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Zeitschriftenartikel zum Thema "Usability affordances"

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Masoudi, Nafiseh, Georges M. Fadel, Christopher C. Pagano und Maria Vittoria Elena. „A Review of Affordances and Affordance-Based Design to Address Usability“. Proceedings of the Design Society: International Conference on Engineering Design 1, Nr. 1 (Juli 2019): 1353–62. http://dx.doi.org/10.1017/dsi.2019.141.

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AbstractMaier and Fadel pioneered Affordance-Based Design (ABD) based on Gibson's revolutionary theory of affordances and Norman's deployment of the concept in his book, “The Design of Everyday Things”. Gibson (1979) introduced the affordance concept into the discipline of Ecological Psychology to address the interactions between an object and an agent. The Ecological approach includes the direct perception of affordances for the user along with a consideration of the users’ biomechanics. However, as the concept of affordance was imported and utilized in different disciplines, including engineering design, some important aspects of Ecological theory were omitted.This paper is an attempt to review the definitions and different utilizations of the affordance concept focusing on the design of usable products to identify the different views and the missing elements. After addressing the divergent viewpoints of affordances, we provide recommendations to improve the usability aspects in ABD by considering direct perception and ergonomics. We claim that a design (based on affordances) that fails to address both criteria may result in a product that is less usable.
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Veryaeva, Kseniya, und Olga Solovyeva. „The Influence of Gamification and Platform Affordances on User Engagement in Online Learning“. International Journal of Distance Education Technologies 19, Nr. 1 (Januar 2021): 1–17. http://dx.doi.org/10.4018/ijdet.2021010101.

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Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user engagement, platform affordances, and gamification in online learning. An online survey was conducted among the participants (N=375) studying with Skyeng (commercial online platform for learning English). The data was analysed with factor and regression analysis. The results demonstrated four major platform affordances: technology credibility and usability, adaptability of course tasks, phasing and intermittence and external reward. Among the four, technology credibility and usability was found to be the most influential predictor of user engagement in online learning. External reward, as an affordance, drawn from gamification elements, has the smallest contribution to user engagement. However, the study proves the suitability of perceiving gamified elements as affordances by platform users. The research provides conceptual and empirical grounds for studying gamification elements as one of the affordances in online learning and outlines further directions to explore these connections.
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Cho, Younjoo, und Anseop Choi. „Application of Affordance Factors for User-Centered Smart Homes: A Case Study Approach“. Sustainability 12, Nr. 7 (10.04.2020): 3053. http://dx.doi.org/10.3390/su12073053.

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Smart homes improve quality of life by providing various services based on information and communication technologies. However, smart home systems are complicated and user interfaces for the interaction between smart home and user are often not user-friendly, causing potential difficulties and inconvenience for the user. Therefore, in order for smart homes to become user-centered, usability needs to be improved. This study aims to present guidelines for improving the usability of smart homes based on the concept of affordance, which is highly meaningful in user-centered design. To do this, firstly, the affordance factors that could be applied to improve the usability of active devices and user interfaces in smart homes were extracted, secondly, a case study was conducted to analyze the application of affordance factors, focusing on active devices (e.g., control devices and smart appliances) and user interfaces that directly interact with users in smart homes. Lastly, guidelines on the application of affordance factors were presented by combining case analysis results with relevant guidelines. Active devices and user interfaces should provide users with appropriate cognitive, physical, functional, and sensory affordances so that users can use the smart home services easily and conveniently.
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Lund, Haakon, und Niels Ole Pors. „Web‐tutorials in context: affordances and usability perspectives“. Performance Measurement and Metrics 13, Nr. 3 (23.11.2012): 197–211. http://dx.doi.org/10.1108/14678041211284731.

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Sandström, Niclas, Robert Eriksson, Kirsti Lonka und Suvi Nenonen. „Usability and affordances for inquiry-based learning in a blended learning environment“. Facilities 34, Nr. 7/8 (03.05.2016): 433–49. http://dx.doi.org/10.1108/f-12-2014-0097.

