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1

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

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

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

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

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

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

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

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

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

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

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Purpose This paper aims to present a detailed description of Tukuchiy, a framework to dynamically generate adapted user interfaces. Tukuchiy is based on Runa-Kamachiy, a conceptual integration model that combines human–computer interaction (HCI) standards to create user interfaces with user-centered concepts usually addressed by adaptation. Design/methodology/approach The first step was the definition of three profiles: user, context and interface. These profiles contain information, such as user disabilities, location characteristics (e.g. illumination) and preferences (e.g. interface color or type of system help). The next step is to define the rules that ensure usability for different users. All of this information is used to create the Tukuchiy framework, which generates dynamic user interfaces, based on the specified rules. The last step is the validation through a prototype called Idukay. This prototype uses Tukuchiy to provide e-learning services. The functionality and usability of the system was evaluated by five experts. Findings To validate the approach, a prototype of Tukuchiy, called Idukay, was created. Idukay was evaluated by experts in education, computing and HCI, who based their evaluation in the system usability scale (SUS), a standard usability test. According to them, the prototype complies with the usability criteria addressed by Tukuchiy. Research limitations/implications This work was tested in an academic environment and was validated by different experts. Further tests in a production environment are required to fully validate the approach. Originality/value Tukuchiy generates adapted user interfaces based on user and context profiles. Tukuchiy uses HCI standards to ensure usability of interfaces that dynamically change during execution time. The interfaces generated by Tukuchiy adapt to context, functionality, disabilities (e.g. color blindness) and preferences (usage and presentation) of the user. Tukuchiy enforces specific HCI standards for color utilization, button size and grouping, etc., during execution.
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Sutcliffe, A. G., and K. Deol Kaur. "Evaluating the usability of virtual reality user interfaces." Behaviour & Information Technology 19, no. 6 (January 2000): 415–26. http://dx.doi.org/10.1080/014492900750052679.

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KACMAR, CHARLES J., and JANE M. CAREY. "Assessing the usability of icons in user interfaces." Behaviour & Information Technology 10, no. 6 (November 1991): 443–57. http://dx.doi.org/10.1080/01449299108924303.

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Villani, Valeria, Giulia Lotti, Nicola Battilani, and Cesare Fantuzzi. "Survey on usability assessment for industrial user interfaces." IFAC-PapersOnLine 52, no. 19 (2019): 25–30. http://dx.doi.org/10.1016/j.ifacol.2019.12.078.

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Hornbaek, Kasper, Benjamin B. Bederson, and Catherine Plaisant. "Navigation patterns & usability of zoomable user interfaces." Interactions 10, no. 1 (January 2003): 11–12. http://dx.doi.org/10.1145/604575.604582.

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Hou, Chung-Yi, and Matthew S. Mayernik. "Improving the Usability of Organizational Data Systems." International Journal of Digital Curation 16, no. 1 (May 18, 2021): 21. http://dx.doi.org/10.2218/ijdc.v16i1.592.

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For research data repositories, web interfaces are usually the primary, if not the only, method that data users have to interact with repository systems. Data users often search, discover, understand, access, and sometimes use data directly through repository web interfaces. Given that sub-par user interfaces can reduce the ability of users to locate, obtain, and use data, it is important to consider how repositories’ web interfaces can be evaluated and improved in order to ensure useful and successful user interactions. This paper discusses how usability assessment techniques are being applied to improve the functioning of data repository interfaces at the National Center for Atmospheric Research (NCAR). At NCAR, a new suite of data system tools is being developed and collectively called the NCAR Digital Asset Services Hub (DASH). Usability evaluation techniques have been used throughout the NCAR DASH design and implementation cycles in order to ensure that the systems work well together for the intended user base. By applying user study, paper prototype, competitive analysis, journey mapping, and heuristic evaluation, the NCAR DASH Search and Repository experiences provide examples for how data systems can benefit from usability principles and techniques. Integrating usability principles and techniques into repository system design and implementation workflows helps to optimize the systems’ overall user experience.
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Williams, Evelyn, and Evelyn Hewlett-Packard. "Panel on Visual Interface Design." Proceedings of the Human Factors Society Annual Meeting 33, no. 5 (October 1989): 323–24. http://dx.doi.org/10.1177/154193128903300519.

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User interface design has many components. Usable computer interfaces should be easy to learn, result in high user productivity and high user satisfaction. There are a number of components in user interface design that affect the usability of the interface. Within the human factors community we tend to emphasize the ergonomic and cognitive components of the computer interface. There is another component that is frequently ignored, the visual interface design. This panel will present information on the visual component in various user-computer interfaces and will discuss the contributions of the visual designer to the interfaces and usability.
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Bačíková, Michaela, and Lukáš Galko. "The design of manual domain usability evaluation techniques." Open Computer Science 8, no. 1 (July 25, 2018): 51–67. http://dx.doi.org/10.1515/comp-2018-0005.

