Journal articles on the topic 'Interactive prototype design'

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1

Miller, Dwight P., and Andrew C. Stone. "Proto Tymer: Human Performance Instrumentation for HyperCard® Prototyping." Proceedings of the Human Factors Society Annual Meeting 33, no. 5 (October 1989): 249–53. http://dx.doi.org/10.1177/154193128903300503.

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As a result of the popularity of using HyperCard® to rapidly prototype equipment and computer interfaces on Macintoshè personal computers, the need ensued to evaluate prototype usability by collecting subjects' interactive performance data in real time. Sandia National Laboratories, in collaboration with Stone Design Software, has developed ProtoTymer2, a HyperCardè stack that can time and record users' interactive sessions with prototypes developed using HyperCardè. While operating in the background, ProtoTymer records the times, locations, and targets (objects clicked) of a subject's inputs during an interactive session. At the conclusion of the session, the resultant data file can be reviewed, summarized, printed, or transferred to a spreadsheet for statistical or graphical analysis. This paper describes ProtoTymer's design approach, features, limitations, and considerations for future versions.
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Wang, Weizhen, Yukari Nagai, Yuan Fang, and Masami Maekawa. "Interactive technology embedded in fashion emotional design." International Journal of Clothing Science and Technology 30, no. 3 (June 4, 2018): 302–19. http://dx.doi.org/10.1108/ijcst-09-2017-0152.

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PurposeThe purpose of this paper is to bridge the gap between human emotions and wearable technologies for interactive fashion innovation. To consider the reasons why smart clothing should satisfy the internet of things (IoT) technical functions and human emotional expression simultaneously, to investigate the manner in which artistic design perspectives and engineering methods combined effectively, to explore the R&D elements of future smart clothing based on the IoT technology.Design/methodology/approachThis study combines artistic design perspectives with information-sensing engineering methods as well askanseievaluation method. Micro-sensors and light-emitting diodes (LEDs) embedded in couples clothing prototype. The first experiment step in the design and production of prototype clothing, and do the initial emotional evaluation. The second experiment is the comparative evaluation of the prototype and other typical smart clothing.FindingsThe interactive clothing prototype was proven to correlate well with human emotional expressive patterns. The evaluation I indicated the prototype can stimulate the emotional response of the participants to achieve a higher score in the activate sensor state. Evaluation II revealed that in the process of interactive clothing design, the technical functionality should synchronize with the requirements of human emotional expression.Originality/valueThis study builds the research and development theoretical model of interactive clothing that can be integrated into daily smart clothing life design, and analyze the methods and means of blending IoT smart information-sensing technology with emotional design. By means of this experimental demonstration of human-centered interactive clothing design, the authors provide smart clothing 3.0 evolutionary roadmap and propose a new concept of internet of clothes (IoC) for further research reference.
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Wang, Weizhen, Jiawei Zou, and Yuan Fang. "Design and Evaluation of a Somatosensory Hat: An Emotional Semantic Perspective." AATCC Journal of Research 8, no. 1_suppl (September 2021): 20–29. http://dx.doi.org/10.14504/ajr.8.s1.3.

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Interactive product design needs to be based on the human-centered design concept to meet the target users’ demands for affective interaction experience. Existing research on smart clothing mainly focuses on human-computer aspects of human physiological data monitoring and feedback, yet the potential emotional factors and behavioral interaction are ignored. This study adopts the somatosensory interactive hat as a carrier to explore an interactive clothing design method that reflects human emotions. The emotional semantic evaluation method is used to guide the design process of the prototype. Brain wave detection sensors and LEDs are embedded in the prototype. The results show that this dynamic interactive hat can enhance the visual attraction of the fashion accessories, and the humanistic emotional value of the smart clothing, improving the match between product attributes and users’ emotional response.
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Mewada, Hiren K. "Interactive Head Control of Embroidery Machine using Embedded Web Server." International Journal of Online Engineering (iJOE) 13, no. 04 (April 28, 2017): 83. http://dx.doi.org/10.3991/ijoe.v13i04.6848.

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This paper proposes the design and implementation of prototype model to control embroidery machine using single board ARM processor. Wilcom is the software largely used for embroidery design. Designs prepared using Wilcom software are printed and supplied to the machine for further process. The proposed prototype model extracts the design data from this software by avoiding the printing and/or scanning of the user design and the design data are supplied to ARM based prototype embroidery machine for printing. In proposed model, the pencil is used as printing head and A4 size paper is used for the printing. Further to control the head, Use of web server design is also proposed using ARM processor.
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Koster, Christopher R., and John H. Wilkinson. "Interactive System Design with End Users Using a PC Based Design Tool." Proceedings of the Human Factors Society Annual Meeting 32, no. 5 (October 1988): 357–61. http://dx.doi.org/10.1177/154193128803200527.

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New PC based design and prototyping tools are making it easier for user interface designers to rapidly implement prototypes of new user interfaces for complex systems. We used such a tool to design the user interface for an on-line data base that was being developed to replace an existing batch system. The tool not only made the design of the user interface easier, but it also allowed us to present a prototype of the system to end users and to conduct design reviews in an interactive fashion. This allowed us to actively involve users in the design of the user interface and resulted in a better design that met both the users requirements and our own internal design goals.
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Yu, Zhangyong, Keiichi Nakamoto, and Yoshimi Takeuchi. "Development of an Interactive Assistance System for Machine Tool Structure Design Considering of Sliding Joint Damping." International Journal of Automation Technology 5, no. 5 (September 5, 2011): 722–28. http://dx.doi.org/10.20965/ijat.2011.p0722.

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This paper deals with the development of an interactive design assistance system for machine tool structures. This system supports design engineers determining the suitable machine prototype in the conceptual and fundamental stages in a short time. In this study, all of the machine components are approximated by a set of beam elements to reduce the Degrees Of Freedom (DOF). Thus, it is easy to model and analyze the static stiffness and dynamic behaviors of the machine prototypes, especially in terms of sliding joint damping. By comparing their static stiffness and dynamic behaviors, design engineers can select the proper machine prototype in a short time. A case study shows the process, including the proposal, modeling, analysis, and selection, to determine the suitable machine prototype. This helps the design engineers to make the machine tool structural design efficiently.
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Verlinden, Jouke, and Imre Horváth. "Analyzing opportunities for using interactive augmented prototyping in design practice." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 289–303. http://dx.doi.org/10.1017/s0890060409000250.

