Dissertations / Theses on the topic 'BI. User interfaces, usability'

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1

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

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2

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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6

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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8

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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Björklund, Benjamin, and Simon Hjertson Nilsson. "Customisable game interfaces impact on game experience." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1286.

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A graphical user interface (GUI) is the bridge between the software and the user. In video games the user interface must be easily understandable and apprehensive. In fact, if a user interface is poorly done it will often break the game and make the user choose another game. If a user has the ability to configure and change the look of the user interface, will it then result in improved game experience? That’s what we investigated in this thesis. To carry out the investigation we developed a fully customisable user interface to a game called “World of Warcraft”. We then compared the original “World of Warcraft” GUI with our own developed customisable GUI; this was conducted with a usability test with five participants. The result of the investigation showed that the participants in fact noticed an improvement in game experience and were intrigued to continue playing. With the customisable GUI the users felt that they could make more important abilities more accessible by either position them in a certain way or change the size of them.
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CAMPANA, JULIA RAMOS. "DESIGN OF GRAPHICAL ROBOT USER INTERFACES: A STUDY OF USABILITY AND HUMAN-MACHINE INTERACTION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=34356@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Hoje, os constantes avanços tecnológicos em interfaces digitais, e por consequência as interfaces gráficas do usuário, se fazem cada vez mais presentes na interação humano-máquina. Porém, num contexto em que sistemas inteligentes, a exemplo dos sistemas robóticos, já são uma realidade, ainda restam lacunas a serem preenchidas quando se pensa em integrar, com fluidez, robôs a trabalhos customizados e complexos. Esta pesquisa tem como foco a análise da usabilidade de interfaces de usuário específicas para a interação com robôs remotos também conhecidas como Robot User Interfaces (RUIs). Quando bem executadas, tais interfaces permitem aos operadores realizar remotamente tarefas em ambientes complexos. Para tanto, trabalha-se com a hipótese de que, se RUIs forem concebidas considerando as especificidades desses modelos de interação, as falhas operacionais serão reduzidas. O objetivo desta pesquisa foi avaliar diretrizes específicas para sistemas robóticos, compreendendo a relevância destas na usabilidade de interfaces. Para uma base teórica, foram levantados os modelos já existentes de interação com robôs e sistemas automatizados; e os princípios de design que se aplicam a estes modelos. Após a revisão bibliográfica, foram realizadas entrevistas contextuais com usuários de sistemas robóticos e testes de usabilidade, a fim de reproduzir, em interfaces com e sem diretrizes de RUIs, os processos de interação na realização de tarefas. Os resultados finais das técnicas aplicadas apontaram para a validade da hipótese - se interfaces específicas para sistemas robóticos forem concebidas considerando as especificidades dos modelos de interação humano-robô, as falhas operacionais na interação serão reduzidas - à medida que os sistemas desenvolvidos com interfaces específicas ao contexto de interação com robôs proporcionaram uma melhor usabilidade e mitigaram a ocorrência de uma série de possíveis falhas humanas.
Nowadays, the constant technological advances, and consequently the graphical user interfaces, have become more and more present in the humanmachine interaction. However, in a context where intelligent systems, such as robotic systems, are already a reality, there are still gaps to be filled when we think about integrating robots with custom and complex activities. This research aims on the analysis of Robot User Interfaces (RUIs) usability. When well executed, such interfaces allow operators to remotely perform tasks in complex environments. To that intent, our hypothesis is that, if RUIs are conceived considering the specificities of these interaction models, operational failures will be reduced. The main goal of this research was to evaluate specific guidelines for robotic systems, understanding their relevance in usability. For a theoretical basis, the existing models of interaction with robots and autonomous systems were raised; as well as the design principles that apply to these models. After a bibliographic review, we conducted contextual interviews with users of robotic systems, and usability tests to reproduce, in interfaces with and without RUI guidelines, the interaction processes in the task completion. The final results of the applied techniques proved the validity of the hypothesis, as the systems developed with interfaces specific to the interaction with robots provided better usability and mitigated the occurrence of array of human faults.
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Lee, Younghwa. "Developing theoretical models of website usability instrument development and validation /." Full text available, 2005. http://images.lib.monash.edu.au/ts/theses/leeyounghwa.pdf.

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Vrazalic, Lejla. "Towards holistic human-computer interaction evaluation research and practice development and validation of the distributed usability evaluation method /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20050106.151954/index.html.

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Thesis (Ph.D.)--University of Wollongong, 2004.
Typescript. This thesis is subject to a 2 year embargo (16/09/2004 to 16/09/2006) and may only be viewed and copied with the permission of the author. For further information please Contact the Archivist. Includes bibliographical references: p. 360-374.
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Willemsen, Mattias. "Evaluating player performance and usability of graphical FPS interfaces in VR." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18413.

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Background. When designing video games for Virtual Reality, graphical user interfaces (GUIs) cannot always be designed as they have been for traditional video games. An often recommended approach is to merge the interface with the game world, but it is unclear if this is the best idea in all cases. As the market for Virtual Reality is growing quickly, more research is needed to create an understanding of how GUIs should be designed for Virtual Reality. Objectives. The thesis researches existing GUI type classifications and adapts them for VR. A method to compare the GUI types to each other is selected and conclusions are drawn about how they affect player performance, usability, and preference.  Methods. A VR FPS game is developed and an experiment is designed using it. The experiment tests the player's performance with each of three distinct GUI types and also presents questionnaires to get their personal preference. Results. Both player performance and subjective opinion seems to favour geometric GUI. Conclusions. The often recommended approach for designing GUI elements as part of the game world may not always be the best option, as it may sacrifice usability and performance for immersion.
Bakgrund. Vid design av grafiska användargränssnitt (GUI) till Virtual Reality kan inte alltid samma design användas som tidigare har använts i traditionella TV-spel. Ett tillvägagångssätt som ofta rekommenderas är att göra spelets GUI en del av spelvärlden men det är oklart om det är den bästa strategin när man väger in prestation, användbarhet, och preferens. Eftersom marknaden för Virtual Reality växer snabbt behövs mer forskning för att få en förståelse för hur grafiska användargränssnitt bör designas. Syfte. Detta examensarbete undersöker existerande klassifikationer av GUI:n och anpassar dem för VR. En metod för att jämföra de olika typerna av GUI väljs ut och slutsatser dras om hur de påverkar prestanda, användbarhet och preferens. Metod. Ett VR FPS-spel utvecklas och ett experiment designas baserat på det. Experimentet testar spelares prestanda med tre olika typer av GUI. Spelarna svarar även på enkäter om upplevd användbarhet och preferens. Resultat. Data från både prestanda och personlig preferens verkar förespråka Geometriskt GUI. Slutsatser. Metoden som ofta rekommenderas där spelets GUI arbetas in som en del av spelvärlden verkar inte alltid vara det bästa valet då det kan offra användbarhet och prestanda för inlevelse.
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Kim, Hyung Nam. "Usable Accessibility and Haptic User Interface Design Approach." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/26880.