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AbstractIn this paper we design novel techniques for manual domain usability evaluation. Domain usability is the aspect of a particular user interface that relates to its terminology, hierarchy of terms, feature descriptions and icons, used language and consistency. However, domain usability is often neglected not only by software developers, but also by many researchers. The design of formal means to evaluate existing user interfaces would aid the development of better, domain-usable user interfaces. We designed six qualitative evaluation techniques and one formal evaluation technique based on System Usability Scale (SUS). To show the viability of the designed techniques, we demonstrate each of them in the domain of gospel music. Two of the techniques were used to experimentally verify the impact of specific domain usability aspects on usability and user experience. In this paper we also focus on the equality of the domain usability aspects with the goal of designing domain usability metrics. The preliminary design of the metrics is also presented in this paper and areas of future research are suggested.
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Cho, Younjoo, and Anseop Choi. "Application of Affordance Factors for User-Centered Smart Homes: A Case Study Approach." Sustainability 12, no. 7 (April 10, 2020): 3053. http://dx.doi.org/10.3390/su12073053.

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Smart homes improve quality of life by providing various services based on information and communication technologies. However, smart home systems are complicated and user interfaces for the interaction between smart home and user are often not user-friendly, causing potential difficulties and inconvenience for the user. Therefore, in order for smart homes to become user-centered, usability needs to be improved. This study aims to present guidelines for improving the usability of smart homes based on the concept of affordance, which is highly meaningful in user-centered design. To do this, firstly, the affordance factors that could be applied to improve the usability of active devices and user interfaces in smart homes were extracted, secondly, a case study was conducted to analyze the application of affordance factors, focusing on active devices (e.g., control devices and smart appliances) and user interfaces that directly interact with users in smart homes. Lastly, guidelines on the application of affordance factors were presented by combining case analysis results with relevant guidelines. Active devices and user interfaces should provide users with appropriate cognitive, physical, functional, and sensory affordances so that users can use the smart home services easily and conveniently.
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Mohamed, M. S. S., B. M. T. Shamsul, R. Rahman, M. S. Aini, and Nawal Aswan Abdul Jalil. "Integrating Usability in Automotive Navigation User Interface Design via Kansei Engineering." Modern Applied Science 10, no. 7 (May 24, 2016): 208. http://dx.doi.org/10.5539/mas.v10n7p208.

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Balancing user requirements as well as usability requirements can be an exacting task for designers. Automotive navigation user interfaces are of no exception. The aim of this study was to integrate the concept of usability in the design process for automotive navigation user interfaces. A modified Kansei Engineering approach was used in order to define the concept of usability for automotive navigation user interface. Both regular and professional Malaysian drivers participated in the Kansei evaluation experiment (n=118). Results were analyzed with Principal Components Analysis (PCA) as well as Partial Least Squares (PLS) method. A finalized list of design specifications was developed and the design specifications were then used to develop a new automotive navigation interface design.
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Börsting, Ingo, Can Karabulut, Bastian Fischer, and Volker Gruhn. "Design Patterns for Mobile Augmented Reality User Interfaces—An Incremental Review." Information 13, no. 4 (March 22, 2022): 159. http://dx.doi.org/10.3390/info13040159.

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The virtual enhancement of the physical world through Augmented Reality (AR) has an enormous potential in its application, but faces challenges in its development. The lack of standards and the increased complexity of interaction opportunities complicate the definition of suitable User Interfaces (UIs). Several principles and patterns have been formulated to simplify UI design for AR applications, but their joint contribution to a positive usability as well as the influence of individual patterns remain unclear. In this paper, AR design principles from selected research were reviewed and merged into a comprehensive pattern model within an incremental process. Based on an initial model, we developed ARScribble, a mobile AR application which imitates a physical spray can to virtually sketch within a real environment. In a user-based study, we evaluated the usability of ARScribble as well as the role of individual patterns for the overall usability. We found promising indications that the pattern model implementation is related to a positive usability. The individual pattern analysis showed that AR users particularly desire a consistent and structured UI. A consistent appealing design and multimodal interaction concepts were also found to positively correlate with the overall usability. Based on these results, we included additional related work to refine the initial model into a final pattern model. To evaluate this refinement, the colAR application was developed, which allows real-world colors to be assigned to virtual objects. As a result, we found the consideration of the final pattern model to be related to a positive usability, which was confirmed in an A/B test, in which an application neglecting the pattern model showed a significantly poorer usability.
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Nathoo, Amaan, Girish Bekaroo, Tanveer Gangabissoon, and Aditya Santokhee. "Using tangible user interfaces for teaching concepts of internet of things." Interactive Technology and Smart Education 17, no. 2 (February 20, 2020): 133–58. http://dx.doi.org/10.1108/itse-09-2019-0061.