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AbstractThe use of tangible objects is paramount in industrial design. Throughout the design process physical prototypes are used to enable exploration, simulation, communication, and specification of designs. Although much is known about prototyping skills and technologies, the reasons why and how such models are employed in design practice are poorly understood. Advanced techniques and design media such as virtual and augmented prototyping are being introduced without insight as to their benefits. We believe that an augmented prototyping system, that is, employing augmented reality technology to combine physical and digital representations, could positively influence the design process. However, we lack knowledge on why and how it might facilitate design. This paper reports on case studies performed in different domains of industrial design. At each of three Dutch design offices, a project was followed with particular attention to physical prototyping and group activities. The projects encompassed information appliance design, automotive design, and interior design. Although the studies vary in many aspects (product domain, stakeholders, duration), the findings can be applied in conceptualizing advanced prototyping systems to support industrial design. Furthermore, the data reveal that the roles of a prototype in current practice are not necessarily utilitarian; for example, the prototype may serve as a conversation piece or as seducer. Based on so-called “hints,” bottlenecks and best practices concerning concept articulation are linked to usage scenarios for augmented tangible prototyping. The results point to modeling and communication scenarios. Detailed study of the cases indicates that communication activities, especially design reviews, would benefit most from interactive augmented prototyping.
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Zuhana Saidin, Aeni, Nassiriah Shaari, and Asmidah Alwi. "PToolkit Prototype: Mixed Fidelity for Design Idea Transformation." International Journal of Engineering & Technology 7, no. 3.20 (September 1, 2018): 71. http://dx.doi.org/10.14419/ijet.v7i3.20.18734.

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This paper describes about the design and development of PToolkit prototype. We used both low and high fidelity prototype techniques for development of PToolkit prototype interactive application with expert user collaboration in the design iterative phases. Low fidelity prototype enables exploration for the general layout and information contents, whereas high fidelity prototype allows experimentation in providing experience for intended context and target user group. Both techniques has proved provide experiences in design context, thus allows an early reflection and design transformation.
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Roosan, Don, Yan Li, Anandi Law, Huy Truong, Mazharul Karim, Jay Chok, and Moom Roosan. "Improving Medication Information Presentation Through Interactive Visualization in Mobile Apps: Human Factors Design." JMIR mHealth and uHealth 7, no. 11 (November 25, 2019): e15940. http://dx.doi.org/10.2196/15940.

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Background Despite the detailed patient package inserts (PPIs) with prescription drugs that communicate crucial information about safety, there is a critical gap between patient understanding and the knowledge presented. As a result, patients may suffer from adverse events. We propose using human factors design methodologies such as hierarchical task analysis (HTA) and interactive visualization to bridge this gap. We hypothesize that an innovative mobile app employing human factors design with an interactive visualization can deliver PPI information aligned with patients’ information processing heuristics. Such an app may help patients gain an improved overall knowledge of medications. Objective The objective of this study was to explore the feasibility of designing an interactive visualization-based mobile app using an HTA approach through a mobile prototype. Methods Two pharmacists constructed the HTA for the drug risperidone. Later, the specific requirements of the design were translated using infographics. We transferred the wireframes of the prototype into an interactive user interface. Finally, a usability evaluation of the mobile health app was conducted. Results A mobile app prototype using HTA and infographics was successfully created. We reiterated the design based on the specific recommendations from the usability evaluations. Conclusions Using HTA methodology, we successfully created a mobile prototype for delivering PPI on the drug risperidone to patients. The hierarchical goals and subgoals were translated into a mobile prototype.
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Saha, S., L. L. Minku, X. Yao, B. Sendhoff, and S. Menzel. "Exploiting 3D Variational Autoencoders for Interactive Vehicle Design." Proceedings of the Design Society 2 (May 2022): 1747–56. http://dx.doi.org/10.1017/pds.2022.177.

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AbstractIn automotive digital development, 3D prototype creation is a team effort of designers and engineers, each contributing with ideas and technical evaluations through means of computer simulations. To support the team in the 3D design ideation and exploration task, we propose an interactive design system for assisted design explorations and faster performance estimations. We utilize the advantage of deep learning-based autoencoders to create a low-dimensional latent manifold of 3D designs, which is utilized within an interactive user interface to guide and strengthen the decision-making process.
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Santollo-Vargas, Paola L., Laura S. Gaytán-Lugo, Silvia B. Fajardo-Flores, and Pedro C. Santana-Mancilla. "Design of interactive literacy activities for Deaf people on mobile devices." Avances en Interacción Humano-Computadora, no. 1 (November 30, 2021): 22. http://dx.doi.org/10.47756/aihc.y6i1.81.

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Reading and writing are daily communicative activities for our integration in society. For Deaf people, whose first language is sign language, these skills result complicated. In Mexico, there is a high percentage of Deaf people who have not acquired these skills, mainly due to the lack of trained personnel and educational guidance. Our proposal aims to design a mobile application with basic exercises to support the learning of reading and writing skills for the Deaf, using as a starting point their knowledge of the words in Mexican Sign Language (LSM, in Spanish). For the development of the proposal, we used the design thinking method, which includes the stages: empathize, define, devise, prototype. The low fidelity prototype was tested by an expert in LSM and teaching Spanish to deaf students. The results suggest that the activities are coherent and adequate for the Deaf user to appropriate the written words, and that the prototype has a clear flow.
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Sun, Minghui, Xinyu Wu, Zhihua Fan, and Liyan Dong. "Augmented Reality Based Educational Design for Children." International Journal of Emerging Technologies in Learning (iJET) 14, no. 03 (February 14, 2019): 51. http://dx.doi.org/10.3991/ijet.v14i03.9757.

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Human-computer interaction (HCI) has developed rapidly in recent years, and more and more researchers are interested in applying HCI techniques into education. Compared with traditional approaches in the real world, gesture recognition is considered as a reasonable alternative since it is vivid and flexible. However, most of educational equipment nowadays achieves the function of augmented reality, without any interaction. This paper implemented a prototype, not only based on augmented reality system, but also especially we think about the interactive design. Accessibility is achieved by mobile devices and the dynamic switch of gesture recognition. By this interactive method, children are able to interact with the virtual objects easily and naturally. Consequently, children can have a profound and deep understanding of what they learn, and the quality of education will be improved.
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Fitriah Ishak, Syahidatul, Zulkifly Mohd Zaki, Khairul Anuar Mohamad, M. Norazizi Sham Mohd Sayuti, Muhammad Azim Mohd Bahrin, Nur Haziana Abdul Roni, and Muhammad Arif Musa. "Formative Evaluation of an Educational Mobile Application: an Interactive MyQiraat Application." International Journal of Engineering & Technology 7, no. 4.15 (October 7, 2018): 75. http://dx.doi.org/10.14419/ijet.v7i4.15.21375.

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This research is concerned with deploying design pattern and formative evaluation for Qiraat mobile application using both Rapid Application Development (RAD) and User Experience (UX) methodologies. The ultimate aim of this research is to encourage ubiquitous teaching and learning of Qiraat through mobile devices. In this paper, continuous progress of MyQiraat design will be presented. The improvement of MyQiraat version design has been evaluated using high-fidelity and low-fidelity prototypes for MyQiraat version 1 and version 2 respectively. Results show that most participants realized the potential benefits of the application allowing a better understanding and encouragement of Qiraat learning among them. However, participants’ feedback should be considered in the development of the prototype.
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Bhushan, Ravi, Karthik Kulkarni, Vishal Kumar Pandey, Connor Rawls, Brandon Mechtley, Suren Jayasuriya, and Christian Ziegler. "ODO: Design of Multimodal Chatbot for an Experiential Media System." Multimodal Technologies and Interaction 4, no. 4 (September 23, 2020): 68. http://dx.doi.org/10.3390/mti4040068.