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Purpose The purpose of this paper is to identify the core dimensions of user experiences in a physical and technologically embedded learning environment (LE) designed to support active student-led inquiry-based studies and collaborative knowledge creation in higher education. Design/methodology/approach The paper integrated the USEframe of usability of built environments and the inquiry-based engaging learning environment (ELE) to test and develop the usability and pedagogy of future LEs. A group of ten teacher students was studied and interviewed semi-structurally after a seven-week inquiry-based course unit. The findings were considered in light of the two frameworks. Findings The physical and embedded LEs provided the students with socio-digital affordances that promoted experienced study engagement, knowledge co-creation and sharing and a sense of safety and belonging in the scientific community. The application of the ELE model and the agile physical setting complemented and supported each other and promoted learning. Practical implications The results shed light on how to integrate understanding the user process, user experience and use of embedded LEs to develop usability of new LEs. Originality/value The living lab provides different stakeholders with tangible information about usability and helps the designers in concrete streamlining of pedagogy and physical LEs.
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Nosek, John T. „Towards an Affordance-Based Theory of Collaborative Action (CoAct)“. International Journal of e-Collaboration 7, Nr. 4 (Oktober 2011): 37–60. http://dx.doi.org/10.4018/jec.2011100103.

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Collaborative Action provides a novel approach to modeling interaction among users and machines and IT-mediated collaboration among people to solve problems. CoAct extends the notions of affordance and moves away from idiosyncratic, subjective mental models of the world to the notion that actors with similar capacities to act can potentially discern similar action possibilities in the world. It changes the direction from discovery and alignment of internal representations to mutual attunement of collaborators to build sufficient capabilities, share informational structures, and calibrate selectivity to achieve shared affordances. CoAct has the potential to influence such diverse areas as usability engineering, information overload, and group decision making. CoAct can be used at multiple levels of granularity, from fine granularity of a single interaction to tracking intermediate progress and results of a set of interactions. Propositions based on CoAct are presented. An initial experiment provides some support for an affordance-based approach to information sharing/design.
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Pentzold, Christian, und Andreas Bischof. „Making Affordances Real: Socio-Material Prefiguration, Performed Agency, and Coordinated Activities in Human–Robot Communication“. Social Media + Society 5, Nr. 3 (Juli 2019): 205630511986547. http://dx.doi.org/10.1177/2056305119865472.

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Usually, the alluring notion of “affordances” comes with the idea that technology makes some activities possible while constraining others. Our article departs from this dichotomic view and seeks to appreciate the multiplicity of socio-material prefiguration. Discussing three empirical examples from human–robot communication, we show that the affordances of “smart” technologies are not acted out in a smooth, planned process or through rational action alone. Rather, affordances are collective achievements that emerge within the interplay of humans and machines. This challenges the separation into active use and passive usability. It also demands us that we think through what types of agency are associated with these kinds of agents and what we take to define agency at all. Agency rests, we argue, on the capability to engage in intelligible encounters; it builds on purposive activities even though they might only realize a limited repertoire of tasks.
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Baran, Evrim, Erdem Uygun und Tugba Altan. „Examining Preservice Teachers’ Criteria for Evaluating Educational Mobile Apps“. Journal of Educational Computing Research 54, Nr. 8 (26.07.2016): 1117–41. http://dx.doi.org/10.1177/0735633116649376.

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Recent interest in integrating mobile apps into teaching will continue growing. There remains, however, a pressing need to develop methods and resources to support and educate preservice teachers about the use of these technologies. This case study aimed to examine preservice teachers’ criteria for evaluating educational mobile apps. Nineteen fourth-year preservice teachers, who studied math, science, English, and computer education at a public university, participated in the research. During the usability tests, the preservice teachers were asked to evaluate the affordances and limitations of selected educational mobile apps from their particular subject domains. Their interactions with and evaluations of the mobile apps were collected through think-aloud sessions and interviews. Qualitative analysis revealed preservice teachers’ evaluation criteria in five categories such as pedagogy, technical usability, content, connectivity, and contextuality. The results point to recommendations for future research on evaluating the capabilities of existing mobile apps with key players such as in-service and preservice teachers.
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Qvist, Pekka, Tuomas Kangasniemi, Sonja Palomäki, Jenni Seppänen, Pekka Joensuu, Olli Natri, Marko Närhi, Eero Palomäki, Hannu Tiitu und Katrina Nordström. „Design of Virtual Learning Environments: Learning Analytics and Identification of Affordances and Barriers“. International Journal of Engineering Pedagogy (iJEP) 5, Nr. 4 (21.10.2015): 64. http://dx.doi.org/10.3991/ijep.v5i4.4962.