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Purpose This paper aims to explore the use of tangible user interfaces for teaching concepts related to internet of things by focusing on two aspects, notably, usability and learning effectiveness. Design/methodology/approach To assess the usability of IoTTT, Nielsen’s principles were used due to its relevance and popularity for usability assessment. In the usability questionnaire, four attributes were evaluated, notably, learnability, efficiency, errors and satisfaction. As for evaluating learning effectiveness, learning assessment was conducted through pre-tests and post-tests. Two groups of 20 students participated where the first group attended conventional lectures on IoT, whereas the second group used IoTTT for learning same concepts. In the process, data was collected through the usability questionnaire and tests for usability and learning effectiveness assessment. Findings Results revealed a positive score for the usability of the TUI solution with an average rating of 3.9. Although this score demonstrated an acceptable solution, different issues were identified, based on which a set of recommendations have been made in this paper. On the other hand, in the common pre-tests, an average score of 6.40 was obtained as compared to a mean score of 7.33 in the post-tests for all participants. Knowledge gains were significantly higher for students who learnt IoT concepts through the TUI-based system where performance improved by 18 per cent. Originality/value The results revealed in this study are expected to help the research community, course designers and tutors comprehend the prospects of using tangible user interfaces to foster teaching and learning of IoT concepts. In addition, educational solution providers could consider commercialisation prospects of this technology to innovate in teaching and learning, while also building-up on limitations identified within this study.
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Miraz, Mahdi H., Maaruf Ali, and Peter S. Excell. "Adaptive user interfaces and universal usability through plasticity of user interface design." Computer Science Review 40 (May 2021): 100363. http://dx.doi.org/10.1016/j.cosrev.2021.100363.

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Bogdanova, Nellija. "PRINCIPLES OF USER-CENTERED DESIGN." Environment. Technology. Resources. Proceedings of the International Scientific and Practical Conference 1 (June 20, 2001): 245. http://dx.doi.org/10.17770/etr2001vol1.1921.

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Good user interfaces are essential for any successful product. A process of the user interface creation is not available include in the algorithmic scheme. In this articles will formulate principles principles o f user-centered design, criteria o f ergonomics interfaces and efficient interface’s rules of project. These principles are based usability computer training courses.
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Gaffney, Megan. "Reflecting Usability Engineering Goals in Interlibrary Loan User Interfaces." Journal of Interlibrary Loan,Document Delivery & Electronic Reserve 19, no. 4 (October 30, 2009): 291–98. http://dx.doi.org/10.1080/10723030903278366.

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Curthoys, Patty. "Developing user interfaces: Ensuring usability through product and process." Journal of the American Society for Information Science 48, no. 6 (June 1997): 575–76. http://dx.doi.org/10.1002/(sici)1097-4571(199706)48:6<575::aid-asi10>3.0.co;2-w.

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Leatherbury, Maurice. "Developing User Interfaces: Ensuring Usability Through Product & Process." Information Processing & Management 31, no. 1 (January 1995): 156–57. http://dx.doi.org/10.1016/0306-4573(95)80030-w.

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Benyon, D. "Developing user interfaces: Ensuring usability through product and process." Information and Software Technology 36, no. 6 (June 1994): 374. http://dx.doi.org/10.1016/0950-5849(94)90039-6.

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Villegas R., Maria L., Hamilton A. Hernández A, and William J. Giraldo O. "Implementing a collaborative virtual environment - specification for a usability metamodel." Ingeniería e Investigación 29, no. 1 (January 1, 2009): 126–32. http://dx.doi.org/10.15446/ing.investig.v29n1.15152.

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This research presents the results of the first phase of a macro-project for constructing a collaborative virtual environment. It was aimed at selecting a graphical interface from five proposed for such environment, considering each one’s level of usability. Several standards of usability and user-centered design patterns were studied for specifying interface measurment criteria for specifying a usability metamodel; this defined the variables and rules to be taken into account when measuring graphic user interface (GUI) usability level for collaborative virtual environments. The use of metaphors when specifying graphic user interfaces is also briefly looked at as a source of new usability and satisfaction related to such interface use.
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Brdnik, Saša, Tjaša Heričko, and Boštjan Šumak. "Intelligent User Interfaces and Their Evaluation: A Systematic Mapping Study." Sensors 22, no. 15 (August 4, 2022): 5830. http://dx.doi.org/10.3390/s22155830.