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Many people have visual impairment and make up a population that is increasing each year. Haptic technology is often used to assist members of this population by providing a way of understanding visual information. Although haptic technology is relatively new, it is widely applied across a variety of domains (research and industry). However, a great number of users are dissatisfied with their assistive technology applications. Unfortunately, such dissatisfaction is likely to cause abandonment of the technology devices. In particular, recent research shows that the adoption rate of haptic technology is low. Discontinuing the use of assistive technology devices ultimately results in a waste of time, money, freedom, and reduced function for individuals with disabilities. Of all the factors that lead to abandonment, the most significant is the failure to meet user needs. Whether existing design approaches properly reflect assistive technology user needs should be explored, especially for haptic technology. Existing design approaches have rarely considered the heterogeneous needs of users in the same disability category (i.e., visual disability). Most previous studies on assistive technology have been oriented towards those with total blindness as opposed to those with residual vision (also referred to as low vision). In addition, researchers have paid less attention to older adults with low vision in terms of individual differences in haptic user interface (HUI) needs. There is also some doubt about the applicability of existing design approaches in such design contexts as users with visual disabilities using haptic user interfaces. The aim of this research was to investigate individual differences in usersâ capabilities in the haptic modality and user needs in HUIs. Particularly, age-related and vision-related individual differences were explored. Another aim was to develop a more accessible design approach applicable to users with visual disabilities and HUIs. The magnitude estimation technique was employed to examine how participants (classified by vision and age) perceive the same objective stimulus, such as haptic perception, differently. Brain plasticity theory was primarily applied to modify the existing design approach, PICTIVE. The effectiveness of modified and original PICTIVE methods was investigated in terms of the frequency of statements, gestures, satisfaction, and time to complete a given design task. HUI user needs were elicited from participants and were analyzed to understand age-related and vision-related individual differences. It was found that the haptic perception of the same objective stimulus was not significantly different between younger and older participants with low vision. The two age groupsâ overall preferences for a set of HUI user needs were not significantly different. In addition, the haptic perception of the same objective stimulus was not significantly different between sighted participants and those with low vision. The two vision groupsâ overall preferences on a set of HUI user needs were not significantly different as well. The two design methods resulted in significantly different outcomes. First, participants in the modified PICTIVE method made a significantly higher number of statements. Second, participants in the modified PICTIVE method showed a significantly higher number of gestures. Third, participants in the modified PICTIVE method took significantly more time because they had more design ideas to deliver. Last, both groups were satisfied with a given design method. In short, the research outcomes contribute to the advancement of knowledge and understanding of more â usableâ accessibility for users with visual impairment and a more â accessibleâ participatory design approach to nontraditional user interfaces (i.e., haptic user interfaces) for users with visual impairment.
Ph. D.
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Chan, Pak-ho Plato. "Development of a usability inventory for Chinese webpages /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B24391050.

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Olausson, Oskar. "Usability of Chatbots in Firs tand Second Time Use." Thesis, Umeå universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-163971.

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People interact through language and conversation everyday, children learn from an early age to express a variety of intents and responses in an understandable way. But the interaction form most commonly used in systems today is nothing like this. Instead, it is dominated by interactions such as button presses, scrolling, drag and drop, swipe gestures etc. What benefits and drawbacks can be observed when transforming such an application to one where users can use their natural inclination towards conversation to converse directly with the system. This exploratory study compares the usability of a conversational interaction form against the 'de facto'-standard that has a point and click interface. To assess usability differences, a chatbot prototype was designed and implemented. The prototype was developed in partnership with the consulting company Knowit and one of the leading Swedish clothing retailers. This prototype was subsequently tested against the clothing retailer's current application. The two interaction strategies were compared for usability for first and second time use. The results show some self reported usability differences in second time use favouring the chatbot prototype.
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陳栢灝 and Pak-ho Plato Chan. "Development of a usability inventory for Chinese webpages." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B30158126.

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Sillén, Jenny. "Touch Interfaces from a Usability Perspective : Effective Information Presentation for User Interaction on a Touch Screen." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172297.

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Decerno is a software consultancy company who designs and builds large software information systems. They are interested in more knowledge and insight in the benefits and limitations of touch-enabled interfaces as a means of incorporating these into their own products. The aim of this study is to find advice on how to design touch-enabled functionality that would work in a company’s main computer system to be used by staff on a daily basis in order to fulfill their work tasks.Comparing a touch interface to a conventional mouse interface exposes differences in use that need to be kept in mind when designing for touch interaction usability. With a simple flick of the mouse you are able to dart your mouse-pointer across the screen on your conventional mouse interface, but a touch interface requires you to both lift and extend your arm in order to point your finger at the far corner of the touch screen. Extensive use of large or monotonous movements might cause muscle fatigue, which requires you to adapt your interface design to allow for effective touch-interaction use.The main research question in this study has been to derive guidelines and advice on how to present a set of dynamic information making it possible for the user to effectively find and select a specific target by touch interaction. For this purpose a set of sub questions were identified and a test interface was produced in order to evaluate the users touch interaction and their feedback. The results from these user tests have formed the foundation of the concluding guidelines.This has been evaluated both quantitatively and qualitatively in a user study. Measurements was taken on how the users performed, such as number of errors and time to finish the user task. The users were also asked to perform a think-aloud evaluation which collected information on how they used the interface and their thoughts and reactions while doing it. The user tests were concluded with open-ended questions in which the users were asked to reflect on their actions, how user-effective the interface was and to compare different test setups.The results conclude that most users does not like horizontal scrolling. The horizontal movement make the text much harder to follow. Habit also seems to be an important factor as several users expressed the fact that they are much more used to scrolling vertically.Most users preferred the display with both images and text as it made the page more interesting and pleasant to look at, this is in contrast with the fact that most users stated that locating an item is faster and easier without images and only minimal text information, limited to only the search task answer. The aesthetical features of an interface seem to be equally important as the functionality.Another important conclusion is the difference in hand-position when the tablet is placed on the table compared to when it is hand-held. When designing a touch interface, some consideration should be taken to how the user might be working with the interface. The button placement might need to be different depending on if they are likely to be holding the tablet while using it (perhaps in a more informal setting, standing up or moving around) or will they be using it while it is placed on the table.
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Henzen, Christin. "Usability-Patterns für Webanwendungen in Geodateninfrastrukturen." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-229279.