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The future of educational technology has been envisioned to have increasing focus on simulations, game based learning, virtual learning environments and virtual worlds. The technologies aim to provide authentic learning and enable deeper, more complex and contextual understanding for students. To study the impact of virtual learning environments for natural sciences and engineering education, we have designed and implemented a virtual laboratory, LabLife3D, in Second Life. To date we have designed six virtual laboratory exercises in the biological sciences and chemistry and additionally created a system to gather behavioristic data during laboratory simulations for the purpose of learning analytics. This paper presents the design process of laboratory exercises and discusses the content-specific learning goals and outcomes. Additionally, this paper discusses the use of heuristic usability review used to improve the virtual learning environment. Lastly, the results from student and teacher interviews are presented, together with results of the learning analytics study. The discussion also includes student identified affordances and barriers for learning. We conclude that authentic and deep learning is possible within virtual worlds. Furthermore, the results of this study are not only limited to virtual worlds, but could also apply to other areas of digital educational technology.
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Papakostas, Christos, Christos Troussas, Akrivi Krouska und Cleo Sgouropoulou. „Measuring User Experience, Usability and Interactivity of a Personalized Mobile Augmented Reality Training System“. Sensors 21, Nr. 11 (04.06.2021): 3888. http://dx.doi.org/10.3390/s21113888.

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Innovative technology has been an important part of firefighting, as it advances firefighters’ safety and effectiveness. Prior research has examined the implementation of training systems using augmented reality (AR) in other domains, such as welding, aviation, army, and mathematics, offering significant pedagogical affordances. Nevertheless, firefighting training systems using AR are still an under-researched area. The increasing penetration of AR for training is the driving force behind this study, and the scope is to analyze the main aspects affecting the acceptance of AR by firefighters. The current research uses a technology acceptance model, extended by the external constructs of perceived interactivity and personalization, to consider both the system and individual level. The proposed model was evaluated by a sample of 200 users, and the results show that both the external variables of perceived interactivity and perceived personalization are prerequisite factors in extending the TAM model. The findings reveal that the usability is the strongest predictor of firefighters’ behavioral intentions to use the AR system, followed by the ease of use with smaller, yet meaningful, direct and indirect effects on firefighters’ intentions. The identified acceptance factors help AR developers enhance the firefighters’ experience in training operations.
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Dissertationen zum Thema "Usability affordances"

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Cansiz, Yaver. „Effects Of Way Finding Affordances On Usability Of Virtual World Environments In Terms Of Users“. Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614261/index.pdf.

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This study aims to test the effects of different way finding affordances on the usability of METU virtual campus built in Second Life virtual world in terms of users&rsquo
satisfaction, performance and mental workload. This study was conducted with 36 participants who are students at the Middle East Technical University. Participants were randomly put on of the five groups namely map, signboard, voice and agent groups and a control group. The participants were given navigational tasks in METU virtual campus within Second Life. In the experiment, the eye movements of the participants were examined with eye tracking tool in order to determine the areas which participants paid attention most. Also mental work load in their prefrontal cortex was examined with fNIR device. There was no significant difference among groups in terms of satisfaction, however
there were significant difference among groups in terms of task completion accuracy, time, length, navigation cue gaze duration and mental workload. Agent group has the highest accuracy score, map group has the highest time, length and navigation cue gaze duration score. Moreover, agent group has the highest mental workload but control group has the lowest mental workload. The results of the tests were used to provide guidance for the design of way finding affordances in METU virtual campus.
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Nielsen, Kristian Mellgaard. „Easy to Read Digital Equipment for Older, Visually Impaired Users with Cognitive Decline“. Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-55204.

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This master’s thesis explores what could be the usability affordances of tactile interfaces, imbedded with physical commands, and voice interfaces,when used by older people that have visual impairments and cognitive declines. The aim is to contribute to the development of more accessible media.Through an adapted design thinking approach and qualitative methods, relevant literature, benchmarking on existing technologies, and empirical data, it has showed that the usability affordances of the two interfaces differ from each other. The presence of variousus ability affordances is found to be decided by individual perception and severity of impairments. Thus, each interface accommodates some users better than others. The outcome of the master’s thesis can be used for future developers of accessible media when exploring new interfaces that could be better suited for people with disabilities.
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Bingham, David Clayton. „Correlating convergence in product design“. Thesis, Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/36529.

