Academic literature on the topic 'BI. User interfaces, usability'

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Journal articles on the topic "BI. User interfaces, usability"

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Cobo Hurtado, Luis, Pablo Francisco Viñas, Eduardo Zalama, Jaime Gómez-García-Bermejo, José María Delgado, and Beatriz Vielba García. "Development and Usability Validation of a Social Robot Platform for Physical and Cognitive Stimulation in Elder Care Facilities." Healthcare 9, no. 8 (August 19, 2021): 1067. http://dx.doi.org/10.3390/healthcare9081067.

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This article shows our work for developing an elder care platform for social interaction and physical and cognitive stimulation using the Pepper robot and Android OS as clients, based on the knowledge acquired on our long-term social robotics research experience. The first results of the user’s acceptance of the solution are presented in this article. The platform is able to provide different services to the user, such as information, news, games, exercises or music. The games, which have a bi-modal way of interacting (speech and a touch screen interface), have been designed for cognitive stimulation based on the items of the mini-mental state examination. The results of the user’s performance are stored in a cloud database and can be reviewed by therapists through a web interface that also allows them to establish customized therapy plans for each user. The platform has been tested and validated, first using adult people and then deployed to an elder care facility where the robot has been interacting with users for a long period of time. The results and feedback received have shown that the robot can help to keep the users physically and mentally active as well as establish an emotional link between the user and the robot.
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Ganta, Teja, Stephanie Lehrman, Rachel Pappalardo, Madalene Crow, Meagan Will, Mark Liu, Robbie Freeman, et al. "Implementing clinical decision support for oncology advanced care planning: A systems engineering framework to optimize the usability and utility of a machine learning predictive model in clinical practice." Journal of Clinical Oncology 39, no. 28_suppl (October 1, 2021): 330. http://dx.doi.org/10.1200/jco.2020.39.28_suppl.330.

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330 Background: Machine learning models are well-positioned to transform cancer care delivery by providing oncologists with more accurate or accessible information to augment clinical decisions. Many machine learning projects, however, focus on model accuracy without considering the impact of using the model in real-world settings and rarely carry forward to clinical implementation. We present a human-centered systems engineering approach to address clinical problems with workflow interventions utilizing machine learning algorithms. Methods: We aimed to develop a mortality predictive tool, using a Random Forest algorithm, to identify oncology patients at high risk of death within 30 days to move advance care planning (ACP) discussions earlier in the illness trajectory. First, a project sponsor defined the clinical need and requirements of an intervention. The data scientists developed the predictive algorithm using data available in the electronic health record (EHR). A multidisciplinary workgroup was assembled including oncology physicians, advanced practice providers, nurses, social workers, chaplain, clinical informaticists, and data scientists. Meeting bi-monthly, the group utilized human-centered design (HCD) methods to understand clinical workflows and identify points of intervention. The workgroup completed a workflow redesign workshop, a 90-minute facilitated group discussion, to integrate the model in a future state workflow. An EHR (Epic) analyst built the user interface to support the intervention per the group’s requirements. The workflow was piloted in thoracic oncology and bone marrow transplant with plans to scale to other cancer clinics. Results: Our predictive model performance on test data was acceptable (sensitivity 75%, specificity 75%, F-1 score 0.71, AUC 0.82). The workgroup identified a “quality of life coordinator” who: reviews an EHR report of patients scheduled in the upcoming 7 days who have a high risk of 30-day mortality; works with the oncology team to determine ACP clinical appropriateness; documents the need for ACP; identifies potential referrals to supportive oncology, social work, or chaplain; and coordinates the oncology appointment. The oncologist receives a reminder on the day of the patient’s scheduled visit. Conclusions: This workgroup is a viable approach that can be replicated at institutions to address clinical needs and realize the full potential of machine learning models in healthcare. The next steps for this project are to address end-user feedback from the pilot, expand the intervention to other cancer disease groups, and track clinical metrics.
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Gallud, Jose A., María D. Lozano, and Jean Vanderdonckt. "Distributed user interfaces: Usability and collaboration." International Journal of Human-Computer Studies 72, no. 1 (January 2014): 44. http://dx.doi.org/10.1016/j.ijhcs.2013.10.006.