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Intelligent user interfaces (IUI) are driven by the goal of improvement in human–computer interaction (HCI), mainly improving user interfaces’ user experience (UX) or usability with the help of artificial intelligence. The main goal of this study is to find, assess, and synthesize existing state-of-the-art work in the field of IUI with an additional focus on the evaluation of IUI. This study analyzed 211 studies published in the field between 2012 and 2022. Studies are most frequently tied to HCI and SE domains. Definitions of IUI were observed, showing that adaptation, representation, and intelligence are key characteristics associated with IUIs, whereas adaptation, reasoning, and representation are the most commonly used verbs in their description. Evaluation of IUI is mainly conducted with experiments and questionnaires, though usability and UX are not considered together in evaluations. Most evaluations (81% of studies) reported partial or complete improvement in usability or UX. A shortage of evaluation tools, methods, and metrics, tailored for IUI, is noticed. Most often, empirical data collection methods and data sources in IUI evaluation studies are experiment, prototype development, and questionnaire.
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Oliveira, Felipe Francisco Ramos de, Marlon Marques Ferreira, and Alexandre Furst. "ESTUDO DA USABILIDADE NAS INTERFACES HOMEM-MÁQUINA." e-xacta 6, no. 2 (November 30, 2013): 93. http://dx.doi.org/10.18674/exacta.v6i2.1079.

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<p align="justify">Este artigo documenta e analisa o processo de evolução das principais interfaces homem-máquina, com enfoque na usabilidade, e as diferenças tecnológicas entre elas. A pesquisa desempenhada para elaboração deste documento procura, também, experimentar o desempenho das interfaces CLI (Command Line Interface), GUI (Graphical User Interface) e NUI (Natural User Interface) por meio de um experimento de usabilidade que aborde as três interfaces em um único objetivo e permita o recolhimento de dados para avaliação.</p><p align="justify">Abstract</p><p align="justify">This article documents and analyzes the evolution of the main man-machine interfaces, with a focus on usability and technological differences between them. The research carried out for the preparation of this document also seeks to experience the performance of interfaces CLI (Command Line Interface) GUI (Graphical User Interface) and NUI (Natural User Interface) through an experiment that addresses the usability of three interfaces on a single goal and allow the collection of data for evaluation.</p>
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Guerino, Guilherme Corredato, and Natasha Malveira Costa Valentim. "Usability and user experience evaluation of natural user interfaces: a systematic mapping study." IET Software 14, no. 5 (October 1, 2020): 451–67. http://dx.doi.org/10.1049/iet-sen.2020.0051.

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Alonso Gaona García, Paulo, David Martín-Moncunill, Salvador Sánchez-Alonso, and Ana Fermoso García. "A usability study of taxonomy visualisation user interfaces in digital repositories." Online Information Review 38, no. 2 (February 25, 2014): 284–304. http://dx.doi.org/10.1108/oir-03-2013-0051.

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Purpose – This paper aims to analyse user interfaces for search and collection visualisation and navigation from a usability perspective. The final aim is to offer repository owners a scientific basis to support their decisions when they have to choose an interface that can really help users to effectively locate and visualise resources over large digital collections. Design/methodology/approach – This HCI study is divided into two parts: perception and usability. The first one analysed three perceptual abilities required to use interfaces: attention, retention of information and understanding. The second one was run on an ad hoc generated collection including more than 40,000 European digital resources collected and classified according to a given branch of knowledge in the Art & Architecture Thesaurus. Findings – Although visual interfaces proved useful for certain tasks related to resource discovery and search, and despite the overall good general user opinion, the authors found it necessary to conduct another thorough study to know more about the target users and the amplitude of the collection, as well as to determine the ideal type of interface to implement. All these factors are important for increasing user acceptance and avoiding unnecessary implementation costs. Research limitations/implications – This research was run on a relatively small sample size of users from Spain and Latin America, which may not be representative of the general population. In similar studies previous knowledge about usability has been reported to introduce bias in the results, so the authors tried to avoid this when selecting the participants. Originality/value – There are no previous usability studies for the development and implementation of interfaces in digital learning or cultural repositories. The authors' experience highlights the importance of addressing usability aspects a priori, to prevent users from ceasing to use visual interfaces over time, because they do not perceive any benefit from using them.
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Suryani, Apong, and Alvanov Z. Mansoor. "User Interface Usability of Mamat Adventure." Journal of Games, Game Art, and Gamification 7, no. 2 (January 3, 2023): 17–20. http://dx.doi.org/10.21512/jggag.v7i2.9133.