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This paper presents the design of a multimodal chatbot for use in an interactive theater performance. This chatbot has an architecture consisting of vision and natural language processing capabilities, as well as embodiment in a non-anthropomorphic movable LED array set in a stage. Designed for interaction with up to five users at a time, the system can perform tasks including face detection and emotion classification, tracking of crowd movement through mobile phones, and real-time conversation to guide users through a nonlinear story and interactive games. The final prototype, named ODO, is a tangible embodiment of a distributed multimedia system that solves several technical challenges to provide users with a unique experience through novel interaction.
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See, Zi Siang, Benjamin Matthews, Lizbeth Goodman, Donovan Jones, Craig Hight, Paul Egglestone, Manisha Amin, and Wooi Har Ooi. "Extended reality interactive wall: User experience design research-creation." Virtual Creativity 10, no. 2 (December 1, 2020): 163–74. http://dx.doi.org/10.1386/vcr_00030_1.

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This article presents the development of an extended reality (XR) interactive wall design that employs augmented reality (AR) and virtual reality (AR) to display digital content in educational and exhibition settings. A wall design printed with a number of conventional graphical elements was enhanced with AR and VR, including AR-based video, a 360 virtual environment and 3D-scanned materials. The early design of the XR interactive wall was tested several times in a university setting during academic events designed to demonstrate science, technology, engineering and mathematics (STEM)-based content. This provided AR and VR experiences to participating visitors in an exhibition setting, where multimedia mobile devices were provided to aid these experiences. Inclusive design principles were employed, and elements integrated that allowed users (standing adults, children, wheelchair users) to view and interact with AR and VR content conveniently. After the initial introduction of the interactive wall design, the prototype was redesigned to fit both handheld and head-mount-device (HMD)-based mobile configurations. In this article we describe the prototype, a user experience study based on laboratory testing and directions for future work.
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Roman, Jorge H., Ronald A. Pistonc, and Mary L. Stoddard. "A Trilevel Interaction Design Model for Pilot Part-Task Training." Proceedings of the Human Factors Society Annual Meeting 30, no. 2 (September 1986): 126–30. http://dx.doi.org/10.1177/154193128603000205.

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Development of effective, scenario-driven training exercises requires both an instructional design and a delivery system that match the subject domain and needs of the students. The Training Research Team at Los Alamos National Laboratory conducts research and development of prototype training systems. One of the Team's efforts is a joint research project, supported with funding and behavioral science guidance from the Army Research Institute, to develop a prototype part-task trainer for student helicopter pilots. The Team designed a “trilevel interaction” model and a Level III interactive videodisc delivery system for this project. The model, founded on instructional and psychological theory, should be transferable to other domains where part-task training is appropriate.
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Cochrane, Karen Anne, Lian Loke, Naseem Ahmadpour, Thecla Schiphorst, Andrew Campbell, and Claudia Núñez-Pacheco. "A comparison design study of feedback modalities to support deep breathing whilst performing work tasks." Work 68, no. 4 (April 27, 2021): 1187–202. http://dx.doi.org/10.3233/wor-213448.

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BACKGROUND: Deep breathing exercises are known to help decrease stress. Wearable and ambient computing can help initiate and support deep breathing exercises. Most studies have focused on a single sensory modality for providing feedback on the quality of breathing and other physiological data. OBJECTIVE: Our research compares different feedback modalities on an individual’s experience and ability to perform breath-based techniques at work. METHODS: We designed three different interactive prototypes that used light, vibration and sound feedback modalities. We tested each prototype with 19 participants whilst they were performing typical work tasks in a naturalistic setting, followed by semi-structured interviews. RESULTS: We found that sound was the most successful feedback for the majority of participants, followed by vibration and ambient light. We developed an analytic tool, the Extended Cycle of Awareness, to facilitate understanding of the patterns of awareness and the flow of experience generated by participant interaction with prototype systems that provide feedback on the quality of breathing. Participants followed one of three different types of patterns: (1) ignoring the feedback; (2) not understanding the feedback and being overwhelmed by it; (3) successfully using the feedback to initiate deep breathing and reflect on the change in the quality of breathing. CONCLUSIONS: We offer a set of design recommendations for crafting interactive systems to support deep breathing at work, including personalization, designing for the cyclical process of attention and awareness, and designing for reflective practice.
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Doni, A. F., Y. D. P. Negara, Eka Retno Wulandari, and Muhamad Zainul Mustofa. "Redesign Prototype of Fintech Application." E3S Web of Conferences 328 (2021): 04002. http://dx.doi.org/10.1051/e3sconf/202132804002.

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The development of Fintech's business in Indonesia helps maximize the use of technology to change, sharpen, or improve various financial aspects ranging from payment methods, transferring funds, obtaining funds, loans to asset management can begin to be accelerated and shortened using technology. However, considering technology that is not well prepared will have an impact on a poor user experience. The DANA application still requires UI / UX difficulties on transactions so it does not meet user expectations. Assessing user-centered design can help in user-related issues. Supporting user-centered design has been supported by various techniques, methods, tools, procedures and processes that help design interactive systems that are more user-centered. Data mining methods used are interviews with end users and literature studies. New design and prototype recommendations according to usability test results. A total of seven participants tested the usability of the new transaction prototype. The expected results of this design help overcome/control the user in conducting transactions.
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Yang, Hsiao-Fang, and Heng-Li Yang. "Development of a self-design system for greeting cards on the basis of interactive evolutionary computation." Kybernetes 45, no. 3 (March 7, 2016): 521–35. http://dx.doi.org/10.1108/k-07-2015-0178.

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Purpose – User-centered product designs have been attracting increasing attention, particularly in digital design. In interacting with the design support system, designers may face problems such as changing demands (e.g. unclear demands) and insufficient descriptions of these demands (e.g. data scarcity). The purpose of this paper is to build a design support system prototype for demonstrating the feasibility of meeting the high involvement of users in digital products. Design/methodology/approach – Interactive evolutionary computation is applied. Findings – A prototype of self-design greeting card system (SDGCS) was proposed. It provides professional design layouts, offers users numerous self-design models, and allows nonprofessional users to easily design greeting cards. The results of this study show that users were satisfied with the functionality, usefulness, and ease-of-use of the SDGCS. Research limitations/implications – This study used digital card design as an example for demonstrating the feasibility of satisfying the unclear needs of uses, enabling users to design a digital card creatively and complete their designs quickly. However, the current system only supports the design of static objects and layout of card. And the evaluation sample size was small, which might affect generalizability of the findings. Practical implications – In practice, greeting card web operators can image the feasible business models by providing the attraction of self-design functionalities. Originality/value – In current human-centric marketing era, consumers have begun to request interaction with designers in creating the value of a product. However, very few previous studies have provided support for digital product self-design. This study demonstrated the feasibility of satisfying the needs of self-design.
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Bidarra, Jose, Mauro Figueiredo, and Carlos Natálio. "Interactive Design and Gamification of eBooks for Mobile and Contextual Learning." International Journal of Interactive Mobile Technologies (iJIM) 9, no. 3 (July 31, 2015): 24. http://dx.doi.org/10.3991/ijim.v9i3.4421.