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Bowman, Doug A., Jian Chen, Chadwick A. Wingrave, John Lucas, Andrew Ray, Nicholas F. Polys, Qing Li, et al. "New Directions in 3D User Interfaces." International Journal of Virtual Reality 5, no. 2 (January 1, 2006): 3–14. http://dx.doi.org/10.20870/ijvr.2006.5.2.2683.

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Three-dimensional user interfaces (3D UIs) support user tasks in many non-traditional interactive systems such as virtual environments and augmented reality. Although 3D UI researchers have been successful in identifying basic user tasks and interaction metaphors, evaluating the usability of 3D interaction techniques, and improving the usability of many applications, 3D UI research now stands at a crossroads. Very few fundamentally new techniques and metaphors for 3D interaction have been discovered in recent years, yet the usability of 3D UIs in many real-world applications is still not at a desirable level. What directions should 3D UI researchers next explore to improve this situation? In this paper, we make some observations about the history of 3D UIs and the current state-of-the-art. Using this evidence, in addition to our own experience, we argue that 3D UI researchers should approach this problem using some new research approaches, which cluster around the concepts of specificity, flavors, implementation, and emerging technologies. We illustrate and discuss some of these new directions using case studies of research projects undertaken in our group. These explorations indicate the promise of these directions for further increasing our understanding of 3D interaction and 3D UI design, and for ensuring the usability of 3D UIs in future applications
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Bačíková, Michaela, Jaroslav Porubän, Matúš Sulír, Sergej Chodarev, William Steingartner, and Matej Madeja. "Domain Usability Evaluation." Electronics 10, no. 16 (August 15, 2021): 1963. http://dx.doi.org/10.3390/electronics10161963.

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Contemporary software systems focus on usability and accessibility from the point of view of effectiveness and ergonomics. However, the correct usage of the domain dictionary and the description of domain relations and properties via their user interfaces are often neglected. We use the term domain usability (DU) to describe the aspects of the user interface related to the terminology and domain. Our experience showed that poor domain usability reduces the memorability and effectiveness of user interfaces. To address this problem, we describe a method called ADUE (Automatic Domain Usability Evaluation) for the automated evaluation of selected DU properties on existing user interfaces. As a prerequisite to the method, metrics for formal evaluation of domain usability, a form stereotype recognition algorithm, and general application terms filtering algorithm have been proposed. We executed ADUE on several real-world Java applications and report our findings. We also provide proposals to modify existing manual usability evaluation techniques for the purpose of domain usability evaluation.
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Iniguez-Carrillo, Adriana Lorena, Laura Sanely Gaytan-Lugo, Miguel Angel Garcia-Ruiz, and Rocio Maciel-Arellano. "Usability Questionnaires to Evaluate Voice User Interfaces." IEEE Latin America Transactions 19, no. 9 (September 2021): 1468–77. http://dx.doi.org/10.1109/tla.2021.9468439.

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Sutcliffe, Alistair, Steve Fickas, and McKay Moore Sohlberg,Laurie A. Ehlhardt. "Investigating the usability of assistive user interfaces." Interacting with Computers 15, no. 4 (August 2003): 577–602. http://dx.doi.org/10.1016/s0953-5438(03)00051-1.

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Rumbiak, Melanesia N. W., and Johan Setiawan. "Evaluasi Usability Website library.umn.ac.id Universitas Multimedia Nusantara." Jurnal ULTIMA InfoSys 8, no. 2 (April 2, 2018): 87–94. http://dx.doi.org/10.31937/si.v8i2.618.

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Abstract – The library.umn.ac.id is the library website which is owned by the Universitas Multimedia Nusantara. The website has never been examined with usability especially its user interfaces. In conducting the evaluation, the methods of usability tests are applied that is users’ observations of the website user interface design continued by collecting and analyzing data. In addition, data is collecting by creating a questionnaire which is based on System Usability Scale (SUS) to measure users’ satisfaction when using the system. The data is analyzed by applying usability test that refers to the theory of Jacob Nielsen (2003) which is composed of five components that are learnability, efficiency, memorability, errors, and satisfaction. The results of this research, some new user interfaces are recommended for enhancing the library website that has been fully the old version. As a result, the user interfaces prototype is easy to use and easy to understand based on the students’ responses compared to the old version. Keywords-Usability Evaluation, User Interface, Usability Testing, System Usability Scale
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Kouroupetroglou, Georgios, and Dimitris Spiliotopoulos. "Usability Methodologies for Real-Life Voice User Interfaces." International Journal of Information Technology and Web Engineering 4, no. 4 (October 2009): 78–94. http://dx.doi.org/10.4018/jitwe.2009100105.