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Die Usability von Webanwendungen in Geodateninfrastrukturen gewinnt zunehmend an Bedeutung. Eine große Anzahl von Webanwendungen stellt einem heterogenen und wachsenden Nutzerkreis Geoinformationen auf verschiedene Weise über das Web zur Verfügung. Diese Nutzergruppen benötigen robuste und nutzerfreundliche User-Interfaces. Die Usability der verfügbaren Webanwendungen variiert stark, wobei sich eine unzureichende Usability nicht nur auf die Akzeptanz der Webanwendung, sondern vielfach auf die Akzeptanz der bereitgestellten Geoinformationen bzw. auf die der ganzen Geodateninfrastruktur auswirkt. Die Behebung von Usability-Problemen aus Webanwendungen in Geodateninfrastrukturen (GI-Webanwendungen) ist derzeit mit einem hohen Aufwand verbunden. Ein Grund dafür ist die fehlende Strukturierung wiederkehrender Usability-Probleme, die zur Folge hat, dass Usability-Probleme stets durch Usability-Evaluierungen neu erkannt werden müssen. Strukturierte Usability-Probleme lassen sich durch Lösungsmuster beheben. Die Vielzahl der verfügbaren GI-Webanwendungen lässt darauf schließen, dass für die grundlegenden wiederkehrenden Probleme bereits Lösungen in anderen GI-Webanwendungen existieren. Bisher werden die Lösungen jedoch für jede Anwendung neu entwickelt und implementiert. Es fehlt an Methoden und Konzepten die (häufig) auftretenden Usability-Probleme in GI-Webanwendungen strukturiert zu erfassen und durch Lösungsmuster zu beheben. Die Beiträge der vorliegenden Arbeit bestehen unter anderem in einer Auseinandersetzung mit dem Themengebiet der Usability für Webanwendungen in Geodateninfrastrukturen. Ein Ergebnis der Arbeit besteht in der interdisziplinären Grundlagenbetrachtung zur Usability im Softwareentwicklungsprozess und zu Kernaspekten von Geodateninfrastrukturen und darin verfügbaren Webanwendungen. Im Rahmen der Arbeit erfolgte ebenfalls eine Systematisierung bisheriger Forschungsarbeiten zur Usability in GI-Webanwendungen. Diese zeigte, dass das Bewusstsein für die Bedeutung der Usability in der GI-Domäne bereits vorhanden ist, es zum Teil aber noch an detaillierten Untersuchungen fehlt. Daher wurden in verschiedenen eigenen Usability-Studien Untersuchungen zur Usability in der GI-Domäne durchgeführt. Die daraus resultierende strukturierte Sammlung von Usability-Problemen in GI-Webanwendungen bildet ein Usability-Grundwissen für zukünftige Neuentwicklungen oder Überarbeitungen von GI-Webanwendungen. Die gesammelten Usability-Probleme lassen sich teilweise auch in anderen Anwendungen der Domäne finden, und bilden somit auch für deren Entwicklung bzw. Redesign eine sinnvolle Wissensbasis. Für die strukturierte Erfassung von Usability-Problemen aus GI-Webanwendungen und entsprechende Lösungsvorschläge wird das Konzept der Usability-Patterns für GI-Webanwendungen vorgeschlagen. Durch die Integration des GIDomänenwissens in die Patternstruktur, können Usability-Probleme der Domäne entsprechend spezifischer beschrieben und passende Lösungen aufgefunden werden. Neue Patterntypen und -relationen mit Regeln zur Kombinierbarkeit der Typen und Relationen ermöglichen die Vermeidung mehrfach auftretender Usability-Probleme, wie z. B. des Mangels eines konsistenten Design- und Interaktionskonzepts. Aufbauend auf einem komplexen Anwendungsfall wird die Umsetzbarkeit des Konzepts der Usability-Patterns für GI-Webanwendungen gezeigt. In einer selbst entwickelten Anwendung zur Exploration und Visualisierung wissenschaftlicher GI-Ressourcen werden dazu Beispielpatterns umgesetzt und evaluiert. Die Anwendung implementiert neuartige Visualisierungs- und Interaktionskonzepte für die Exploration von GI-Ressourcen, zeigt aber auch die Übertragbarkeit von Lösungskonzepten aus anderen Domänen. Ein sogenannter Patternbrowser veranschaulicht, wie die Recherche und Exploration von Patterns einer Patternsammlung auf Basis der Patternmerkmale erfolgen kann. Die Webanwendung stellt damit ein Werkzeug für die projektübergreifende Arbeit interdisziplinärer Teams dar. Eine Formalisierung der wesentlichen Patternmerkmale bildet die Grundlage für die vielfältige Nutzung des neuen Konzepts, z. B. in verschiedenen Softwareanwendungen wie GUI-Buildern, und damit verbundene weiterführende Forschungsarbeiten.
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Bryant, Travis Joseph. "Presenting Structured, RSS-Fed New Media Streams Within A Portable Media Player: A Category Or Source Organizational Decision." Thesis, School of Information and Library Science, 2006. http://hdl.handle.net/1901/280.

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The RSS protocol allows, among other uses, for portable media player devices to download files automatically from the internet. Although text RSS feed on portable media devices is currently limited, it is possible that text feeds will become a ubiquitous feature on future PDA/media crossover devices. With the increasing usage of video-enabled portable media players, video content on these devices will also gain strength in the consumer market. Through qualitative interviews this pilot study hopes to investigate usage of new media streams on portable devices, with additional focus on RSS feeds, content categorization and interface category customization. Do users prefer to display their content and RSS feeds by a descriptive category, or by the website from which the feed was retrieved? In this study we hope to gain insight into which style users prefer, if any.
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Trost, Heidi M. "Emphasizing the user in the usability study : investigating activity theory and website navigation /." Online version of thesis, 2008. http://hdl.handle.net/1850/5900.

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Souza, Tales Rebequi da Costa Borges de. "Diferenças culturais brasileiras e suas implicações na experiência do usuário em interfaces web." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-15102015-092128/.