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Given the global spread of mobile platforms, such as iOS and Android, it is relevant to consider the potential of these devices in teaching and learning. Our exploratory research was designed to evaluate the possibility of using common ebook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we decided to use iBooks Author to build a model of a dynamic book that may function as an educational game for "Environmental Studies", aimed at children in the 4th grade, mostly 9-10 years old, in Portuguese schools. This paper presents the design and features of this interactive book titled "Adventures in the Guadiana River", developed using the Apple iBook format, and especially set for the iPad retina. Because this is a proprietary format we also built a prototype following the EPUB3 standard and developed new ways to interact with content within this universal format. Preliminary tests with our prototypes revealed very good usability and promising pedagogical potential in the proposed models.
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Lapshov, Iurii A. "AUTOMATED CONTROL OF THE SOFTWARE PROTOTYPE CODE REVIEW BASED ON THE QUESTION-ANSWERING PROTOCOLS FOR REQUIREMENT ANALYSIS." АВТОМАТИЗАЦИЯ ПРОЦЕССОВ УПРАВЛЕНИЯ 63, no. 1 (2021): 119–29. http://dx.doi.org/10.35752/1991-2927-2021-1-63-119-129.

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The paper describes the architecture of software tools for automating the management of code review of software prototypes of design solutions that allow to obtain such effects as ensuring interactive interaction between the designer and an expert performing code review, as well as reducing the expert’s time spent on commenting the code by selecting a comment from the list prepared in advance for each requirement from the requirements obtained during the analysis. The tools being developed consist of three main parts. The first part presents requirements in a question-and-answer format including standard comments to be inserted into the prototype code in case of non-compliance with these requirements. The second one is a relational database, which is designed to store the source codes of prototypes aimed at inspection and passed it with expert comments. The third one is a Web-application that allows the designer to send prototype codes for review and see the results of the inspection, and an expert to provide viewing and editing of the prototype source code with the insertion of both standard, pre-prepared comments, and written in free form.
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Wiklund, Michael E., Christopher Thurrott, and Joseph S. Dumas. "Does the Fidelity of Software Prototypes Affect the Perception of Usability?" Proceedings of the Human Factors Society Annual Meeting 36, no. 4 (October 1992): 399–403. http://dx.doi.org/10.1177/154193129203600429.

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The objective of this study was to investigate whether the aesthetic refinement of a software prototype is related to subjects' ratings of the usability of the prototype. We purchased a commercially available electronic device offering the functions of dictionary, calculator, and thesaurus (hereafter referred to as the Dictionary). We created four user interface prototypes of the Dictionary using line art, half-tone, gray scale, and color images of the product. The prototypes varied in the degree to which the displayed image resembled the physical look of the real product in terms of depth, tone, color, etc. All of the prototypes were interactive in that subjects could, with a mouse, make the prototypes operate like the Dictionary. Five groups of ten subjects each then made their ratings and performed tasks using either one of the prototypes or the Dictionary. The subjects rated ease of learning and use, forgiveness of mistakes, and aesthetics for the version they used, before and after performing tasks. Subjects who used a prototype also repeated a task using the real product and compared the two in terms of similarity of interaction and aesthetics. The results indicated that the aesthetic quality of prototypes within the range we varied did not bias users for or against the prototype's perceived usability. However, we learned that half-tone prototypes should be avoided when their coarse shadings decrease legibility. In addition, we found that making prototypes mimic the response time of a product or a design concept is important. When the real product produces slower response times, prototype performance may give an overly optimistic picture of the product's usability.
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Parmee, I., D. Cvetkovic, C. Bonham, and I. Packham. "Introducing prototype interactive evolutionary systems for ill-defined, multi-objective design environments." Advances in Engineering Software 32, no. 6 (June 2001): 429–41. http://dx.doi.org/10.1016/s0965-9978(00)00105-8.

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Teichert, Jens, Marc Herrlich, Benjamin Walther-Franks, Lasse Schwarten, Sebastian Feige, Markus Krause, and Rainer Malaka. "Advancing Large Interactive Surfaces for Use in the Real World." Advances in Human-Computer Interaction 2010 (2010): 1–10. http://dx.doi.org/10.1155/2010/657937.

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Interactive surfaces are only just beginning to break into the market, and they still do not offer the advanced functionality demonstrated with many lab prototypes. The path from a prototype system to a finished product for use in real-world scenarios is a long one, and many obstacles must be overcome. The design of an interactive multitouch table had to address issues like optical recognition, hardware design, and ergonomics. This paper describes in detail the construction of a large, robust multi-touch table called mrT. It will show how to solve major problems of the diffuse illumination technique and other challenges of constructing a large-screen, high-resolution, self-contained interactive multitouch surface that not only serves as a development system but can be deployed in the real-world. Additionally, to further motivate some of the design decisions, especially why the diffuse illumination technology was chosen, this paper will discuss related on-going research projects on the application side.
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Eisenhut, Sandra M., and Robert J. Beaton. "Micro Saint Modeling of Visual Displays and Controls Consoles." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, no. 1 (October 1995): 16–19. http://dx.doi.org/10.1177/154193129503900105.

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An experiment was conducted to evaluate the feasibility of using a predetermined time system (PTS) with the simulation model Micro SAINT as a method for making design decisions for a navy electronic interactive display and control console. Prototypes for different configurations were created using a Macintosh workstation. Configurations varied across two levels of symbol set, color condition, and screen format for three different target density scenarios. A Micro SAINT simulation model, emulating a single integrated task performed by the operator for all 24 prototype configurations, was constructed. The model was validated by regressing predicted performance scores on actual performance scores obtained from six subjects operating the prototypes. The model also successfully predicted the performance of a second group of six subjects. Although the questions of how to acquire standard deviation data and task time distributions remain, the use of a PTS in network simulation modeling can provide objective data for console designs without incurring the high costs associated with actual prototype construction and testing.
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Chen, Boyuan, and Shuai Lan. "Research on Museum Educational Display Based on Image Recognition Tracking." Wireless Communications and Mobile Computing 2022 (March 18, 2022): 1–9. http://dx.doi.org/10.1155/2022/7314887.

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Based on the VR display project of the museum, this paper elaborates the temporal restoration, spatial restoration, and immersive experience of virtual reality technology and discusses the basic research of virtual reality technology in the museum, the display of the platform, and the prospect of cultural communication. By studying the working principle of somatosensory interaction technology, the development status of the somatosensory interaction device Kinect, and the programming algorithm, this paper explores its development trend and application prospect in the field of interactive exhibit design and production in science and technology museums. A prototype system of human-machine interaction is realized in the exhibit design, using Unity3D as the engine to build the interaction platform, and using webcam and other interactive devices to realize somatosensory interaction, improve the design scheme of interactive science exhibits, and practice diversified and multisensory innovative exploration of science forms.
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Panya, David Stephen, Taehoon Kim, and Seungyeon Choo. "A Methodology of Interactive Motion Facades Design through Parametric Strategies." Applied Sciences 10, no. 4 (February 11, 2020): 1218. http://dx.doi.org/10.3390/app10041218.