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This paper studies the usability methodologies for spoken dialogue web interfaces along with the appropriate designer-needs analysis. The work unfolds a theoretical perspective to the methods that are extensively used and provides a framework description for creating and testing usable content and applications for conversational interfaces. The main concerns include the design issues for usability testing and evaluation during the development lifecycle, the basic customer experience metrics and the problems that arise after the deployment of real-life systems. Through the discussion of the evaluation and testing methods, this paper argues on the importance and the potential of wizard-based functional assessment and usability testing for deployed systems, presenting an appropriate environment as part of an integrated development framework.
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Barrera-León, Luisa, Nadia Mejia-Molina, Angela Carrillo-Ramos, Leonardo Flórez-Valencia, and Jaime A. Pavlich-Mariscal. "Tukuchiy: a dynamic user interface generator to improve usability." International Journal of Web Information Systems 12, no. 2 (June 20, 2016): 150–76. http://dx.doi.org/10.1108/ijwis-09-2015-0028.

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Purpose This paper aims to present a detailed description of Tukuchiy, a framework to dynamically generate adapted user interfaces. Tukuchiy is based on Runa-Kamachiy, a conceptual integration model that combines human–computer interaction (HCI) standards to create user interfaces with user-centered concepts usually addressed by adaptation. Design/methodology/approach The first step was the definition of three profiles: user, context and interface. These profiles contain information, such as user disabilities, location characteristics (e.g. illumination) and preferences (e.g. interface color or type of system help). The next step is to define the rules that ensure usability for different users. All of this information is used to create the Tukuchiy framework, which generates dynamic user interfaces, based on the specified rules. The last step is the validation through a prototype called Idukay. This prototype uses Tukuchiy to provide e-learning services. The functionality and usability of the system was evaluated by five experts. Findings To validate the approach, a prototype of Tukuchiy, called Idukay, was created. Idukay was evaluated by experts in education, computing and HCI, who based their evaluation in the system usability scale (SUS), a standard usability test. According to them, the prototype complies with the usability criteria addressed by Tukuchiy. Research limitations/implications This work was tested in an academic environment and was validated by different experts. Further tests in a production environment are required to fully validate the approach. Originality/value Tukuchiy generates adapted user interfaces based on user and context profiles. Tukuchiy uses HCI standards to ensure usability of interfaces that dynamically change during execution time. The interfaces generated by Tukuchiy adapt to context, functionality, disabilities (e.g. color blindness) and preferences (usage and presentation) of the user. Tukuchiy enforces specific HCI standards for color utilization, button size and grouping, etc., during execution.
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Dissertations / Theses on the topic "BI. User interfaces, usability"

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Adikari, Sisira. "Usability modelling for requirements engineering /." Canberra, 2008. http://erl.canberra.edu.au/public/adt-AUC20081204.145827/index.html.

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Maidin, M. A. F. "Investigating the usability of touch-based user interfaces." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/37784/.