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Possuir uma interface que oferece uma boa experiência do usuário tornou-se um fator crítico para o sucesso em sistemas de informação. As diferenças culturais, no entanto, podem ter um impacto significativo em sua experiência, mas raramente são levadas em consideração durante o projeto interface e avaliação, particularmente no Brasil, um país multicultural de dimensões continentais. O objetivo deste trabalho foi investigar se as diferenças culturais entre as cinco macrorregiões socioeconômica do Brasil são profundas o suficiente para afetar a experiência do usuário em interfaces baseadas na Web e, em caso afirmativo, como. Foi realizado um experimento com 110 participantes, 22 por região, em cinco capitais brasileiras: Belém, Salvador, Goiânia, São Paulo e Porto Alegre. Comparou-se as diferenças culturais identificadas pelo VSM, instrumento de mapeamento de dimensões culturais criado por Hofstede, com o desempenho em tarefas e a avaliação, utilizando o questionário de experiência de uso QUIS, de um sistema bancário fictício Internet. As diferenças culturais foram identificadas e correlacionadas com as diferenças na experiência do usuário, particularmente no que diz respeito à quantidade de informação e cores exibidas na interface.
Having an interface that provides a good user experience has become a critical factor for success in information systems. Cultural differences, however, may have a significant impact in this experience, but are seldom taken into account during interface design and evaluation, particularly in Brazil, a multicultural country with continental dimensions. Our goal was to investigate whether the cultural differences between the five socio-economical macro-regions of Brazil are profound enough to impact user experience in web-based interfaces and, if so, how. An experiment with 110 participants, 22 per region, was conducted in five Brazilian state capitals: Belém, Salvador, Goiânia, São Paulo and Porto Alegre. We compared the cultural differences identified by VSM, a cultural dimensions mapping tool created by Hofstede, with performance on tasks and user experience evaluations, using the QUIS questionnaire, of a fictitious Internet Banking System. Cultural differences were identified and correlated with differences in user experience, particularly in regards to the amount of information and colors shown in the interface.
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Omar, Khalil [Verfasser]. "A Conceptual Framework for Devising Adaptive User Interfaces to Improve the Usability of Mobile ERP / Khalil Omar." Aachen : Shaker, 2018. http://d-nb.info/1188549960/34.

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Yang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.

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The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
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Kluever, Kurt Alfred. "Evaluating the usability and security of a video CAPTCHA /." Online version of thesis, 2008. http://hdl.handle.net/1850/7886.

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Guallar, Javier. "Las hemerotecas de la prensa digital. Análisis de diarios españoles." Doctoral thesis, Universitat de Barcelona, 2012. http://hdl.handle.net/10803/96817.

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La tesis presenta un modelo o sistema para el análisis y la evaluación de las hemerotecas de la prensa digital, que se aplica a una muestra de diarios españoles entre 2007 y 2010 y se enmarca en una propuesta de clasificación de fuentes de información sobre prensa digital. La clasificación de las principales fuentes de información sobre prensa digital sigue como criterio fundamental para establecer la tipología de productos la función principal que realizan para el usuario, lo que lleva a establecer cuatro grandes ámbitos: acceso a cabeceras de prensa, búsqueda de información, seguimiento de información y agregación de contenidos. De cada una de estas clases, se describen y analizan distintas subtipologías: directorios, hemerotecas históricas, hemerotecas digitales de medios, bases de datos de prensa, seguimiento de prensa, seguimiento online, seguimiento en redes sociales, agregadores manuales, agregadores automatizados y agregadores sociales. Se muestran para cada tipología ejemplos significativos de las áreas lingüísticas inglesa y española. El sistema de análisis de hemerotecas digitales parte de una amplia revisión bibliográfica de trabajos sobre evaluación de recursos web y bases de datos web, y de trabajos sobre análisis y evaluación de hemerotecas de diarios digitales. Es un procedimiento evaluativo de tipo heurístico basado en 27 indicadores articulados en cuatro grandes secciones: aspectos generales, contenidos, sistema de consulta y presentación de resultados. Se expone para cada indicador: definición, explicación y uso de la puntuación. Los indicadores son: A.1. Denominación A.2. Ubicación del acceso a la hemeroteca A.3. Información sobre la hemeroteca A.4. Coste A.5. Productos documentales B.1. Colecciones disponibles B.2. Formatos disponibles B.3. Cobertura temporal C.1. Tipos de consulta por interrogación (palabras clave) C.2. Lenguaje de consulta C.3. Visualización de los índices C.4. Ajuste de relevancia C.5. Acotación temporal C.6. Acotación en colecciones C.7. Acotación en formatos C.8. Acotación por campos del registro C.9. Reutilización de búsquedas C.10. Consulta de tesauros u otros vocabularios controlados C.11. Acceso por navegación cronológica (browsing) C.12. Ayudas D.1. Gestión de las listas de resultados D.2. Campos visualizados del registro del documento D.3. Agrupación de resultados por categorías D.4. Identificación de los términos de búsqueda en el documento D.5. Formatos de visualización de un mismo documento. D.6. Gestión de los documentos recuperados D.7. Presentación de documentos relacionados Con este modelo, se analizan las hemerotecas digitales de los diarios españoles de mayor audiencia y difusión. Es un estudio longitudinal efectuado entre los años 2007 y 2010. Se presentan con detalle los resultados del análisis realizado en 2010, y se relacionan con los obtenidos anteriormente en 2007. Se señalan los aspectos mejores y peores de las hemerotecas de prensa digital, se establece un ranking de diarios en el que ocupan las primeras posiciones El mundo, Abc, El país y La vanguardia, y se destacan finalmente cinco grandes tendencias observadas: -ampliación del fondo temporal en línea; -hemerotecas gratuitas versus hemerotecas de pago; -simplificación (y empobrecimiento) de la búsqueda; -filtros en la presentación de resultados; -productos documentales en la sección Hemeroteca.
This study presents a system for the analysis and evaluation of digital press archives, analyses the digital press archives of a sample of Spanish newspapers and presents a proposal to classify and analyze the main sources that provide access to online press. The system is a kind of heuristic evaluation procedure based on 27 indicators articulated in four main sections: general features, contents, the query system, and presentation of results. For each indicator is explained: definition, explanation and use of punctuation. With this method, it analyses the digital press archives of the Spanish newspapers with the largest digital circulations between 2007 and 2010. The study points out the best and worst aspects of the digital press archives, establishing a ranking of newspapers in which El Mundo, Abc, El País and La Vanguardia occupy the top positions, and finally shows five major trends: extension of the temporary fund online, free archives versus payment archives, simplification (and depletion) of the query, filters in the presentation of results and documentary products in the archive section.
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Nansamba, Julian Sybella. "A frame of user interface design requirements for usability and improved consumer behaviors in social commerce." Thesis, Jönköping University, Internationella Handelshögskolan, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49309.