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Convergence is a topic that many point to as the driving force behind modern product development. The merger of similar devices into a single product form can create a number of advantages for both producers and consumers, but successful design must take more than just this into account. Convergence is the evolution of a product through a disruptive and uncertain environment of technology and user needs. While the digital revolution has certainly been the biggest recent disrupter to society and design, there are signs of convergence in both form and function that have occurred across many products, and product categories. Producers and consumers always clamor for devices that are useful and convenient, take advantage of the latest technologies, and yet remain intuitive, attractive, and easy to use. This paper will dissect the meaning of convergence in product design and provide a framework for understanding and dialog. Combined with an extensive survey and product mapping, this definition will then be used to delineate approaches and principles for the effective design of evolving products in today's changing environment. The findings of this paper will help designers make decisions when considering the trade-offs between aesthetics, functionality, and ease of use in technology based products.
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Hedberg, Stina, Åkerman Matilda Larsson und Madelene Stenqvist. „På ytan av interaktionsdesign : En undersökning om hur designen på en Microsoft Surface SUR40 applikation kan förbättras för flera användare“. Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16489.

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The purpose of this thesis is to examine and analyze how to improve the design of a Microsoft Surface SUR40 application. The application in focus was an interactive product browser developed by the company Spree, our external client. Spree is a multi-touch software provider, established in September 2010 and they expressed a need for suggestions for how to improve this application. Our work aimed at revealing how to make the application more suitable for several users and make it easier for them to interact simultaneously on the surface. From a qualitative standpoint we have examined how 17 users experienced the application. We had two workshops where we divided the participants into four groups. The work resulted in this document that describes the most important opinions that came up during our usability tests. We chose to relate the participants' opinions to theories of affordance, participatory design, usability and emotional design. Our results show that the application had features that in some cases were difficult for participants to understand. It was also found that the use and understanding of the application depends on the user's previous technical skills. Through this we have developed proposals on how the application can be improved, thereby making it easier for users to interact with the application and Microsoft Surface SUR40 in groups.
Syftet med denna uppsats är att undersöka och analysera hur utformningen av en Microsoft Surface SUR40 applikation kan förbättras. Applikationen i fokus var en interaktiv produktvisare, utvecklad av företaget Spree, vår externa uppdragsgivare. Spree är en multi-touch leverantör som startade sin verksamhet i september 2010 och de uttryckte ett behov av förbättringsförslag. Vårt arbete syftar till att undersöka hur applikationen skulle kunna göras mer lämplig för flera användare och göra det lättare för dem att interagera samtidigt. Ur en kvalitativ synvinkel har vi undersökt hur 17 användare upplevde applikationen. Vi hade två workshops där vi delat in deltagarna i fyra grupper. Arbetet resulterade i detta dokument som beskriver de viktigaste synpunkter som kom upp under våra användartester. Deltagarnas åsikter valde vi att relatera till teorier kring affordance, deltagande design, användbarhet och emotionell design. Vårt resultat visar på att applikationen hade funktioner som i vissa fall var svåra för deltagarna att förstå. Det visade sig även att användningen och förståelsen av applikationen är beroende av användarens tidigare tekniska vana. Genom detta har vi tagit fram förslag på hur applikationen kan förbättras och därigenom göra det enklare för användarna att interagera med applikationen och Microsoft Surface SUR40 i grupp.
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Adrup, Joakim. „Visualization and Interaction with Temporal Data using Data Cubes in the Global Earth Observation System of Systems“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231364.