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With the emergence of pen-and-touch operated personal digital assistants (PDAs), tablet computers, and wall-size displays (e.g., Liveboard and Smartboard), touch and pen input have gained popularity. Touch-based user interfaces such as mobile phones, PDAs and tablet PCs (with touch screens) have become more attractive in consumer electronics because they enable quick learning and rapid performance whilst evoking high user satisfaction. Today, countless supermarket checkouts, restaurant tills, automated-teller machines, airport check-in kiosks, museum information-booths and voting kiosks use touchscreens. Nevertheless, initial literature identified that the widespread use of a touch-based user interface has been limited by the high error rates shown in many studies, the lack of precision, the fatigue in arm motion, and the concern for screen smudging. Furthermore, most research into touch-based interaction has tended to not directly investigate efficiency, effectiveness and user satisfaction. There is therefore a need to add to the body of knowledge in this area, especially as devices using touch-based interaction are becoming more pervasive. Hence, the purpose of this research is to evaluate the usability of touch-based user interfaces in terms of efficiency, effectiveness and user satisfaction. In order to answer the question of whether a touch-based user interface is better - more effective, useful, practical and satisfying to the user -, an investigation of comparison to other, alternative interaction methods, by means of mouse, touch and stylus has been conducted. Therefore, the research sets out to concentrate on a series of empirical experiments that will be designed and developed to evaluate the efficiency, effectiveness and user satisfaction of using touchscreen interfaces. Furthermore, in order to collect the human performance data, a series of small software prototypes involving touch-based interaction were developed and designed using Adobe Flash. Initially a pilot experiment is carried out and followed by the abstract experiment and context experiment that were based on the guidance of The International Organization for Standardization known as ISO (ISO 9241-420, 2011). The abstract experiment consist of four tests (Tracing test, Dragging test, One direction test and Multi directional test) which are deliberately developed as abstract tasks with the purpose of analysing the user’s ability on simple tasks without a real world context. The context experiment consist of four tests as well (Tracing test, Dragging test, One direction test and Multi directional test) which are deliberately developed as contextual tasks with the purpose of analysing the user’s ability in a real world context. Overall, the aim of both abstract and context experiments was to discover if there are differences in mouse, stylus and touch on the tracing test and dragging test with different levels of difficulty that could affect users’ performance and satisfaction. The significant contribution to knowledge that may arise from this research might provoke the gaining of evidence to show if touch-based interaction is more effective and preferred by users in real-world-type tasks and scenarios. Currently there is very little evidence to indicate whether touch-based interaction is more effective and preferred by users. It seems that the proliferation of touch-based devices is market-driven rather than usability-driven. Moreover, this is the first study that has been carried out which compare three input devices (stylus, mouse and touch) in tracing, dragging, one direction tapping and multi directional tapping test for both abstract and context tasks and therefore contributes to the up-to-date HCI literature. The main strength of the current study is that it provides findings from well-designed experiment that is based on ISO standard (ISO 9241-420, 2011). It provided a useful guideline that can be further developed and applied to other research in this area.
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LaTouche, Lerone W. "Usability Issues in the User Interfaces of Privacy-Enhancing Technologies." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/207.

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Privacy on the Internet has become one of the leading concerns for Internet users. These users are not wrong in their concerns if personally identifiable information is not protected and under their control. To minimize the collection of Internet users' personal information and help solve the problem of online privacy, a number of privacy-enhancing technologies have been developed. These so-called privacy-enhancing technologies still have usability issues in the user interfaces because Internet users do not have the choices required to monitor and control their personal data when released in online repositories. Current research shows a need exists to improve the overall usability of privacy-enhancing technology user interfaces. A properly designed privacy-enhancing technology user interface will give the Internet users confidence they can monitor and control all aspects of their personal data. Specific methods and criteria for assessing the usability of privacy-enhancing technology user interfaces either have not been developed or have not been widely published leading to the complexity of the user interfaces, which negatively affects the privacy and security of Internet users' personal data. This study focused on the development of a conceptual framework, which will provide a sound foundation for use in assessing the user interfaces of Web-based privacy-enhancing technologies for user-controlled e-privacy features. The study investigated the extent to which user testing and heuristic evaluation help identify the lack of user-controlled e-privacy features and usability problems in selected privacy-enhancing technology user interfaces. The outcome of this research was the development of a domain-specific heuristics checklist with criteria for the future evaluation of privacy-enhancing technologies' applications user interfaces. The results of the study show the domain-specific heuristics checklist generated more usability problems and a higher number of severe problems than the general heuristics. This suggests domain-specific heuristics can be used as a discount usability technique, which enforces the concept of usability that the heuristics are easy to use and learn. The domain-specific heuristics checklist should be of interest to privacy and security practitioners involved in the development of privacy-enhancing technologies' user interfaces. This research should supplement the literature on human-computer interaction, personal data protection, and privacy management.
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Lundmark, Jonathan, and Simon Lundgren. "Adequate Usability for Simplifying Complex User Interfaces while Maintaining Functionality." Thesis, KTH, Hälsoinformatik och logistik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230081.