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User interface usability in social commerce is an important theme today because many businesses are evolving with use of social media in order to easily reach larger markets.  The study was based on the fact that online shoppers and their purchase success depend to the great extent  they can interact with the interface(usability). Therefore, it is important for companies to attend to the users' online consumer purchase behavior. The purpose of the study is to discuss which interface design requirements can enhance usability that can improve consumer behavior in social commerce. The methodology of social constructionist paradigm, a deductive research approach with investigation from multiple exploratory cases was used. For extension of knowledge about the topic both secondary and primary data with interviews was followed. The findings show that the social commerce companies are still facing some challenges because they still lack some of the suggested requirements which hinders the usability of their interfaces. Moreover, they believe that some requirements are not be as important as others. The companies can use these findings to apply and harmonize this frame of requirements into their user interfaces in order to achieve usability that promotes consumer behaviors since they can now realize that the few requirement they never attend to limits the usability of their websites.
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Quade, Michael [Verfasser], Sahin [Akademischer Betreuer] Albayrak, Gaëlle [Gutachter] Calvary, and Sebastian [Gutachter] Möller. "Automation in model-based usability evaluation of adaptive user interfaces by simulating user interaction / Michael Quade ; Gutachter: Gaëlle Calvary, Sebastian Möller ; Betreuer: Sahin Albayrak." Berlin : Technische Universität Berlin, 2015. http://d-nb.info/115618164X/34.

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Rutherford, Paul. "Usability of navigation tools in software for browsing genetic sequences." Diss., Lincoln University, 2008. http://hdl.handle.net/10182/948.

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Software to display and analyse DNA sequences is a crucial tool for bioinformatics research. The data of a DNA sequence has a relatively simple format but the length and sheer volume of data can create difficulties in navigation while maintaining overall context. This is one reason that current bioinformatics applications can be difficult to use. This research examines techniques for navigating through large single DNA sequences and their annotations. Navigation in DNA sequences is considered here in terms of the navigational activities: exploration, wayfinding and identifying objects. A process incorporating user-centred design was used to create prototypes involving panning and zooming of DNA sequences. This approach included a questionnaire to define the target users and their goals, an examination of existing bioinformatics applications to identify navigation designs, a heuristic evaluation of those designs, and a usability study of prototypes. Three designs for panning and five designs for zooming were selected for development. During usability testing, users were asked to perform common navigational activities using each of the designs. The “Connected View” design was found to be the most usable for panning while the “Zoom Slider” design was best for zooming and most useful zooming tool for tasks involving browsing. For some tasks the ability to zoom was unnecessary. The research provides important insights into the expectations that researchers have of bioinformatics applications and suitable methods for designing for that audience. The outcomes of this type of research can be used to help improve bioinformatics applications so that they will be truly usable by researchers.
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François, Mathilde. "Level of driver involvement in trucks human-machine interfaces design : effects on usability, distraction and acceptance." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSE2122.

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Le processus de conception des interfaces homme-machine poids-lourd a été adapté afin de répondre aux enjeux humains et sécuritaires. Il est désormais largement admis que la participation des utilisateurs dans le processus de conception est un apport précieux. Actuellement dans l'industrie, les utilisateurs sont principalement impliqués lors des étapes d'analyse et d'évaluation des concepts, ces derniers étant définis par des professionnels. Cependant, la littérature dans d'autres domaines rapporte des bénéfices d’une autre forme d’implication des utilisateurs : la conception participative. Dans ce processus de conception, les utilisateurs sont impliqués tout au long du développement des produits, et en particulier lors de la définition des concepts. La conception participative permettrait un meilleur accès aux besoins des utilisateurs, à leurs attentes, et à leurs connaissances tacites. Ce projet a pour objectif d’étudier comment le niveau d’implication des conducteurs dans le processus de conception impacte l’utilisabilité, la distraction et l'acceptation des interfaces homme-machine poids-lourd. Après une analyse préalable du contexte d'utilisation, trois processus de conception de tableaux de bord ont été menés en parallèle à l’aide d’un équipement tactile. Les résultats de ces trois processus, ayant des niveaux d’implication différents, ont été évalués et comparés dans une expérience sur simulateur de conduite. Les résultats ne permettent pas de démontrer qu’une conception participative a un impact significatif sur l’utilisabilité, la distraction et l’acceptation. Cette thèse se conclut par des recommandations aux praticiens et des perspectives de recherche
The design process of trucks human-machine interfaces has been adapted to address human factors and road safety issues. It is now widely accepted that user involvement in the design process is valuable. Currently in industry, users are mainly involved in the stages of analysis and evaluation of concepts, the latter being defined by professionals. However, the literature in other fields reports benefits of a broader form of user involvement: participatory design. In this design process, users are involved all along products development, and particularly during concepts design. Participatory design would allow better access to users' needs, expectations, and tacit knowledge. The objective of this project is to study how the level of drivers’ involvement in the design process impacts the usability, distraction and acceptance of trucks human-machine interfaces. After a preliminary analysis of the context of use, three instrument cluster design processes were conducted in parallel using a tactile equipment. The outcomes of these three processes, differing in level of user involvement, were evaluated and compared in a driving simulator experiment. The results do not enable to demonstrate that participatory design has a significant impact on usability, distraction and acceptance. This thesis concludes with recommendations to practitioners and research perspectives
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Qu, Tan. "The usability of graphical user interfaces of mobile computing devices designed for construction foremen icons and predefined text lists compared /." [Gainesville, Fla.] : University of Florida, 2006. http://purl.fcla.edu/fcla/etd/UFE0013729.

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Freeman, Mark Bruce. "Assessing the usability of online grocery systems to improve customer satisfaction and uptake." Access electronically, 2006. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20080604.125019/index.html.

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Custódio, Daniela Macário. "Usabilidade na web : o usuário como agente-facilitador no desenvolvimento de interfaces de home pages /." Bauru : [s.l.], 2007. http://hdl.handle.net/11449/89719.