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A game is a form of entertainment determined by a rule and conflict resolution by the player. A good game can display attractive visuals, make the player get engaged, and feel the needed pleasure. Visual is a medium that only concerns the sense of sight while the other senses like the sense of hearing (sound) cannot be included in the visual use Visual in a game is a part of the user interfaces. The user interface is a medium between a system and the user. The Ministry of Education and Culture of the Republic of Indonesia has released various free website-based edugames that can be accessed and played by Indonesia especially elementary school students. Mamat Adventure is one of the edugames provided by the Indonesian Ministry of Education and Culture. This theoretical exploration has begun with a discussion about the visual appearance related to the user interface in the edugame of Mamat Adventure. This analysis uses the Heuristic Evaluation method initiated by Jakob Nielsen and Rolf Molich to measure the effectiveness of the user interface in the game Mamat Adventure
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Deutsch, Judith A., Jeffrey A. Lewis, Elizabeth Whitworth, Rares Boian, Grigore Burdea, and Marilyn Tremaine. "Formative Evaluation and Preliminary Findings of a Virtual Reality Telerehabilitation System for the Lower Extremity." Presence: Teleoperators and Virtual Environments 14, no. 2 (April 2005): 198–213. http://dx.doi.org/10.1162/1054746053967030.

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Usability studies are an essential and iterative component of technology development and ease its transfer from the laboratory to the clinic. Although such studies are standard methodology in today's graphical user-interface applications, it is not clear that current methods apply to new technologies such as virtual reality. Thus experimentation is needed to examine what existing methods can be viably transferred to the new user-interaction situations. In this paper, 5 integrated interfaces with 3 simultaneous users are evaluated via a set of usability studies, which adapt traditional methods for assessing the ease of use of the interface design. A single expert domain user was run in an intensive study that examined the therapist manual and interfaces of the Rutgers Ankle Rehabilitation System (RARS). The interface and manual were extensively modified based on this evaluation. A second study involving 5 therapists was then conducted to evaluate the telerehabilitation component of the RARS system. In both studies, the tester and developer's observations, along with the session videotapes and therapist-user questionnaires, were triangulated to identify user problems and suggest design changes expected to increase the usability of the system. Changes that resulted from the analysis with the domain expert are described and recommendations for how to conduct usability studies in such multiuser remote virtual reality situations are proposed. Results from the pilot usability telemonitoring studies are also presented. The validity of usability studies in the development and refinement of rehabilitation technology is highlighted.
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Postal, Manoela Rogofski Brum, and Rafael Rieder. "A Usability Evaluation Experiment of 3D User Interfaces for Elderly." Revista Brasileira de Computação Aplicada 11, no. 3 (August 14, 2019): 28–38. http://dx.doi.org/10.5335/rbca.v11i3.9477.

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Health professionals have used 3D user interfaces as support tools for the elderly rehabilitation, offering fun and beneficial resources for the practice of physical and cognitive activities to them. In this context, it is necessary to establish mechanisms to evaluate the usability of these interfaces, in order to achieve a balance between functionality, ease of use and sense of well-being. The aim of this study is to report a usability evaluation experiment of a virtual reality game developed specifically to elderly people, as a means to identify the needs of this public regarding 3D user interface evaluation. An initial methodology was tested exploring two points of view in the game, and its results showed that it was adequate for seniors. However, it was noted the need to include training periods and an evaluation with a heterogeneous group of seniors to consolidate and optimize the proposed approach, as well as readjust the instruments used.
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Bouchelligua, Wided, Adel Mahfoudhi, and Mourad Abed. "Model Driven Adaptation and Usability for Context Aware User Interfaces." International Journal of Computer Applications 54, no. 3 (September 25, 2012): 30–47. http://dx.doi.org/10.5120/8547-2106.

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Nikov, Alexander, and Roumen Jijanov. "Usability of User Interfaces of Computer-Aided Industrial Design Systems." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 2 (July 2000): 358. http://dx.doi.org/10.1177/154193120004400220.

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Ahmad, Ahmad Khairul Azizi, Intan Nur Firdaus Muhammad Fuad, Muhammad Abdullah, and Mohd Nasiruddin Abdul Aziz. "Design And Evaluation Of A Mobile User Interface Usability." Idealogy Journal 3, no. 2 (September 7, 2018): 119–28. http://dx.doi.org/10.24191/idealogy.v3i2.83.

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This research has intended to identify the importance of the usability factor in the creation of a mobile application. Basically, when it comes to directory information, most of the tourists use a conventional method, such as printed maps, traveling books, online or traveling websites and also travel agents. From my perspective and with support from the field research, language impediments and directory issues have been the most common problems in this research. While Smartphone’s and apps are, increasingly, being used nowadays, there are not sufficient studies addressing the usability of smartphone user interfaces or applications that are focused for tourist guides. This paper describes the design and evaluation process of the user interface of a smartphone application designed to be a guide or directory for tourists. Two successive versions of the user interfaces were tested with different groups. The results and findings from two rounds of usability tests led to recommendations regarding an inclusive design and the designing of apps that are useful for tourists and which may be a useful contribution to the broader community when designing interfaces for smartphones. Overall, the users enjoy using the new application that is more user friendly and easier to use and navigate with. The findings can be used as a reference to set certain standards in mobile application design and creation, and also to be used for academic benefits.
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Clark, Leigh, Philip Doyle, Diego Garaialde, Emer Gilmartin, Stephan Schlögl, Jens Edlund, Matthew Aylett, et al. "The State of Speech in HCI: Trends, Themes and Challenges." Interacting with Computers 31, no. 4 (June 1, 2019): 349–71. http://dx.doi.org/10.1093/iwc/iwz016.

