictly technical problem, rather than as a socio-technical problem. Methods: The cognitive systems engineering (CSE)/ecological interface design (EID) framework was used in the analysis and design of the prototype interface. A brief overview of CSE/EID is provided. EID principles of design (i.e., direct perception, direct manipulation and visual momentum) are described and illustrated through concrete examples from the ecological interface. Results: Key features of the ecological interface include (a) a wide variety of alternative visual displays, (b) controls that allow easy, dynamic reconfiguration of these displays, (c) visual highlighting of functionally related information across displays, (d) control mechanisms to selectively filter massive data sets, and (e) the capability for easy expansion. Cyber attacks from a well-known data set are illustrated through screen shots. Conclusion: CND support needs to be developed with a triadic focus (i.e., humans interacting with technology to accomplish work) if it is to be effective. Iterative design and formal evaluation is also required. The discipline of human factors has a long tradition of success on both counts; it is time that HF became fully involved in CND. Application: Direct application in supporting cyber analysts.
In: IEEE technology and society magazine: publication of the IEEE Society on Social Implications of Technology, Band 23, Heft 3, S. 28-41
ISSN: 0278-0097
In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 23, Heft 10, S. 3084-3104
ISSN: 1461-7315
This article points to the long-standing and significant role that the sound interface plays in shaping the ways we attend to media by considering its phatic function. Employing a reverse engineering approach, the article consists of an analysis of historical transformations in the regimen of attention produced by sound media to date, followed by discourse analyses of scientific and industry communities of digital sound interface design. Introducing the term "phatic alignment" to describe how media and humans are arranged in space and adjusted to communicate with one another, this article points to the increasing hold of the digital sound interface over the user's attention and identifies the premises affording this trend. The article argues that in abstracting the human ear as an automated "phatic threshold" that regulates the user's attention, digital sound interface design situates the user in constant attentiveness to media and sets the stage for next-generation communication technologies.
In: Uluslararası Avrasya Sosyal Bilimler Dergisi: International Journal Of Eurasia Social Sciences
ISSN: 2146-1961
In: Human factors: the journal of the Human Factors Society, Band 49, Heft 1, S. 120-135
ISSN: 1547-8181
Objective: A prototype interface was developed to support decision making during tactical operations; a laboratory experiment was conducted to evaluate the capability of this interface to support a critical activity (i.e., obtaining the status of friendly combat resources). Background: Effective interface design strategies have been developed for domains that have primarily law-driven (e.g., process control) or intent-driven (e.g., information retrieval) constraints. However, design strategies for intermediate domains in which both types of constraints are equally critical, such as military command and control, have not been explored as extensively. The principles of direct perception, direct manipulation, and perception-action loops were used to develop a hybrid interface design strategy ("perception-action icons") that was incorporated into the prototype interface. Methods: A qualitative tactical simulation and an alternative interface (an experimental version of an existing U.S. Army interface) were developed. Participants used both interfaces to provide estimates of friendly combat resources for three different categories of information at three different echelon levels. Results: The results were unequivocal, indicating that the interface with perception-action icons produced significantly better performance. Conclusion: The perception-action icon design strategy was very effective in this experimental context. The potential for this design strategy to be useful for other intermediate domains is explored. Application: Actual or potential applications of this research include both specific interface design strategies for military command and control and general interface design principles for intermediate work domains.
In: Social policy and administration
ISSN: 1467-9515
AbstractThe front‐line of the welfare state is increasingly not a letter, phone call or face‐to‐face visit, but an online user‐interface. This 'interface first' bureaucracy is a fundamental reshaping of social security administration, but the design and operation of these interfaces is poorly understood. Drawing on interview data from senior civil servants, welfare benefits advisors and claimants on the UK's flagship Universal Credit working‐age benefit, this paper is a detailed analysis of the role played by interfaces in the modern welfare state. Providing examples from across the Universal Credit system, it sets out a five‐fold typology of user‐interface design elements in the social security context: (i) structuring data input, (ii) interaction architecture, (iii) operative controls, (iv) prompting and priming, and (v) integrations. The paper concludes by considering the implications of an 'interface first' welfare bureaucracy for future research.