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Orientador: José Carlos Plácido da Silva
Banca: Luis Carlos Paschoarelli
Banca: Nelyse Apparecida Melro Salzedas
Resumo: A internet, através da web, vem conquistando uma significativa parcela de usuários, o que se leva a considerar como vêm sendo trabalhadas as questões ergonômicas e de usabilidade nesse meio. No Brasil, ainda é pequeno o número de estudos que estão sendo publicados como resultados de pesquisas, no que diz respeito à usabilidade da interação humano-computador, em que projetistas e desenvolvedores de sistemas informatizados pouco utilizam os parâmetros ergonômicos para projetos e testes de avaliação de usabilidade de interfaces. Pior do que não se atentar a estas questões é deixar de lado um dos fatores mais importantes deste processo: o usuário. É nele que se deve fixar. Ele é a resposta para muitas perguntas que ainda pairam sobre o assunto web. Pode ser considerado um grande colaborador, desde que seja convidado para participar do desenvolvimento e do crescimento desta nova área. Afinal, a web, a internet e os sites, foram e são projetados para ele. Deixe-se então que os mesmos apontem seus "modelos mentais" de como deve funcionar esse setor informático, através da organização das informações, facilitando a comunicação entre ele e a máquina. Fixando-se no usuário, a pesquisa tece considerações e aponta a técnica de Card Sorting como uma das que pode auxiliar na busca pelos "modelos mentais" dos usuários, reorganizando informações e criando novas taxonomias de forma que lhe façam mais sentido. Considerando a home page a página inicial do sites e o primeiro contato dos usuários com os mesmos e com o mundo da internet, utilizou-a como foco da pesquisa, enquanto interface gráfica.
Abstract: The internet, through the web, has gained a great number of users which leads us to consider how the usability and the ergonomic issues have been worked on this field. In Brazil, the number of studies released as results ofr researches is still small concerning the usability of human-computer interaction, in which projectors and information systems developers do not use the ergonomic parameters for the evaluation of interfaces usability projects and tests. Worst than not considering these questions is letting aside one of the most important factors in this process: the user. He has to tbe considered. he is the answer to many questions that follow this subject. He can be taken as a great collaborator, as soon as he is invited to participate in the development and growing of this area. After all, the internet, the web and the sites were and still are designed for the user. One must let the user point out his "mental models" of how this information field must work, through the information organization, allowing the communication between him and the machine. Based on the user, the research takes the Card Sorting technique as a tool in the search for the users' first contact with the internet world, it was used as the core in the research, as a graphic interface.
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Omar, Khalil [Verfasser], Jorge Marx [Akademischer Betreuer] Gómez, and Klaus [Akademischer Betreuer] Turowski. "A conceptual framework for devising adaptive user interfaces to improve the usability of mobile ERP / Khalil Omar ; Jorge Marx Gómez, Klaus Turowski." Oldenburg : BIS der Universität Oldenburg, 2018. http://d-nb.info/116109685X/34.

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Omar, Khalil Verfasser], Gómez Jorge Carlos [Akademischer Betreuer] [Marx, and Klaus [Akademischer Betreuer] Turowski. "A conceptual framework for devising adaptive user interfaces to improve the usability of mobile ERP / Khalil Omar ; Jorge Marx Gómez, Klaus Turowski." Oldenburg : BIS der Universität Oldenburg, 2018. http://nbn-resolving.de/urn:nbn:de:gbv:715-oops-36863.

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Carlson, Carl. "Användargränssnitt för tekniska system i distribuerad vård : behov och krav ur vårdgivarens perspektiv." Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8391.

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Institutionen för medicinsk teknik vid Linköpings universitet var i behov av att utvärdera användbarheten på den prototyp som de tagit fram för mätning av fysiologiska parametrar i distribuerad vård. Syftet blev därför att genom att använda metoder så som heuristiska och summativa utvärderingar ta reda på vilka behov och krav som de tänkta användarna ställer på användargränssnitt som används inom distribuerad vård. För att kunna genomföra dessa metoder genomfördes studiebesök, användaranalys, fokusgrupper, kontextuell utforskning och en funktionsanalys. Resultatet av de två utvärderingarna visar att användarna ställer höga krav på den här typen av användargränssnitt, framförallt gällande säkerställande av identitet och anpassning till användarnas verklighet.


The department of Biomedical Engineering at Linköping University needed an usability evaluation of their prototype developed for measuring physiological parameters in distributed healthcare. The purpose of the thesis was to find needs and demands that future users feel that user interfaces for distributed healthcare should fulfill. This was done by using methods such as heuristics and summative evaluations, a number of actions such as visits, user analysis, focus groups, contextual inquire, and functions analyses were carried out to be able to implement these methods. The result of the two evaluations shows that users have high demands on these types of user interfaces, the most important aspects were that the systems ability to be able to identify users and caretakers and the adaptation to the user’s reality.

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Kelley, Patrick Gage. "Designing Privacy Notices| Supporting User Understanding and Control." Thesis, Carnegie Mellon University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3573455.

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Users are increasingly expected to manage complex privacy settings in their normal online interactions. From shopping to social networks, users make decisions about sharing their personal information with corporations and contacts, frequently with little assistance. Current solutions require consumers to read long documents or go out of their way to manage complex settings buried deep in management interfaces, all of which lead to little or no actual control.

The goal of this work is to help people cope with the shifting privacy landscape. While our work looks at many aspects of how users make decisions regarding their privacy, this dissertation focuses on two specific areas: the current state of web privacy policies and mobile phone application permissions. We explored consumers' current understandings of privacy in these domains, and then used that knowledge to iteratively design and test more comprehensible information displays.

These prototyped information displays should not be seen as final commercially-ready solutions, but as examples of privacy notices that can help users think about, cope with, and make decisions regarding their data privacy. We conclude with a series of design suggestions motivated by our findings.

Keywords: privacy, notice, usability, user interfaces, security, mobile, policy, P3P, HCI, information design.

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40

Creel, Desiree. "PolyXpress+: Using Social Networking to Enhance the User Experience of an Interactive Location-Based Storytelling Application." DigitalCommons@CalPoly, 2019. https://digitalcommons.calpoly.edu/theses/1969.

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There’s no denying the ever increasing presence of social networking in our daily lives. Every day, people share what they are thinking, doing, and experiencing. But even more so, they check their favorite networks to see what the people in their lives are sharing. Social networking has become so prevalent that most applications incorporate it since it keeps users engaged and beckons them back to the application again and again. PolyXpress is an interactive, location-based storytelling mobile application that functions as a platform for creating and experiencing stories. Written as a research project at California Polytechnic State University, it allows users to play through stories in real-world locations by using their smart phones. However, in an age of social networking, PolyXpress falls behind the curve, as it does not contain any social features. The work in this thesis aims to test if adding social networking features to PolyX- press will increase user engagement by performing a usability study. The new social features allow users to participate in public forums about stories, message friends while playing stories, and view their friends’ experiences within the app. The results of the study indicate that the overall user experience of PolyXpress was not increased by the social networking features; however, these features are desired and liked by the users. 70% of the experimental group enjoyed using the social features, while 30% remained indifferent. The problem is that the new features disrupted app satisfac- tion, as UI satisfaction decreased from 100% with the control group to 40% with the experimental group.
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41

Bhattacharya, Paromita. "A Case Study of the Effects of a Web Interface Redesign Based on Usability Guidelines." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1320.