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Interactive facades are dynamic in the translation of space in architecture, especially in the aspects of aesthetics, sustainability, adaptation to the environment, and data relay through the medium of light, motion, and embedded technology. The design of interactive facades is complicated and it requires time and effort in the comprehension of the internal functions of the facade from the conceptual stage to occupancy. The existing process of modeling the experimental level of interactive facades through mock-up and prototype models demonstrate a fragmentary outline on which the final development of the interactive façade system is based on. This research aims to analyze the motion aspect of interactive facades design and simplify the conceptual and performance design process through parametric strategies using a multi-hybrid of parametric and simulation tools, such as Rhino Grasshopper, Ladybug, and Daysim, to create interactive facade designs that can verified in a virtual reality environment while generating performance outcomes that can be optimized in a holistic and improved efficient process.
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Zhang, LinJuan. "Correction of Chinese Dance Training Movements Based on Digital Feature Recognition Technology." Mathematical Problems in Engineering 2022 (April 30, 2022): 1–11. http://dx.doi.org/10.1155/2022/1150051.

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In order to improve the effect of Chinese dance training, this paper combines digital feature recognition technology to correct and analyze Chinese dance training movements and constructs an intelligent auxiliary training system. In order to solve the travel time problem at the computationally complex interface and ensure its computational accuracy, a local adaptive triangulation technique is used in the fast-advance algorithm. Moreover, this paper designs the function of the system according to the user's needs, transforms the design concept into a figurative visual representation through the interactive prototype according to the function, carries out the visual design of the interface according to the interactive prototype, and uses the interactive technology to realize the development of the system. From the test analysis results, it can be seen that the Chinese dance training action correction system based on the digital feature recognition technology proposed in this paper has a good effect and can effectively promote the improvement of the Chinese dance training effect.
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Arum, Fajar, Esti Sudi Utami, and Endang Kurniati. "Pengembangan Multimedia Interaktif Pembelajaran Membaca Teks Berhuruf Jawa untuk Siswa Kelas VII SMP di Kecamatan Ungaran Timur." Piwulang : Jurnal Pendidikan Bahasa Jawa 8, no. 1 (July 1, 2020): 33–40. http://dx.doi.org/10.15294/piwulang.v8i1.30111.

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Grade VII junior high in Ungaran Timur was bored with learning to read the text in a monotonous Java. This is due to gurus only use the textbook so that interest students in reading the text in Java is less. Therefore, the purpose of this research is to develop an interactive multimedia learning reading text in Java. The methods used in this research, namely research and development (R and D). The results of this research in the form of a prototype interactive multimedia learning reading text in Java. The prototype drew up based on the needs of students and teachers. The shape of the prototype in the form of interactive multimedia applications. Lettered text impressions of Java through a picture story and accompanying audio as a confirmation. The tested product design validation by expert media, material, and teachers as users. After the repair of the product design in accordance with the suggestions of the validator, interactive multimedia learning reading text in Java considered worthy to be used by students of Class VII junior high in Ungaran Timur.
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Del Fiol, Guilherme, Haley Hanseler, Barbara Crouch, Mollie Cummins, and Scott Nelson. "Software prototyping." Applied Clinical Informatics 07, no. 01 (January 2016): 22–32. http://dx.doi.org/10.4338/aci-2015-07-cr-0091.

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SummaryHealth information exchange (HIE) between Poison Control Centers (PCCs) and Emergency Departments (EDs) could improve care of poisoned patients. However, PCC information systems are not designed to facilitate HIE with EDs; therefore, we are developing specialized software to support HIE within the normal workflow of the PCC using user-centered design and rapid prototyping.To describe the design of an HIE dashboard and the refinement of user requirements through rapid prototyping.Using previously elicited user requirements, we designed low-fidelity sketches of designs on paper with iterative refinement. Next, we designed an interactive high-fidelity prototype and conducted scenario-based usability tests with end users. Users were asked to think aloud while accomplishing tasks related to a case vignette. After testing, the users provided feedback and evaluated the prototype using the System Usability Scale (SUS).Survey results from three users provided useful feedback that was then incorporated into the design. After achieving a stable design, we used the prototype itself as the specification for development of the actual software. Benefits of prototyping included having 1) subject-matter experts heavily involved with the design; 2) flexibility to make rapid changes, 3) the ability to minimize software development efforts early in the design stage; 4) rapid finalization of requirements; 5) early visualization of designs; 6) and a powerful vehicle for communication of the design to the programmers. Challenges included 1) time and effort to develop the prototypes and case scenarios; 2) no simulation of system performance; 3) not having all proposed functionality available in the final product; and 4) missing needed data elements in the PCC information system.
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Ghosh, Arthita, Deven Bansod, Arpit Narechania, Prashanth Dintyala, Su Timurturkan, and Joy Arulraj. "Interactive demonstration of SQLCheck." Proceedings of the VLDB Endowment 14, no. 12 (July 2021): 2779–82. http://dx.doi.org/10.14778/3476311.3476343.

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We will demonstrate a prototype of sqlcheck, a holistic toolchain for automatically finding and fixing anti-patterns in database applications. The advent of modern database-as-a-service platforms has made it easy for developers to quickly create scalable applications. However, it is still challenging for developers to design performant, maintainable, and accurate applications. This is because developers may unknowingly introduce anti-patterns in the application's SQL statements. These anti-patterns are design decisions that are intended to solve a problem, but often lead to other problems by violating fundamental design principles. sqlcheck leverages techniques for automatically: (1) detecting anti-patterns with high accuracy, (2) ranking them based on their impact on performance, maintainability, and accuracy of applications, and (3) suggesting alternative queries and changes to the database design to fix these anti-patterns. We will demonstrate that sqlcheck enables developers to create more performant, maintainable, and accurate applications. We will show the prevalence of these anti-patterns in a large collection of queries and databases collected from open-source repositories.
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Zhang, Lan. "Research on Style Design of Suit Based on Computer Interactive Genetic Algorithm." Mobile Information Systems 2022 (May 6, 2022): 1–13. http://dx.doi.org/10.1155/2022/3936958.