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Complex interfaces can be subject to inferior usability, encompassing difficulties- to learn and handle them as well as deficient recovery from erroneous usage. This thesis seeks to establish potential measures employable to reduce the complexity of an interface, without negatively impacting functionality. Adequate usability is furthermore the highlighted stance from which to pursue potential solutions. Related research presented applicable knowledge in terms of clarifying usability aspects to consider when analyzing as well as designing a complex interface. Previously employed evaluation methodologies for interfaces with successful outcomes were additionally reviewed. Evaluation strategies for relevant surveys, prototypes and tests were consequently established. Succeeding literature studies, the design process of proposing an interface assembly was separated into three core phases. Initially, an interface subject to appropriate complexity was procured and investigated. The investigation resulted in an interactable prototype suitable for evaluation. Evaluation results from the prototype furthermore emitted the basis from which an actual interface implementation was developed. The accumulated results from each design phase in conjunction with acquired design knowledge, ultimately formed a set of proposed design guidelines about element distinguishment, designing for intuition and flattening of nested layers. The conducted design phases were concluded to incrementally have simplified a complex interface and substantially heightened usability. The constraint of maintaining functionality while reducing complexity, was exceeded by instead heightening functionality. Established and employed design guidelines, were concluded to correlate with the proven increase in usability heuristics and performance. However, which guidelines having a more drastic impact than others were inconclusive and subsequently proposed for future work to analyze further in order to potentially prioritize design considerations.
Komplexa gränssnitt kan vara föremål för undermålig användbarhet. Svårigheter kan förekomma inom deras hantering och lärbarhet, men det finns även en ökad risk för deficit återhämtning från felaktigt användande. Denna studie avser etablera potentiellt implementerbara medel för att minska komplexiteten hos ett gränssnitt, utan att negativt påverka dess funktionalitet. Adekvat användbarhet är den utsedda grundställningen varifrån potentiella lösningar sökes. Relaterad forskning presenterade applicerbar kunskap i form av förtydliganden för aspekten användbarhet att beakta vid analys och design av komplexa gränssnitt. Tidigare implementerade utvärderingsmetoder för gränssnitt med lyckade utfall undersöktes därefter. Utvärderingsstrategier för relevanta frågeformulär, prototyper och tester etablerades följaktligen. Nästföljande litteraturstudier, planerades designprocessen att föreslå ett utvecklat gränssnitt till tre huvudfaser. Inledningsvis införskaffades ett gränssnitt med lämplig komplexitet för inspektion. Utredningen resulterade i en interagerbar prototyp passande för utvärdering. Utvärderingsresultat från prototypen utgjorde följaktligen grunden för en slutgiltigt utvecklad implementation. De ackumulerade resultaten från varje designfas kombinerat med inhämtad designkunskap, formade slutligen en uppsättning föreslagna designriktlinjer om särskiljning av element, design gentemot intuition och sammanfogning av nästlade lager. Designfaserna konkluderades till att stegvis ha minskat ett gränssnitts komplexitet och påtagligt ökat dess användbarhet. Begränsningen att bevara funktionalitet vid minskningen av komplexitet, överträffades istället genom att höja funktionaliteten. Etablerade och tillämpade designriktlinjer summerades till att korrelera med ökningen av heuristik inom användbarhet och prestanda. Vilken riktlinje vars påverkan var mer drastisk än andra var dock ovederhäftigt, således föreslogs en framtida vidareanalys för ett potentiellt utfall av prioriterade designriktlinjer att överväga.
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Gabbard, Joseph L. "Usability Engineering of Text Drawing Styles in Augmented Reality User Interfaces." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29093.