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The purpose of this study was to explore the usage of data cubes in the context of the Global Earth Observation System of Systems (GEOSS). This study investigated what added benefit could be provided to users of the GEOSS platform by utilizing the capabilities of data cubes. Data cubes in earth observation is a concept for how data should be handled and provided by a data server. It includes aspects such as flexible extraction of subsets and processing capabilities. In this study it was found that the most frequent use case for data cubes was time analysis. One of the main services provided by the GEOSS portal was the discovery and inspection of datasets. In the study a timeline interface was constructed to facilitate the exploration and inspection of datasets with a temporal dimension. The datasets were provided by a data cube, and made use of the data cubes capabilities in retrieving subsets of data along any arbitrary axis. A usability evaluation was conducted on the timeline interface to gain insight into the users requirements and user satisfaction. The results showed that the design worked well in many regards, ranking high in user satisfaction. On a number of points the study highlighted areas of improvement. Providing insight into important design limitations and challenges together with suggestions on how these could be approached in different ways.
Syftet med studien var att undersöka hur Data Cubes kunde komma att användas inom ramarna för Global Earth Observation System of Systems (GEOSS). Vilka fördelar som kunde dras ifrån att utnyttja den potential som data cubes besitter och använda dem i GEOSS plattformen undersöktes i studien. Data cubes för earth observation är ett koncept om hur data ska hanteras och tillhandahållas av datatjänster. Det ämnar bland annat flexibel extrahering av datapartitioner och dataprocesseringsförmågor. I denna studie iakttogs det att det mest frekvent förekommande användningsområdet för data cubes var analys av tid. Ett huvudsyfte med GEOSS portalen var att tillhandahålla användaren med verktyg för att utforska och inspektera dataset. I denna studie tillverkades ett användargränssnitt med en tidslinje för att ge användaren tillgång till att även utforska och inspektera dataset med en tidsdimension. Datasetet tillhandahålls från en data cube och utnyttjar data cubes färdighet i att förse utvalda partitioner av datasetet som kan extraheras längs valfri axel. En användarstudie har gjorts på användargränssnittet för att utvärdera till vilken grad användarna var nöjda och hur det uppfyllde deras krav, för att samla värdefulla insikter. Resultatet visar på att designen presterar väl på flera punkter, den rankar högt i användartillfredsställelse. Med studien klargör även framtida förbättringsmöjligheter och gav insikter om viktiga designbegränsningar och utmaningar. I rapporten diskuteras det hur dessa kan hanteras på olika sätt.
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LIAO, JYUN-JIE, und 廖俊傑. „Exploring The Usability Testing of Products Based on Affordance“. Thesis, 2017. http://ndltd.ncl.edu.tw/handle/39890619688035143416.

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碩士
國立高雄師範大學
工業設計學系
105
With the development of science and technology, it makes products much closer to users by emphasizing user-oriented catching user desires and demands during exploiting and designing products. There are many product parts have the affection to the product valuation of the users. The usability is the most important factor for an excellent product. Thus, the fittest applied concept of beginning to develop a product is Affordance. This research based on Affordance concept to discuss the usability of product parts, induced the product parts usability guidelines. Producing the Affordance concept is the influence factor of usability guidelines and building usability evaluation of product parts. This research created usability evaluation of product parts through practical cases, it acknowledged the defects on usability factor of product parts based on user’s interviews and testing. In addition, re-modify the design of product parts to makes further improvement on the usability for more suitable operation.
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Lei, Kai-yu, und 雷凱俞. „Design and Usability Test of Electronic Sleep Diary Using An Affordance Approach“. Thesis, 2009. http://ndltd.ncl.edu.tw/handle/87086447467330338064.

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碩士
國立臺灣科技大學
設計研究所
97
Electronic Sleep Diary developed to aid the treatment for the insomnia patients digitizes the traditional sleep diary to improve the effect of record of sleep diary through the touch-panel. Although there is no design principle of usability to direct against the application of touch-panel, affordance originated from ecology and extended to cognitive psychology has been applied design of usability of product. Hartson(2003)the one of the students divides an affordance into four types further and exercise in design and usability test. I myself consider although how evolves the form of human-machine interaction, it`s a kind of ecological behavior and concerns with cognitive level eventually. Therefore, there is the basis of extended application of affordance in the usability of touch-panel. This study offers interface design of Electronic Sleep Diary by using affordance as design principle, and plans the tasks of experiment contained pre-sleep and post-sleep records to compare the electronic and traditional sleep diary. The result displays if there is less layers of operation, it would advantage the Electronic Sleep Diary. The main results of evaluation principle of usability as affordance approach are the following. 1) The problem of usability most occurs in icons or descriptive texts such as Cognitive Affordance. The participants confused from the sentence touched hardly, besides can`t associate the phrase about movement and state such as abstract contents with the exact functions. 2) Functional Affordance is affected deeply from Cognitive Affordance and Sensory Affordance, it would be influenced if the mean of icons wasn`t clear or the visual was unobvious. 3) The means of icon such as cognitive level is the cause of affecting the participants` judgment, besides the factor of Sensory Affordance influences the participants` accept for the communication of information. 4) The application in this study of Physical Affordance isn`t very much but main as the way of touch, so the occurring problem is less than the other types of affordance. The main discussions of directing against touch-panel as affordance approach are the following. 1) The demarcation line between the applications of Cognitive and Physical Affordance trend to be indistinct, the icon is either explanation of function or button to operate. 2) The physical operation can be simulated by vision of analogy, but Physical Affordance is the most limited one of the affordances from the hardware technique. 3) The importance of Sensory Affordance isn`t second to Cognitive and Physical Affordance, as Hartson(2004)said. 4) Functional Affordance is composed of Cognitive, Physical and Sensory Affordance. If one of the effects of the affordances doesn`t reach the expected level, it would influence the determining that function of object or interface. Anyway the applications of affordances are not only used in evaluating the usability of products, but also as the principle of thinking in the design process of designer to considerate the each and every elements fully.
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Bücher zum Thema "Usability affordances"