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In order to study the suit style design based on computer interactive genetic algorithm. Firstly, this paper summarizes the development status of garment customization and interactive evolutionary computing and studies the steps and system flow of customized garment design based on interactive evolutionary computing and the automatic generation method of garment style. Then, taking the suit as an example, the principal component analysis method is used to extract the elements of clothing design and code it. Combined with the interactive genetic algorithm, the user-satisfied clothing style binary string is generated, and the style binary string is decoded into a visual style map through the decoding algorithm. Finally, based on MATLAB platform, a customized clothing system prototype based on interactive evolutionary computing is realized. Users can carry out innovative clothing design through interactive graphical interface, automatically draw the clothing style designed by users, and provide method and technical support for clothing customization. The experimental results show that in the process of interaction design, try to solve the initial population required by the design, evolve and derive offspring on a large scale through genetic operation, retrieve the whole design feasible region, and obtain the optimal solution in line with user preferences.
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Oikonomou, Andreas, Saad Amin, Raouf N. G. Naguib, Alison Todman, and Hassanein Al-Omishy. "Interactive Reality System (IRiS): Interactive 3D Video Playback in Multimedia Applications." Journal of Advanced Computational Intelligence and Intelligent Informatics 10, no. 2 (March 20, 2006): 145–49. http://dx.doi.org/10.20965/jaciii.2006.p0145.

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We developed a novel interactive video recording and playback technique for biomedical multimedia training but also applicable to other areas of multimedia. The Interactive Reality System (IRiS) improves on video playback used in most multimedia applications by controlling not only time, as in conventional video playback, but also space. A prototype is being tested and evaluated for multimedia training in breast self-examination (BSE). We discuss the advantages of IRiS and compare it to other similar approaches, such as QuickTime and iPIX. We detail the design of IRiS, its development, refinement, final implementation, evaluation, some projected plans and its uses in other biomedical and multimedia training scenarios.
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Zainudin, Nurhamizah, and Azniah Ismail. "Designing Storylines for Children’s Mathematics Digital Interactive Storybook using Software Engineering Approach." Journal of ICT In Education 7, no. 1 (May 1, 2020): 43–51. http://dx.doi.org/10.37134/jictie.vol7.1.5.2020.

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This paper presents an early part of designing process for a math interactive storybook application prototype with 3D pop-up and augmented reality features. This application is designed using the evolutionary prototype model where we are required to have several complete 4-phases prototype model cycles. Several iterations were conducted specially to focus on getting the best storylines for a mathematics learning tool that involves 3D pop-up and augmented reality features. The process is still on-going. We will also validate with experts the storyline and the suitability of the story with the mathematic topics chosen. Once the design is validated, we will continue building the prototype andvalidate it with potential users until all features are satisfied. It is hoped that later this application will be accepted as an interesting learning tool and contribute as an educational learning resource for children.
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Kulzer, Manuel, and Michael Burmester. "Towards Explainable and Sustainable Wow Experiences with Technology." Multimodal Technologies and Interaction 4, no. 3 (August 11, 2020): 49. http://dx.doi.org/10.3390/mti4030049.

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Interacting with technology can evoke various positive and negative reactions in users. An outstandingly positive user experience enabled by interactive technology is often referred to as a “wow experience” in design practice and research. Such experiences are considered to be emotional, memorable, and highly desirable. Surprisingly, wow experiences have not received much attention in design research. In this study, we try to gain a more in-depth understanding of how wow experiences are caused. Through an exploratory factor analysis, we identify six factors contributing to wow experiences with interactive technology: Hygiene, goal attainment, uniqueness, relevance, emotional fingerprint, and inspiration. We propose an integrated model of wow experience and a prototype questionnaire to measure wow experiences with interactive products based on the identified factors.
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Kuokka, Daniel, Stanley Jefferson, Lee Barford, and Felix Frayman. "A parametric design assistant for concurrent engineering." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 9, no. 2 (April 1995): 135–44. http://dx.doi.org/10.1017/s0890060400002171.

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AbstractThe Explorer parametric design assistant, an interactive tool that provides intelligent support for searching concurrent-engineering trade-spaces under multiple, conflicting objectives, is described. The system provides a convenient means for specifying multiple, cross-disciplinary constraints in terms of tables, formulas, and logical sentences. Based on these data, the system performs interactive constraint checking, computes feasible designs, and provides graphical analysis facilities, allowing users to compare designs based on multiple criteria. As a first application, Explorer has been used as a printed circuit board (PCB) construction design assistant. In initial tests, Explorer has helped users to find design configurations not previously considered that yield comparable performance and cost while offering better manufacturability and reliability. The capabilities and use of the Explorer system are described in detail, the underlying technologies are outlined, and an evaluation of the prototype system is presented.
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Elsharkawy, Ahmed, Khawar Naheem, Dongwoo Koo, and Mun Sang Kim. "A UWB-Driven Self-Actuated Projector Platform for Interactive Augmented Reality Applications." Applied Sciences 11, no. 6 (March 23, 2021): 2871. http://dx.doi.org/10.3390/app11062871.

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With the rapid development of interactive technology, creating systems that allow users to define their interactive envelope freely and provide multi-interactive modalities is important to build up an intuitive interactive space. We present an indoor interactive system where a human can customize and interact through a projected screen utilizing the surrounding surfaces. An ultra-wideband (UWB) wireless sensor network was used to assist human-centered interaction design and navigate the self-actuated projector platform. We developed a UWB-based calibration algorithm to facilitate the interaction with the customized projected screens, where a hand-held input device was designed to perform mid-air interactive functions. Sixteen participants were recruited to evaluate the system performance. A prototype level implementation was tested inside a simulated museum environment, where a self-actuated projector provides interactive explanatory content for the on-display artifacts under the user’s command. Our results depict the applicability to designate the interactive screen efficiently indoors and interact with the augmented content with reasonable accuracy and relatively low workload. Our findings also provide valuable user experience information regarding the design of mobile and projection-based augmented reality systems, with the ability to overcome the limitations of other conventional techniques.
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Skowronski, Moritz, Daniel Klinkhammer, and Harald Reiterer. "Argus Vision: A Tracking Tool for Exhibition Designers." i-com 18, no. 1 (April 26, 2019): 41–53. http://dx.doi.org/10.1515/icom-2019-0001.

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Abstract Contemporary exhibitions are increasingly staged using extensive and often interactive media. To create such exhibitions, exhibition design companies employ professionals from a wide range of different disciplines. The support of interdisciplinary exhibition designers in the design process is one goal of research in Human-Computer Interaction. This includes the deployment of Do-It-Yourself (DIY) Tools that enable professionals from all disciplines involved to design and create interactive media themselves. In this paper, we will present Argus Vision, a DIY Tool, which allows exhibition designers the use of camera-tracking to rapidly prototype and develop immersive exhibitions and interactive installations. We successfully used Argus Vision in two real-world case studies both in the prototyping and in the deployment of two installations in exhibitions. Additionally, we conducted expert interviews with exhibition designers, investigating the tool’s usefulness for them.
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Zhang, Qiuju, Aidan Slingsby, Jason Dykes, Jo Wood, Menno-Jan Kraak, Connie A. Blok, and Rein Ahas. "Visual analysis design to support research into movement and use of space in Tallinn: A case study." Information Visualization 13, no. 3 (March 25, 2013): 213–31. http://dx.doi.org/10.1177/1473871613480062.