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AbstractSpeech interfaces are growing in popularity. Through a review of 99 research papers this work maps the trends, themes, findings and methods of empirical research on speech interfaces in the field of human–computer interaction (HCI). We find that studies are usability/theory-focused or explore wider system experiences, evaluating Wizard of Oz, prototypes or developed systems. Measuring task and interaction was common, as was using self-report questionnaires to measure concepts like usability and user attitudes. A thematic analysis of the research found that speech HCI work focuses on nine key topics: system speech production, design insight, modality comparison, experiences with interactive voice response systems, assistive technology and accessibility, user speech production, using speech technology for development, peoples’ experiences with intelligent personal assistants and how user memory affects speech interface interaction. From these insights we identify gaps and challenges in speech research, notably taking into account technological advancements, the need to develop theories of speech interface interaction, grow critical mass in this domain, increase design work and expand research from single to multiple user interaction contexts so as to reflect current use contexts. We also highlight the need to improve measure reliability, validity and consistency, in the wild deployment and reduce barriers to building fully functional speech interfaces for research.RESEARCH HIGHLIGHTSMost papers focused on usability/theory-based or wider system experience research with a focus on Wizard of Oz and developed systems Questionnaires on usability and user attitudes often used but few were reliable or validated Thematic analysis showed nine primary research topics Challenges identified in theoretical approaches and design guidelines, engaging with technological advances, multiple user and in the wild contexts, critical research mass and barriers to building speech interfaces
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Sergeev, Sergey, and Arturas Kaklauskas. "Usability of gaming environments in cybersport." MATEC Web of Conferences 245 (2018): 04016. http://dx.doi.org/10.1051/matecconf/201824504016.

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The article is devoted to the issues of engineering and psychological evaluation of gaming interfaces and environments for eSports. The typical program interface of group computer games is analyzed from the point of view of their user properties (usability). The functions and structure of the game interface are discussed. Definitions are given and the main usability functions are considered as an application to the gaming systems used in eSports. The basic requirements for user properties are formulated, and definitions of usability are given in accordance with the requirements of the International Organization for Standardization (ISO). The basic concepts of usability testing are given.
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Muhammad Waseem Iqbal. "Usability Enhancement of SMS Interface for Illiterate Users." Lahore Garrison University Research Journal of Computer Science and Information Technology 5, no. 3 (September 12, 2021): 31–43. http://dx.doi.org/10.54692/lgurjcsit.2021.0503215.

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This article analyzes several User Interface (UI) designs and puts forward some more general design principles for interfaces designed for low-literate users. The results of this study highlight the importance of text-free interfaces compared to text-based interfaces for the illiterate and low-literate population. The study developed a Short Message Service (SMS) interface consisting of many design elements, including graphical icons, voice, and text reduction. The participants were more satisfied with the designed SMS interface as compared to the traditional text-based interface of SMS. We believe that if the user interface is appropriately designed, users will not need formal literacy, computer skills, or any external help to operate the application. It has been shown that an interface with minimal or no text but one or more graphics, audio, and digital components is helpful for users with low literacy rates.
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Rigas, Dimitrios, and Badr Almutairi. "An Empirical Investigation into the Role of Avatars in Multimodal E-government Interfaces." International Journal of Sociotechnology and Knowledge Development 5, no. 1 (January 2013): 14–22. http://dx.doi.org/10.4018/jskd.2013010102.

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Interfaces for e-government applications are becoming essential for the modern life. E-government uses web-based interfaces to deliver effective, efficient and convenient services to citizens, business and government. However, one of the main obstacles (or barriers) of using such applications is the lack of the user trust and usability. These issues are often neglected in the interfaces of e-government application. This paper describes an empirical comparative study that investigated the use of multimodal metaphors to enhance the usability and increase the user trust. Specific designs of multimodal metaphors were investigated to communicate information using a specially developed e-government interface platform. These designs involved facially animated expressive avatars and auditory stimuli in addition to the typical visual metaphors often used. An experiment was carried out with 30 users to explore and compare the usability and user performance. These results provided a set of empirically derived innovative guidelines for the design and use of these metaphors to generate more usable e-government interfaces. For example, when designing avatars as animated virtual messages or live mail in e-government interfaces, specific facial expression should be incorporated due to its positive influence in enhancing users‘ attitude towards the communication process.
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Jones, David L., Roberto Champney, Par Axelsson, and Kelly Hale. "Augmenting the Traditional Approach to Usability: Three Tools to Bring the User Back Into the Process." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 51, no. 17 (October 2007): 1053–57. http://dx.doi.org/10.1177/154193120705101712.