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Usability guidelines for user interface (UI) design formulated by Nielsen and other authorities were used to redesign the web interface for a web based distance education course. The website's original UI, as judged by a group of web design professionals, violated standard guidelines for usability, readability, learnability, consistency, efficiency of use and flexibility. The original and redesigned UIs were tested using thinking aloud testing, a user satisfaction survey, and usability inspection. The results of user testing and heuristic evaluation suggest that the use of these guidelines in website redesign had a positive impact on user performance. A more conclusive result would have required a larger sample size and a redesigned testing protocol that varied the order in which participants worked with the old and redesigned interfaces.
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42

Nová, Jana. "Tvorba uživatelského rozhraní mobilního ovladače pro interaktivní obrazovky." Master's thesis, Vysoká škola ekonomická v Praze, 2016. http://www.nusl.cz/ntk/nusl-262246.

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The aim of this thesis is to create a responsive front-end part of the mobile controller for applications on the interactive screens using modern frontend technologies. The theoretical chapters introduce to the readers the basic principles of accessibility and usability, including testing tools, which can be used for checking these principles. The aim of the practical part is to create a concise guide of front-end modern tools and technologies such as front-end frameworks, CSS preprocessors and tools for automating tasks on the front-end. In the practical part are these described tools and technologies used to create a mobile controller.
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43

Custódio, Daniela Macário [UNESP]. "Usabilidade na web: o usuário como agente-facilitador no desenvolvimento de interfaces de home pages." Universidade Estadual Paulista (UNESP), 2007. http://hdl.handle.net/11449/89719.

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A internet, através da web, vem conquistando uma significativa parcela de usuários, o que se leva a considerar como vêm sendo trabalhadas as questões ergonômicas e de usabilidade nesse meio. No Brasil, ainda é pequeno o número de estudos que estão sendo publicados como resultados de pesquisas, no que diz respeito à usabilidade da interação humano-computador, em que projetistas e desenvolvedores de sistemas informatizados pouco utilizam os parâmetros ergonômicos para projetos e testes de avaliação de usabilidade de interfaces. Pior do que não se atentar a estas questões é deixar de lado um dos fatores mais importantes deste processo: o usuário. É nele que se deve fixar. Ele é a resposta para muitas perguntas que ainda pairam sobre o assunto web. Pode ser considerado um grande colaborador, desde que seja convidado para participar do desenvolvimento e do crescimento desta nova área. Afinal, a web, a internet e os sites, foram e são projetados para ele. Deixe-se então que os mesmos apontem seus modelos mentais de como deve funcionar esse setor informático, através da organização das informações, facilitando a comunicação entre ele e a máquina. Fixando-se no usuário, a pesquisa tece considerações e aponta a técnica de Card Sorting como uma das que pode auxiliar na busca pelos modelos mentais dos usuários, reorganizando informações e criando novas taxonomias de forma que lhe façam mais sentido. Considerando a home page a página inicial do sites e o primeiro contato dos usuários com os mesmos e com o mundo da internet, utilizou-a como foco da pesquisa, enquanto interface gráfica.
The internet, through the web, has gained a great number of users which leads us to consider how the usability and the ergonomic issues have been worked on this field. In Brazil, the number of studies released as results ofr researches is still small concerning the usability of human-computer interaction, in which projectors and information systems developers do not use the ergonomic parameters for the evaluation of interfaces usability projects and tests. Worst than not considering these questions is letting aside one of the most important factors in this process: the user. He has to tbe considered. he is the answer to many questions that follow this subject. He can be taken as a great collaborator, as soon as he is invited to participate in the development and growing of this area. After all, the internet, the web and the sites were and still are designed for the user. One must let the user point out his mental models of how this information field must work, through the information organization, allowing the communication between him and the machine. Based on the user, the research takes the Card Sorting technique as a tool in the search for the users' first contact with the internet world, it was used as the core in the research, as a graphic interface.
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44

Santana, Vagner Figuêredo de 1982. "Interfaces autoajustáveis em websites = contribuições em direção ao Design para Todos = Self tailorable website interfaces : contributions towards the Design for All." [s.n.], 2012. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275681.

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Orientador: Maria Cecilia Calani Baranauskas
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
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Abstract: ...Note: The complete abstract is available with the full electronic document
Doutorado
Avaliação de interfaces de usuario
Doutor em Ciência da Computação
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45

Din, Amran. "Usable Security using GOMS: A Study to Evaluate and Compare the Usability of User Accounts on E-Government Websites." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/45.

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The term e-Government refers to providing citizens a series of services that can be conveniently conducted over the Internet. However, the potential to redefine and transform e-Government increasingly relies on citizens successfully establishing and managing a user account profile online. E-Government has not adequately addressed user-centric designs for social inclusion of all citizens on e-Government websites. There is a lack of research on the usability of user account management, and a clear lack of innovation in incorporating user-friendly authentication interfaces to accommodate a diverse user population given the wealth of existing research in web authentication techniques within Identity Management. The problem is e-Government has no standardized approach to evaluate and compare the usability of user account interfaces to accommodate a diverse user population and encourage improvements in making user account interfaces more user-friendly and accessible to citizens online. This study proposed extending a well-established usability evaluation methodology called GOMS to evaluate e-Government security interfaces for usability. GOMS, which comprises of Goals, Operations, Methods, and Selection, was used to compare the task time users took to complete similar goals on different websites. GOMS was extended to include Security Cases, which are security related goals users desire to accomplish along with the selected link and trail necessary to satisfy those goals. An observational study was conducted to capture the task time 31 users took to complete similar Security Cases on three popular e-Government websites (DMV.CA.gov, HealthCare.gov, and USPS.com). The study initially defined a catalog of six Security Cases specific to user account management and then established benchmark time predictions for each of the Security Cases using CogTool. The six Security Cases selected were as follows: Registration, Login, Change Settings, Forgot Password, Change Password, and Logout. The task time to complete each of the six Security Case on the three websites, along with statistical analysis and CogTool’s benchmark time predications, were used to quantify and compare the usability of these three websites. In order to capture demographic data and assess participant’s satisfaction using the website, the study conducted a post evaluation survey using the System Usability Scale (SUS). The survey captured age, gender, education, user satisfaction, and computer/security knowledge for each participant to assess design considerations to accommodate a diverse population. Finally, a library of Security Cases was established to compare and highlight the more effective user account interface designs on the three selected e-Government websites. This study found task time data from similar Security Cases could be categorized and used to successfully compare and highlight more effective user account interface designs. The study revealed gender and education had no distinctions in task time when performing user account management related tasks. The study also revealed seniors took significantly longer than any other age group to complete complex user account management interfaces. Additionally, CogTool did not prove to be effective in establishing reliable task time predictions to establish as benchmarks. The study concluded the GOMS method could successfully be used to establish a set of task time metrics in a catalog of Security Cases that can be used to evaluate and compare the usability of user account interfaces to accommodate a diverse user population on e-Government websites. Future usability research should be conducted to evaluate if there is a performance relationship between age and security interface complexity. Future research should also further evaluate GOMS as a viable methodology to evaluate other security interfaces not limited to e-Government and expand upon the library of Security Cases to highlight effective security interfaces designs on other websites to accommodate a diverse user population.
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46

Roberts, David Anthony. "Discontinuous Systems Analysis: an Interdisciplinary Analysis Tool." Oxford, Ohio : Miami University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1196390609.