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We designed and applied interactive visualisation to help an urban study group investigate how suburban residents in the Tallinn Metropolitan Area (Estonia) use space in the city. We used mobile phone positioning data collected from suburban residents together with their socio-economic characteristics. Land-use data provided geo-context that helped characterise visited locations by suburban residents. Our interactive visualisation design was informed by a set of research questions framed as identification, localisation and comparison tasks. The resulting prototype offers five linked and coordinated views of spatial, temporal, socio-economic characteristics and land-use aspects of data. Brushing, sorting and filtering provide visual means to identify similarities between individuals and facilitate the identification, localisation and comparison of patterns of use of urban space. The urban study group was able to use the prototype to explore their data and address their research questions in a more flexible way than previously possible. Initial feedback was positive. The prototype was found to support the research and facilitate the discovery of patterns and relations among groups of participants and their movements.
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Dhanil, Muhammad, and Fatni Mufit. "Design and Validity of Interactive Multimedia Based on Cognitive Conflict on Static Fluid Using Adobe Animate CC 2019." Jurnal Penelitian & Pengembangan Pendidikan Fisika 7, no. 2 (December 30, 2021): 177–90. http://dx.doi.org/10.21009/1.07210.

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This study aims to produce valid cognitive conflict-based interactive multimedia. This study uses the Plomp development model, which reports the results of the preliminary study and the prototyping phase. In the preliminary phase, five journals were analyzed and data were collected through teacher questionnaires. In the prototyping phase, multimedia is designed and self-evaluation is carried out and data collection is carried out through expert review questionnaires. The results of the journal analysis show that students' misconceptions about static fluid material are quite high. The results of the questionnaire show that learning is still teacher-centered, and interactive multimedia teaching materials are not yet available that can improve understanding of 4C concepts and skills. Based on the results of the preliminary research, in the prototyping phase, interactive multimedia based on cognitive conflict was designed using the Adobe Animate cc 2019 application. Interactive multimedia was arranged according to 4 syntaxes of cognitive conflict-based learning models, namely activation of preconceptions and misconceptions, presentation of cognitive conflicts, discovery of concepts and similarities, and reflection. . Each syntax is designed to improve students' conceptual understanding and 4C skills. The results of the interactive multimedia prototype self-evaluation obtained very good criteria. The results of the prototype validity test obtained a very valid category. Interactive multimedia has been valid in material substance, learning design, visual communication display, and software utilization.
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Huang, Siyuan, Giulia Wally Scurati, Mostafa Elzeney, Yujie Li, Xiaofeng Lin, Francesco Ferrise, and Monica Bordegoni. "AIM: An Interactive Ashtray to Support Behavior Change through Gamification." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 3811–20. http://dx.doi.org/10.1017/dsi.2019.388.

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AbstractLittering is a highly diffused anti-environmental and anti-social behavior, especially among young people. Furthermore, cigarette butts are one of the most littered items and are responsible for both severe environmental damages and high clean up expenses. The aim of this project is to design an interactive ashtray for the campus environment to limit the cigarette butts littering behavior in an engaging and effective way. Qualitative and quantitative data are collected. Coded observations were implemented through the research process, including the 2 pre (without the prototype) and 2 pros (with the prototype) sessions. Also, user experience test and one to one interview were conducted for deepening the understanding of the littering phenomenon and the reasons behind in the behavior among young people. The prototype indeed reduced the number of cigarette butts littering among observed behaviors of 156 students, especially in male sample. Final results indicate the behavior change of disposers is moderated by other factors, as the environmental cleanliness. Future development is also discussed.
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Cochrane, Thomas, Sophia Arkoudis, and Cathleen Benevento. "Collaborative Online Professional Development Design." Pacific Journal of Technology Enhanced Learning 3, no. 1 (February 16, 2021): 11–12. http://dx.doi.org/10.24135/pjtel.v3i1.85.

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COVID-19 has impacted not only higher education teaching practice, but also professional development (PD) such as F2F workshop sessions for supervisor training have had to pivot to online modes. This presentation overviews the process of designing an academic supervision training workshop as an online module that can be used as a design framework for other professional development and training contexts. We used a design-based research methodology (McKenney & Reeves, 2019) encompassing three stages. Stage 1 Evaluation and Analysis We formed a collaborative design team of two academics and a professional staff member and met regularly over Zoom as due to COVID-19 we were all working from home, and across countries (Australia and New Zealand). We began with an evaluation of the existing introductory supervision online module to identify key design elements and refinements that we could integrate into the new refresher module. This was followed by a collaborative definition of the scope of the new PD module that was focused upon providing a ‘Refresher Course’ for experienced higher degree research supervisors. We decided to focus the content of the module upon authentic user-generated scenarios from highly experienced academics across the university. User reflection was designed through an optional link to contribute to an institutional Wiki page to provide tips and comments from user experiences in supervision. The analysis of users needing an informative but short time investment in the refresher module highlighted the need for collating resources that would be referenced throughout the module to be made available at the end of the module as a downloadable interactive PDF resource for users. Stage 2 Collaborative Prototype Design An initial storyboard module prototype based upon learning object and instructional design principles (Boyle, 2003; Author1, 2007; Reigeluth et al., 2016) was created. While we began with big ideas based upon the rapid prototype of how to make the new module interactive and appealing to the users there were significant design restraints imposed by the institutional Course Builder online development platform, that provides a basic Web 1.0 approach to online module design and delivery. This meant that user interaction options were limited, file size uploads were small, and display dimensions fixed. Therefore, Vimeo was used to host and embed the video vignettes in the module pages through an institutional license providing a range of privacy and customisation options. We were able to negotiate these technical design hurdles, albeit with downgraded expectations of user interaction within our new module design. Stage 3 Evaluation and Redesign User feedback on the initial prototype was very positive and the user-generated video vignettes and funky iPad created graphics were highlights. Feedback also highlighted the need for additional user instructions, a more unified design across the module and implementation of accessibility features such as closed captioning for the video vignettes. This was achieved through maintaining a consistent font and paragraphing style and creating a new embedded player style format for the Vimeo video host platform. Closed captions were added by manually transcribing and timecoding the videos on Vimeo.
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43

Mavrikis, Manolis, and Sokratis Karkalas. "Reflective Analytics for Interactive e-books." Interaction Design and Architecture(s), no. 33 (June 20, 2017): 33–53. http://dx.doi.org/10.55612/s-5002-033-002.

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This paper presents an analytics platform that has been developed for designers and teachers who build and use interactive e-books for learning. The analytics dashboard aims to increase awareness of the use of the e-books so that designers (and teachers in their role as designers) can make informed decisions on how to redesign and improve them taking into account both the overall learning design and the data from their usage. This paper presents architectural and design decisions on key features of the dashboard, and the evaluation of a high-fidelity prototype. We discuss findings related to use of the dashboard for exploratory data analysis and inquiry and how these generalise and can be taken into account by our future work or that of others.
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44

Sayama, Hiroki. "Swarm Chemistry." Artificial Life 15, no. 1 (January 2009): 105–14. http://dx.doi.org/10.1162/artl.2009.15.1.15107.