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A primary goal of the usability evaluation process is to create interfaces that can be seamlessly integrated into current processes and create an enjoyable experience for the user. Given this, it is critical to capture user input to effectively drive product development and redesign. While many methods are available to usability practitioners, this paper highlights three techniques that can be used to substantially enhance usability evaluation output. Specifically this paper presents a method to utilize focus groups, emotional profiling and Kano analysis methods in combination to define user needs, expectations, and desires, provide an explanation of why features of a product are liked or disliked, as well as add additional structure to the prioritization of usability shortcomings and related redesign recommendations. A background on each method, the process for implementing them into usability analyses, and guidelines for successful use are provided for usability practitioners.
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Aldekhyyel, Raniah N., Jwaher A. Almulhem, and Samar Binkheder. "Usability of Telemedicine Mobile Applications during COVID-19 in Saudi Arabia: A Heuristic Evaluation of Patient User Interfaces." Healthcare 9, no. 11 (November 18, 2021): 1574. http://dx.doi.org/10.3390/healthcare9111574.

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The coronavirus disease 2019 (COVID-19) pandemic has impacted the use of telemedicine application (apps), which has seen an uprise. This study evaluated the usability of the user interface design of telemedicine apps deployed during the COVID-19 pandemic in Saudi Arabia. It also explored changes to the apps’ usability based on the pandemic timeline. Methods: We screened ten mHealth apps published by the National Digital Transformation Unit and selected three telemedicine apps: (1) governmental “Seha”® app, (2) stand-alone “Cura”® app, and (3) private “Dr. Sulaiman Alhabib”®app. We conducted the evaluations in April 2020 and in June 2021 by identifying positive app features, using Nielsen’s ten usability heuristics with a five-point severity rating scale, and documenting redesign recommendations. Results: We identified 54 user interface usability issues during both evaluation periods: 18 issues in “Seha” 14 issues in “Cura”, and 22 issues in “Dr. Sulaiman Alhabib”. The two most heuristic items violated in “Seha”, were “user control and freedom” and “recognition rather than recall”. In “Cura”, the three most heuristic items violated were “consistency and adherence to standards”, “esthetic and minimalist design”, and “help and documentation” In “Dr. Sulaiman Alhabib” the most heuristic item violated was “error prevention”. Ten out of the thirty usability issues identified from our first evaluation were no longer identified during our second evaluation. Conclusions: our findings indicate that all three apps have a room for improving their user interface designs to improve the overall user experience and to ensure the continuity of these services beyond the pandemic.
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Fagan, Jody Condit. "Usability Studies of Faceted Browsing: A Literature Review." Information Technology and Libraries 29, no. 2 (June 1, 2010): 58. http://dx.doi.org/10.6017/ital.v29i2.3144.

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Faceted browsing is a common feature of new library catalog interfaces. But to what extent does it improve user performance in searching within today’s library catalog systems? This article reviews the literature for user studies involving faceted browsing and user studies of “next-generation” library catalogs that incorporate faceted browsing. Both the results and the methods of these studies are analyzed by asking, What do we currently know about faceted browsing? How can we design better studies of faceted browsing in library catalogs? The article proposes methodological considerations for practicing librarians and provides examples of goals, tasks, and measurements for user studies of faceted browsing in library catalogs.
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Yamaji, Tokiya, Hiroyuki Nakamoto, Hideo Ootaka, Ichiro Hirata, and Futoshi Kobayashi. "Rapid Prototyping Human Interfaces Using Stretchable Strain Sensor." Journal of Sensors 2017 (2017): 1–9. http://dx.doi.org/10.1155/2017/9893758.

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In the modern society with a variety of information electronic devices, human interfaces increase their importance in a boundary of a human and a device. In general, the human is required to get used to the device. Even if the device is designed as a universal device or a high-usability device, the device is not suitable for all users. The usability of the device depends on the individual user. Therefore, personalized and customized human interfaces are effective for the user. To create customized interfaces, we propose rapid prototyping human interfaces using stretchable strain sensors. The human interfaces comprise parts formed by a three-dimensional printer and the four strain sensors. The three-dimensional printer easily makes customized human interfaces. The outputs of the interface are calculated based on the sensor’s lengths. Experiments evaluate three human interfaces: a sheet-shaped interface, a sliding lever interface, and a tilting lever interface. We confirm that the three human interfaces obtain input operations with a high accuracy.
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Zaibi, Dorra, Meriem Riahi, and Faouzi Moussa. "A Context-Aware Approach for Generating User Interfaces Based on Usability Requirements." Journal of Information Technology Research 12, no. 2 (April 2019): 91–114. http://dx.doi.org/10.4018/jitr.2019040106.