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Fiebrink, Rebecca A., und Baptiste Caramiaux. The Machine Learning Algorithm as Creative Musical Tool. Herausgegeben von Roger T. Dean und Alex McLean. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780190226992.013.23.

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Machine learning is the capacity of a computational system to learn structure from data in order to make predictions on new data. This chapter draws on music, machine learning, and human-computer interaction to elucidate an understanding of machine learning algorithms as creative tools for music and the sonic arts. It motivates a new understanding of learning algorithms as human-computer interfaces: like other interfaces, learning algorithms can be characterized by the ways their affordances intersect with goals of human users. The chapter also argues that the nature of interaction between users and algorithms impacts the usability and usefulness of those algorithms in profound ways. This human-centred view of machine learning motivates a concluding discussion of what it means to employ machine learning as a creative tool.
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Buchteile zum Thema "Usability affordances"

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Guimarães, Marcelo A., Rodrigo P. Zisman und Adriano B. Renzi. „Pharmaceutical Online Store Project: Usability, Affordances and Expectations“. In Advances in Intelligent Systems and Computing, 523–34. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20040-4_47.

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Miura, Takayuki, Akihito Yoshii und Tatsuo Nakajima. „Designing Affordances for Virtual Reality-Based Services with Natural User Interaction“. In Design, User Experience, and Usability: Technological Contexts, 266–77. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_25.

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Lin, Jerry, und Cheng-Hung Lo. „Affordances Feature on Package Design has Preference Effect on Content“. In Design, User Experience, and Usability: Users and Interactions, 87–94. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_9.

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Becker, Valdecir, Daniel Gambaro, Thais Saraiva Ramos und Rafael Moura Toscano. „Audiovisual Design: Introducing ‘Media Affordances’ as a Relevant Concept for the Development of a New Communication Model“. In Applications and Usability of Interactive Television, 17–31. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90170-1_2.

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Renzi, Adriano Bernardo, und Sydney Freitas. „Affordances and Gestural Interaction on Multi-touch Interface Systems: Building New Mental Models“. In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 615–23. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_58.

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Agner, Luiz, Adriano Bernardo Renzi, Natanne Viegas, Priscila Buares und Vitor Zanfagnini. „Evaluating Interaction Design in Brazilian Tablet Journalism: Gestural Interfaces and Affordance Communicability“. In Design, User Experience, and Usability: Users and Interactions, 393–402. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_38.

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7

Yantaç, Asım Evren. „A Method for Teaching Affordance for User Experience Design in Interactive Media Design Education“. In Design, User Experience, and Usability. Design Philosophy, Methods, and Tools, 630–38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39229-0_67.

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8

Li, Chao, Mei-yu Zhou, Xiang-yu Liu und Tian-xiong Wang. „Usability Study of Electronic Sphygmomanometers Based on Perceived Ease of Use and Affordance“. In Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, 421–30. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22012-9_30.

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9

Wong, Chui Yin. „A Framework of Affordance and Usability of Mobile User Interface for Older Adults“. In Universal Access in Human-Computer Interaction. User and Context Diversity, 231–39. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39191-0_26.

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10

Schlatter, Tania, und Deborah Levinson. „Controls and Affordances“. In Visual Usability, 267–308. Elsevier, 2013. http://dx.doi.org/10.1016/b978-0-12-398536-1.00008-5.

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Konferenzberichte zum Thema "Usability affordances"

1

Burlamaqui, Leonardo, und Andy Dong. „Eye Gaze Experiment Into the Recognition of Intended Affordances“. In ASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/detc2017-67207.