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We propose swarm chemistry, a new artificial chemistry framework that uses artificial swarm populations as chemical reactants. Reaction in swarm chemistry is not determined by predefined reaction rules as commonly assumed in typical artificial chemistry studies, but is spontaneously achieved by the emergence of a new spatiotemporal pattern of collective behavior through the kinetic interaction between multiple chemical species. We developed a prototype of an interactive simulation tool with which one can explore the dynamics of swarm chemistry using an interactive evolutionary method. Several preliminary results are reported to illustrate the characteristics and effectiveness of this framework, including spontaneous segregation of distinct chemical species, production and restriction of movements, and interactive design of complex biological-looking structures.
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45

Winsch, Beverly J., Nancy K. Atwood, and Kathleen A. Quinkert. "Using a Distributed Interactive Simulation Environment to Investigate Machine Interface and Training Requirements." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 38, no. 16 (October 1994): 1033–37. http://dx.doi.org/10.1177/154193129403801609.

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In anticipation of changes brought about by increasingly powerful technologies and systems, the Combat Vehicle Command and Control (CVCC) program evaluated the use of an automated command and control (C2) system developed for the Abrams series tank. The system included a prototype C2 device with map display, navigation and digital messaging capabilities, an automated target acquisition system, and digital workstations in a Tactical Operations Center. Results yield a number of recommendations and represent the culmination of a five-year research program which has successfully utilized an iterative approach to investigate training and system design requirements for the prototype CVCC system. Data are discussed within the context of the need for design and training efforts aimed at alleviating the growing information management requirements faced by users of emerging C2 technologies.
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46

Santoso, Harry Budi, Panca O. Hadi Putra, and Febrian Fikar Farras Hendra S. "Development & Evaluation of E-Learning Module Based on Visual and Global Preferences Using a User-Centered Design Approach." International Journal of Emerging Technologies in Learning (iJET) 16, no. 15 (August 11, 2021): 139. http://dx.doi.org/10.3991/ijet.v16i15.24163.

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Students develop various learning styles based on their preferences and learning habits. To serve different learning styles in a class with a number of students using the conventional face-to-face teaching method is not practical; therefore, the idea of personalized e-Learning to accommodate differences in learning style has arisen. Building on this idea, this research intends to provide an alternative interaction design for e-Learning modules by developing content based on user needs using the User-Centered Design methodology. Due to a lack of e-Learning content for visual and global preferences in the Felder-Silverman learning styles, User-Centered Design is chosen as the basis to design the e-Learning module. The result consists of an alternative design and a proposed interface design. The alternative design describes learning objects and navigation of the e-Learning module. The proposed interface design is a prototype of an interactive e-Learning module. After being evaluated, the prototype satisfies the user's expectations in terms of content translation, content navigation, and interactivity throughout the module.
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Santoso, Harry Budi, Muhammad Luqman Hakim, Rahma Khairunisa Nursalamah, and Panca O. Hadi Putra. "Development of Mobile Self-Monitoring Tool Prototype Based on User-Centered Design." International Journal of Emerging Technologies in Learning (iJET) 14, no. 24 (December 19, 2019): 42. http://dx.doi.org/10.3991/ijet.v14i24.12043.

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This study aims to develop a mobile application prototype for self-monitoring. Exercising self-regulated learning is considered as one of the ways that can help students achieve their learning goals. One of the key components of self-regulated learning is self-monitoring, in which students could monitor their learning process. To make students get used to monitoring skill, a web-based application called self-monitoring tool was developed. User research was carried out by evaluating the existing web-based application via an interview. Findings from the interview were analyzed and used as requirements to develop the mobile application. By taking into account usability components and design principles, an interactive prototype of a mobile self-monitoring tool was designed for both student and instructor roles.
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48

Back, Maribeth, Takashi Matsumoto, and Anthony Dunnigan. "Prototyping a tangible tool for design: Multimedia e-paper sticky notes." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 263–74. http://dx.doi.org/10.1017/s0890060409000237.

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AbstractModern design embraces digital augmentation, especially in the interplay of digital media content and the physical dispersion and handling of information. Based on the observation that small paper memos with sticky backs (such as Post-Its™) are a powerful and frequently used design tool, we have created Post-Bits, a new interface device with a physical embodiment that can be handled as naturally as paper sticky notes by designers, yet add digital information affordances as well. A Post-Bit is a design prototype of a small electronic paper device for handling multimedia content, with interaction control and display in one thin flexible sheet. Tangible properties of paper such as flipping, flexing, scattering, and rubbing are mapped to controlling aspects of the multimedia content such as scrubbing, sorting, or up- or downloading dynamic media (images, video, text). In this paper we discuss both the design process involved in building a prototype of a tangible interface using new technologies, and how the use of Post-Bits as a tangible design tool can impact two common design tasks: design ideation or brainstorming, and storyboarding for interactive systems or devices.
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49

Hengeveld, Bart, Riny Voort, Caroline Hummels, Jan de Moor, Hans van Balkom, Kees Overbeeke, and Aadjan van der Helm. "The Development of LinguaBytes: An Interactive Tangible Play and Learning System to Stimulate the Language Development of Toddlers with Multiple Disabilities." Advances in Human-Computer Interaction 2008 (2008): 1–13. http://dx.doi.org/10.1155/2008/381086.

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Young children with multiple disabilities (e.g., both cognitive and motor disabilities) are confronted with severe limitations in language development from birth and later on. Stimulating the adult-child communication can decrease these limitations. WithinLinguaBytes, a three-year research program, we try to stimulate language development by developing an interactive and adaptive play and learning environment, incorporating tangible objects and multimedia content, based on interactive storytelling and anchored instruction. The development of a product for such a heterogeneous user group presents substantial challenges. We use a Research-through-Design method, that is, an iterative process of developing subsequent experiential prototypes and then testing them in real-life settings, for example, a center for rehabilitation medicine. This article gives an outline of the development of theLinguaBytesplay and learning environment from the earliest studies up to the current prototype,CLICK-IT.
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Zhang, Yunbo, and Tsz Ho Kwok. "An interactive product customization framework for freeform shapes." Rapid Prototyping Journal 23, no. 6 (October 17, 2017): 1136–45. http://dx.doi.org/10.1108/rpj-08-2016-0129.

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Purpose The purpose of this paper is to establish new computer-aided-design (CAD) framework to design custom product that is fabricated additive manufacturing (AM), which can produce complex three-dimensional (3D) object without additional tool or fixture. Additive manufacturing (AM) enables the fabrication of three-dimensional (3D) objects with complex shapes without additional tools and refixturing. However, it is difficult for user to use traditional computer-aided design tools to design custom products. Design/methodology/approach In this paper, the authors presented a design system to help user design custom 3D printable products based on some reference freeform shapes. The user can define and edit styling curves on the reference model using the interactive geometric operations for styling curve. Incorporating with the reference models, these curves can be converted into 3D printable models through the fabrication interface. Findings The authors tested their system with four design applications including a hollow patterned bicycle helmet, a T-rex with skin frame structure, a face mask with Voronoi patterns and an AM-specific night dress with hollow patterns. Originality/value The executable prototype of the presented design framework used in the customization process is publicly available.
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