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The advent of mobile devices has raised new challenges. One main challenge concerns the quality of the dialogue between human beings and interactive systems. This dialogue pertains principally to the user interface since it is the visible part of the systems to humans. Developing a usable interface is crucial for the success or failure in the actual use of mobile applications. One of the important research issues for the effective use of user interfaces is regarding how to conduct usability requirements in ubiquitous environments. The present article addresses this issue taking into account context-awareness. The authors propose a methodology in this direction that considers the human factors while designing user interfaces. Particularly, the approach focuses on how to select consistent usability requirements and how to incorporate them into user interface development process considering the context of use. An illustrative case study is presented. Finally, an experimental platform for interface evaluation is proposed.
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Rakotomalala, Francis, Hasindraibe Niriarijaona Randriatsarafara, Aimé Richard Hajalalaina, and Ndaohialy Manda Vy Ravonimanantsoa. "Voice User Interface: Literature review, challenges and future directions." SYSTEM THEORY, CONTROL AND COMPUTING JOURNAL 1, no. 2 (December 31, 2021): 65–89. http://dx.doi.org/10.52846/stccj.2021.1.2.26.

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Natural user interfaces are increasingly popular these days. One of the most common of these user interfaces today are voice-activated interfaces, in particular intelligent voice assistants such as Google Assistant, Alexa, Cortana and Siri. However, the results show that although there are many services available, there is still a lot to be done to improve the usability of these systems. Speech recognition, contextual understanding and human interaction are the issues that are not yet solved in this field. In this context, this research paper focuses on the state of the art and knowledge of work on intelligent voice interfaces, challenges and issues related to this field, in particular on interaction quality, usability, security and usability. As such, the study also examines voice assistant architecture components following the expansion of the use of technologies such as wearable computing in order to improve the user experience. Moreover, the presentation of new emerging technologies in this field will be the subject of a section in this work. The main contributions of this paper are therefore: (1) overview of existing research, (2) analysis and exploration of the field of intelligent voice assistant systems, with details at the component level, (3) identification of areas that require further research and development, with the aim of increasing its use, (4) various proposals for research directions and orientations for future work, and finally, (5) study of the feasibility of designing a new type of voice assistant and general presentation of the latter, whose realisation will be the subject of a thesis.
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Kalantari, Mohsen, Syahrudin Syahrudin, Abbas Rajabifard, Hardi Subagyo, and Hannah Hubbard. "Spatial Metadata Usability Evaluation." ISPRS International Journal of Geo-Information 9, no. 7 (July 21, 2020): 463. http://dx.doi.org/10.3390/ijgi9070463.

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Spatial metadata is a critical part of any spatial data infrastructure, which enables the organising, sharing, discovery and use of spatial data. This paper highlights a knowledge gap in the usability of the metadata systems for the end–users. It then addresses the gap by applying the User Centred Design approach to investigate the usability of metadata records. The research engages with end–users concerning efficiency and effectiveness of metadata systems, and end–users’ satisfaction and expectations. The results indicate significant gaps with the effectiveness and efficiency of metadata systems for spatial data discovery and selection. Inconsistency and irrelevant information in the metadata records were found in the title, keywords, abstracts, data quality and other elements of the metadata. Additionally, essential improvements were identified for user interfaces. Discouraging presentation of the metadata is a prominent problem found in the interface of the metadata systems.
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Wu, Xian, and Jenay M. Beer. "Usability Evaluation of Telepresence Interfaces for Older Adults." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 591–95. http://dx.doi.org/10.1177/1071181321651172.

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Telepresence has the potential to assist older adults to stay socially connected and to access telehealth. Telepresence was initially created for office use, thus the usability of telepresence for older adults remains unknown and there is a lack of design recommendations, particularly those with an emphasis on users’ age-related needs and limitations. To bridge the gap, this study assessed two telepresence user interfaces (UIs). One UI was designed to mimic common features founds in commercially available telepresence systems. Another UI was designed based on design guidelines for older adults. Each UI was integrated to a virtual driving environment created via Unity. To assess the usability of both UIs, thirty older adults participated in usability testing. Questionnaires and semi-structured interview were administered following each UI test sessions. Results of this study provide insight on what usability features are critical for the aging population to use telepresence, such as high color contrast, automated controls, and consistent icons.
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