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In the coming years, augmented reality, mobile computing, and related technologies have the potential to completely redefine how we interact with and use computers. No longer will we be bound to desktops and laptops, nor will we be bound to monitors, two-dimensional (2D) screens, and graphical user interface (GUI) backgrounds. Instead we will employ wearable systems to move about and augmented reality displays to overlay 2D and three-dimensional (3D) graphics onto the real world. When the computer graphics and user interface communities evolved from text-based user interfaces to 2D GUIs, many in the field noted the need for “new analyses and metrics“ [Shneiderman et al., 1995]; the same is equally true today as we shift from 2D GUI-based user interfaces and environments, to 3D, stereoscopic virtual (VR) and augmented reality (AR) environments. As we rush to advance the state of technology of AR and its capabilities, we need to advance the processes by which these environments are designed, built, and evaluated. Along these lines, this dissertation provides insight into the processes and products of AR usability evaluation. Despite the fact that this technology fundamentally changes the way we visualize, use, and interact with information, very little HCI work in general, and user-centered design and evaluation in particular, have been done to date specifically in AR [Swan & Gabbard, 2005]. While traditional HCI methods can be successfully applied in AR to determine what information should be presented to the user [Gabbard, 2002], these approaches do not tell us, and what, to date, has not been researched, is how information should be presented to the user. A difficulty in producing effective AR user interfaces (UIs) in outdoor AR settings lies in the wide range of environmental conditions that may be present, and specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In many cases, a carefully designed AR user interface may be easily legible under some lighting and background conditions, and minutes later be totally illegible in others. Since lighting and background conditions may vary from minute to minute in dynamic AR usage contexts, there is a need for basic research to understand the relationship between real-world backgrounds and objects and associated augmenting text drawing styles. This research identifies characteristics of AR text drawing styles that affect legibility on common real-world backgrounds. We present the concept of active text drawing styles that adapt in real-time to changes in the real-world backgrounds. We also present lessons learned on applying traditional usability engineering techniques to outdoor AR application development and propose a modified usability engineering process to support user interface design of novel technologies such as AR. Results of this research provide the following scientific contributions to the field of AR: Empirical evidence regarding effectiveness of various text drawing styles in affording legibility to outdoor AR users. Empirical evidence that real-world backgrounds have an effect on the legibility of text drawing styles. Guidelines to aid AR user interface designers in choosing among various text drawing styles and characteristics of drawing styles produced by the pilot and user-based studies described in this dissertation. Candidate drawing style algorithms to support an active, real-time, AR display system, where sensors interpret real-world backgrounds to determine appropriate values for display drawing style characteristics. Lessons learned on applying traditional usability engineering processes to outdoor AR. A modified usability engineering process to assist developers in identifying effective UI designs vis-à-vis user-based studies.
Ph. D.
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Smith, Timothy William. "Assessing the usability of user interfaces: Guidance and online help features." Diss., The University of Arizona, 1988. http://hdl.handle.net/10150/184328.

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The purpose of this research was to provide evidence to support specific features of a software user interface implementation. A 3 x 2 x 2 full factorial, between subjects design was employed, in a laboratory experiment systematically varying existence or non-existence of a user interface and media of help documentation (either online or written), while blocking for varying levels of user experience. Subjects completed a set of tasks using a computer, so the experimenters could collect and evaluate various performance and attitudinal measures. Several attitudinal measures were developed and validated as part of this research. Consistent with previous findings, this research found that a user's previous level of experience in using a computer had a significant impact on their performance measures. Specifically, increased levels of user experience were associated with reduced time to complete the tasks, fewer number of characters typed, fewer references to help documentation, and fewer requests for human assistance. In addition, increased levels of user experience were generally associated with higher levels of attitudinal measures (general attitude toward computers and satisfaction with their experiment performance). The existence of a user interface had a positive impact on task performance across all levels of user experience. Although experienced users were not more satisfied with the user interface than without it, their performance was better. This contrasts with at least some previous findings that suggest experienced users are more efficient without a menu-driven user interface. The use of online documentation, as opposed to written, had a significant negative impact on task performance. Specifically, users required more time, made more references to the help documentation, and required more human assistance. However, these users generally indicated attitudinal measures (satisfied) that were as high with online as written documentation. There was a strong interaction between the user interface and online documentation for the task performance measures. This research concludes that a set of tasks can be performed in significantly less time when online documentation is facilitated by the presence of a user interface. Written documentation users seemed to perform equivalently with or without the user interface. With online documentation the user interface became crucial to task performance. Research implications are presented for practitioners, designers and researchers.
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Miller, Richard H. "Effects of graphical user interface inconsistencies on subjective and objective measures of usability." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-10222009-125001/.

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Robertson, Susan Reinhard. "Usability and viability of the dynamic help toolkit." Thesis, Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/27160.

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Johnson, Taylor B. "Analysis of User Interfaces in the Sharing Economy." Scholar Commons, 2018. http://scholarcommons.usf.edu/etd/7174.

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This thesis considers claims of discrimination and the interfaces that six platforms use as companies in the sharing economy. In 2015, Benjamin Edelman, Michael Luca, and an Svirsky did an experiment with Airbnb to test the discrimination of names that sounded distinctly African American. Before and after their findings, there were members of the community who claimed that they had been discriminated against, some suing the company for not upholding their anti-discrimination policy. This leads to the question of how is one able to discriminate against someone whom they have never met and lives thousands of miles away? What information do they have to hold against them? As a result, this thesis provides a rhetorical analysis of the interfaces of six companies of the sharing economy.
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Nissen, Erik. "Important design principles for the creation of user interfaces." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16403.