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47

Yang, Jeonghwa. "Eden an interactive home network management system /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31755.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: W. Keith Edwards; Committee Member: Blair MacIntyre; Committee Member: David McDonald; Committee Member: Ellen Yi-Luen Do; Committee Member: John Stasko. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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48

Howard, Dawne E. "The Finding Aid Container List Optimization Survey: Recommendations for Web Usability." Thesis, School of Information and Library Science, 2006. http://hdl.handle.net/1901/340.

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This paper examines the results of a usability study for finding aids from the Special Collections Research Center at North Carolina State University. In 2005, the Special Collections Research Center reformatted its finding aids so that the container information, typically located on the left-hand side of the document, moved to the right-hand side of the document. The study tested the effectiveness of this change, and determined that traditional finding aids performed better. The analysis of the study’s results is followed by a discussion about Web usability guidelines for online finding aids.
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49

Widén, Jon, and Michelle Johansson. "BPMN flows as variation points for end user development : from a UX perspective." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13594.

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Context. How end user development can be enabled and made attainable through the use of a web based graphical user interface, in systems that contains logic for handling BPMN flows as variation points. Investigated from a UX and usability perspective. Objectives. Designing prototypes of such a web-based interface, and then evaluating the usability with regards to the usability attributes effectiveness and learnability, with the goal finding relevant usability issues & solutions as well as investigating how the two usability attributes affected the participants’ subjective satisfaction. Methods. Two prototype versions were implemented, one based upon the other. A usability inspection (expert evaluation) was performed after the first prototype version (named alpha) was finished and the second version (named beta) was built based on that feedback. The usability of the prototypes were then evaluated in usability test sessions using the think aloud method together with the SUS (System Usability Scale) questionnaire.The recorded data from the usability test sessions was analysed. Usability issues & solutions were noted, filtered, tagged and grouped by design principle with the goal of looking for patterns. SUS scores were calculated from the questionnaires. Additional factor analysis was performed on the SUS data to get separate usability and learnability scores. Results. The results consisted of SUS scores for both prototypes together with learnability and usability scores. Common and noteworthy usability issues & solutions grouped by design principle. Detailed appendixes with scenarios exemplifying recorded video & voice data for four of the most relevant test participants. Conclusions. The two prototypes were compared. Improvements to effectiveness and learnability was found to have a positive impact on the participants’ subjective satisfaction in the described context. Additionally, a number of usability issues and solutions was identified that could be of value when developing similar software. In summary, the following findings were made related to effectiveness: Adding constraints to the number of options available to users helped increase effectiveness. The lack of keyboard shortcuts was a deal breaker for many users and had a negative impact on effectiveness.. Consistency in navigation was more important than expected. The lack of functionality for saving drafts in the browser, without downloading, was something that most users expected and was surprised not to find. Several users expected their drafts to be automatically saved. They were frustrated when their changes were lost without warning. The lack of an undo function was also a big issue for users, causing problems with recovery. Giving immediate feedback with a notification popup after users had deployed a flow worked well and was easier to implement than expected. The connection tool that ship with bpmn-js was hard to learn and use for several users. Additionally, some learnability related findings: Sandbox intended to boost learnability but caused problems with effectiveness. The BPMN notation was not familiar to the test participants. Some training or introduction would have been necessary in a real usage scenario. When important functionality was concealed in submenus it was harder for users to learn how to operate the editor, specifically a problem with the context pad. Properties panel. Issues with visibility of single items due to tabs being too cluttered. Affordance issues on input/output parameters tab. Consistency issue with the bpmn.io logo being placed in the where users expected a save button. Consistency. Negative impact on learnability due to lack of keyboard shortcuts. Users likely to learn faster if they could use the shortcuts they already know. Placement of the download button not consistent with other webapps. Unconventional to only have drag and drop for upload and no button. Issues with visibility and consistency related to maximizing/minimizing editor in beta prototype. Familiarity findings related to deploy button colour and label might have affected learnability.
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Al, Omar Khalid H. "Adaptive, adaptable, and mixed-initiative in interactive systems: An empirical investigation. An empirical investigation to examine the usability issues of using adaptive, adaptable and mixed-iniative approaches in interactive systems." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/4879.

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This thesis investigates the use of static, adaptive, adaptable and mixed-initiative approaches to the personalisation of content and graphical user interfaces (GUIs). This empirical study consisted of three experimental phases. The first examined the use of static, adaptive, adaptable and mixed-initiative approaches to web content. More specifically, it measured the usability (efficiency, frequency of error occurrence, effectiveness and satisfaction) of an e-commerce website. The experiment was conducted with 60 subjects and was tested empirically by four independent groups (15 subjects each). The second experiment examined the use of adaptive, adaptable and mixed-initiative approaches to GUIs. More specifically, it measured the usability (efficiency, frequency of error occurrence, effectiveness and satisfaction) in GUI control structures (menus). In addition, it investigated empirically the effects of content size on five different personalised menu types. In order to carry out this comparative investigation, two independent experiments were conducted, on small menus (17 items) and large ones (29 items) respectively. The experiment was conducted with 60 subjects and was tested empirically by four independent groups (15 subjects each). The third experiment was conducted with 40 subjects and was tested empirically by four dependent groups (5 subjects each). The aim of the third experiment was to mitigate the drawbacks of the adaptive, adaptable and mixedinitiative approaches, to improve their performance and to increase their usability by using multimodal auditory solutions (speech, earcons and auditory icons). The results indicate that the size of content affects the usability of personalised approaches. In other words, as the size of content increases, so does the need of the adaptive and mixed-initiative approaches, whereas that of the adaptable approach decreases. A set of empirically derived guidelines were also produced to assist designers with the use of adaptive, adaptable and mixed-initiative approaches to web content and GUI control structure.
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