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An eye-tracking experiment aimed at testing the claim that individuals understand how to use artifacts through the visual perception of their intended affordances was conducted. Sixty-one participants were asked to state the manner in which they would interact with an artifact after looking at their screen-based images for ten seconds with their gaze captured. The participants’ responses to perceived affordance were compared to their gaze data. Although individuals identified plausible affordances, a binary logistic regression analysis was inconclusive as to which eye-tracking variable is likely to entail a successful identification of the intended affordance. That said, there was a strong relationship between perception of the intended affordance and mention of either the artifact’s function or semantic category. The results suggest that affordances may not have a significant impact in the usability of products and interfaces. Extrapolating from the findings, we postulate that analogical priming may be a better explanation for the way individuals understand what to do with the artifact.
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Fernandes, Filipe, und Cláudia Werner. „Towards Immersive Software Engineering Education“. In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8451.

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This paper proposes to present an approach to obtain evidence about the influence of immersion in improving learning outcomes in Software Engineering. An immersive platform has been developed and a preliminary study with 6 subjects has been conducted to identify usability issues in an immersive application prototype to support the comprehension of Object-Oriented Paradigm theoretical concepts. Although the main problems are related to the affordances of the virtual world and the interaction between user and application, there was evidence that immersive technologies have the potential to support Software Engineering Education.
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Mengoni, Maura, Margherita Peruzzini und Michele Germani. „Virtual vs. Physical: An Experimental Study to Improve Shape Perception“. In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86225.

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Product designers, in order to create value, need to enrich their understanding of users products experience and the whole set of activities involved in it. Human-Centered Design (HCD) regards with the development of design principles to support product features definition answering to physical, psychological, social and cultural needs of human beings. Usability tests generally allow the investigation of product performance in terms of efficiency, effectiveness and users satisfaction in order to reduce the gap between the perceived and the designed product quality. Main problems concern with the assessment of emotional usability, the identification of product features stimulating affective response and their translation into design requirements. Usability tests are generally carried out only at the end of the design cycle once a final physical prototype has been realized. As a consequence design modifications increase time to market. Instead of traditional CAD-based systems (Computer Aided Design), Virtual Reality (VR) represents new Human-Computer Interfaces that can support the multimodal interaction with virtual prototypes to perform usability tests at the early design stages. The present paper explores the potentialities of VR to support usability testing mainly focusing on emotional aspects. A protocol study is defined to analyze how sample users perceive product attributes determining affordances and synaesthesia qualities. The protocol adopts qualitative and quantitative metrics to objectify users emotional response while interacting with products. It allows correlating product attributes, in terms of materials, shape and aesthetic features combination, with user behavior and product performance. It has been applied in the field of household appliances. Two different experimental set-ups, physical and virtual, have been used to validate the protocol and highlight the main VR technologies drawbacks.
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Piya, Cecil, und Karthik Ramani. „Proto-TAI: Quick Design Prototyping Using Tangible Assisted Interfaces“. In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-35442.

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In the real world, we use our innate manual dexterity to create and manipulate 3D objects. Conventional virtual design tools largely neglect this skill by imposing non-intuitive 2D control mechanisms for interacting with 3D design models. Their usage is thus cumbersome, time consuming and requires training. We propose a novel design paradigm that combines users’ manual dexterity with the physical affordances of non-instrumented and ordinary objects to support virtual 3D design constructions. We demonstrate this paradigm through Proto-TAI, a quick prototyping application where 2D shapes are assembled into 3D representations of ideated design concepts. Here, users can create 2D shapes in a pen-based sketch medium and use expressive handheld movements of a planar proxy to configure the shapes in 3D space. The proxy provides a metaphorical means for possessing and controlling the shapes. Here, a depth sensor and computer vision algorithms track the proxy’s spatial movement. The 3D design prototype constructed in our system can be fabricated using a laser cutter and physically assembled on-the-fly. Our system has vast implications in many design and assembly contexts, and we demonstrate its usability and efficacy through user studies and evaluations.
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Krouska, Akrivi, Christos Troussas und Cleo Sgouropoulou. „Usability and Educational Affordance of Web 2.0 tools from Teachers’ Perspectives“. In PCI 2020: 24th Pan-Hellenic Conference on Informatics. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3437120.3437286.

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