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This research focuses on important aspects for the theoretical design of a user interface. Meeting the needs of the user is often a challenge for the developer since it is necessary to get a point of view from the user. Besides the technological development process it is important to create a user interface in theory to avoid spending time and costs for improvements and further development after the release of the software or the device. The purpose of the study is to create an understanding for important criteria for designing a user interface. These criteria are required to meet the needs of an effective human-machine communication. This study is performed with the help of a qualitative approach. The collected information in the theoretical part will be supported from the data of the empirical part. This research wants to present an investigation about attitudes which are important for the user of a user interface. The study will point out important aspects from the field of Human-Computer Interaction. Human-Computer interaction can be seen as a part of informatics and mainly treats issues regarding to the communication between humans and the computer. Furthermore, Usability Engineering is a part of this study. Within this field, points of how to ensure the usability of software or a device are mentioned. As last area, Graphic Interface Design is in focus. Graphic Interface Design affects the creation of a user interface as well as the consideration of already given theories about Human-Computer Interaction. Within this area, aspects for the design of a user interface and their attitudes are discussed. The result of this research will be presented in text form by answering the research question ‘What design principles are important to use when designing a good user interface’. Within the study it will be shown that the user itself is one of the most important factors when designing a user interface. Given standards and theories allow getting a perspective from the user. But also hardware aspects must be considered when designing a user interface for a specific device. It also will be shown that nevertheless the technological development processes within the information technology, fundamental design principles of Human-Computer interaction are still important.
Program: Kandidatutbildning i informatik
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Books on the topic "BI. User interfaces, usability"

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Lozano, María D., Jose A. Gallud, Ricardo Tesoriero, and Victor M. R. Penichet, eds. Distributed User Interfaces: Usability and Collaboration. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5499-0.

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1957-, Nielsen Jakob, and Mack Robert L. 1949-, eds. Usability inspection methods. New York: Wiley, 1994.

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Nuray, Aykin, ed. Usability and internationalization of information technology. Mahwah, N.J: Lawrence Erlbaum, 2005.

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Jakob, Nielsen. Mobile usability. Berkeley, CA: New Riders, 2013.

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Jakob, Nielsen. Designing Web usability. Indianapolis, Ind: New Riders, 2000.

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Jakob, Nielsen. Usability engineering. Boston: Academic Press, 1993.

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Aykin, Nuray, ed. Usability and Internationalization. Global and Local User Interfaces. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73289-1.

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Rex, Hartson H., ed. Developing user interfaces: Ensuring usability through product & process. New York: J. Wiley, 1993.

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Eden, Bradford Lee. Digital library usability studies. Edited by ebrary Inc. Bradford, England: Emerald Group Publishing, 2005.

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1959-, Dybkjær Laila, ed. Multimodal usability. Berlin: Springer, 2009.

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Book chapters on the topic "BI. User interfaces, usability"

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Öquist, Gustav, Mikael Goldstein, and Didier Chincholle. "Assessing Usability across Multiple User Interfaces." In Multiple User Interfaces, 325–49. Chichester, UK: John Wiley & Sons, Ltd, 2005. http://dx.doi.org/10.1002/0470091703.ch15.

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Wizinsky, Matthew. "Conflict Interfaces." In Design, User Experience, and Usability: Novel User Experiences, 86–97. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_9.

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Dees, Walter. "Usability of Nomadic User Interfaces." In Human-Computer Interaction. Towards Mobile and Intelligent Interaction Environments, 195–204. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21616-9_22.

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Denis, Charles, and Laurent Karsenty. "Inter-Usability of Multi-Device Systems - A Conceptual Framework." In Multiple User Interfaces, 373–85. Chichester, UK: John Wiley & Sons, Ltd, 2005. http://dx.doi.org/10.1002/0470091703.ch17.

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Crosby, Martha E. "Experiencing Early User Interfaces." In Design, User Experience, and Usability: Users and Interactions, 184–95. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_18.

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Gebler, Mark. "Natural User Interfaces (NUI) und Usability." In Georeferenziertes Disponieren mit nutzerfreundlichen, mobilen und stationären Multi-Touch-Systemen, 41–54. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-21879-9_3.

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Metzker, Eduard, and Harald Reiterer. "Evidence-Based Usability Engineering." In Computer-Aided Design of User Interfaces III, 323–36. Dordrecht: Springer Netherlands, 2002. http://dx.doi.org/10.1007/978-94-010-0421-3_28.

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Thimbleby, Harold. "Analysis and Simulation of User Interfaces." In People and Computers XIV — Usability or Else!, 221–37. London: Springer London, 2000. http://dx.doi.org/10.1007/978-1-4471-0515-2_15.

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Keck, Mandy, Esther Lapczyna, and Rainer Groh. "Revisiting Graspable User Interfaces." In Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience, 130–41. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07668-3_14.

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Laugasson, Edmund, and Mati Mõttus. "Free Software User Interfaces: Usability and Aesthetics." In Lecture Notes in Computer Science, 676–86. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20609-7_63.

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Conference papers on the topic "BI. User interfaces, usability"

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Weber, Gerhard. "Programming for usability in nonvisual user interfaces." In the third international ACM conference. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/274497.274507.

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Paymans, Tim F., Jasper Lindenberg, and Mark Neerincx. "Usability trade-offs for adaptive user interfaces." In the 9th international conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/964442.964512.

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Sousa, Kenia, and Elizabeth Furtado. "From usability tasks to usable user interfaces." In the 4th international workshop. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1122935.1122956.

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Bacikova, Michaela, and Jaroslav Poruban. "Ergonomic vs. domain usability of user interfaces." In 2013 6th International Conference on Human System Interactions (HSI). IEEE, 2013. http://dx.doi.org/10.1109/hsi.2013.6577817.

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Abrahão, Silvia, and Jean Vanderdonckt. "Usability of User Interfaces: From Monomodal to Multimodal." In Proceedings of HCI 2007 The 21st British HCI Group Annual Conference University of Lancaster, UK. BCS Learning & Development, 2007. http://dx.doi.org/10.14236/ewic/hci2007.93.

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Bazzano, Federica, Fabrizio Lamberti, Andrea Sanna, Gianluca Paravati, and Marco Gaspardone. "Comparing Usability of User Interfaces for Robotic Telepresence." In International Conference on Human Computer Interaction Theory and Applications. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006170300460054.

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Bessghaier, Narjess, and Makram Souii. "Towards Usability Evaluation of Hybrid Mobile User Interfaces." In 2017 IEEE/ACS 14th International Conference on Computer Systems and Applications (AICCSA). IEEE, 2017. http://dx.doi.org/10.1109/aiccsa.2017.10.

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Sugisaki, Kyoko, and Andreas Bleiker. "Usability guidelines and evaluation criteria for conversational user interfaces." In MuC'20: Mensch und Computer 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3404983.3405505.

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Basu, Aryabrata, Kyle Johnsen, and Kenneth Bogert. "Poster: Evolution and usability of ubiquitous immersive 3D interfaces." In 2013 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2013. http://dx.doi.org/10.1109/3dui.2013.6550213.

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Ro, Soonghwan, Hanh Van Nguyen, Jungkwan Ryu, Wonil Lee, Woochul Jung, and and Sibok Yu. "Usability Evaluation on XVC Framework for In-Vehicle User Interfaces." In 2007 International Conference on Convergence Information Technology (ICCIT 2007). IEEE, 2007. http://dx.doi.org/10.1109/iccit.2007.4420611.

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Reports on the topic "BI. User interfaces, usability"

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Unzeta, Bruno Bueno, Jan de Boer, Ruben Delvaeye, Nikodem Dernegowski, Bertrand Deroisy, Bertrand Deroisy, Marc Fontoynont, Bruce Norman, and Daniel Neves Pimenta. User Interfaces. Edited by Marc Fontoynont. IEA SHC Task 61, February 2021. http://dx.doi.org/10.18777/ieashc-task61-2021-0004.

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Abstract:
This report shows, that the impact of a good User Interfaces (UI) is not only affecting the usability and comfort for the user, but is also a major key to save energy. At least as important for effectiveness to the quality of individual interfaces is consistency in the meaning of individual user interface elements (visual, conceptual, auditory, etc.)
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