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Journal articles on the topic 'Interface design'

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1

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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2

Tijerina, Louis. "Design Guidelines and the Human Factors of Interface Design." Proceedings of the Human Factors Society Annual Meeting 30, no. 14 (September 1986): 1358–62. http://dx.doi.org/10.1177/154193128603001403.

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The proliferation of computer systems in recent years has prompted a growing concern about the human factors of interface design. Industrial and military organizations have responded by supporting studies in user-computer interaction and, more recently, products which might aid in the design of interfaces. One type of design aid which attempts to make findings of user-computer interface (UCI) research available to the system designer is the interface design guidelines document. This paper reviews literature about the design process and how design guidelines or standards might fit into that activity. Suggestions are offered about where future research and development might be directed in order to enhance the use of guidelines in the interface design process and so enhance the final product as well.
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Newland, Paul. "Interface Design." Convergence: The International Journal of Research into New Media Technologies 5, no. 3 (September 1999): 83–104. http://dx.doi.org/10.1177/135485659900500307.

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Caves, Kevin, Frank DeRuyter, and David R. Beukelman. "Interface Design." Perspectives on Augmentative and Alternative Communication 11, no. 2 (August 2002): 8–11. http://dx.doi.org/10.1044/aac11.2.8.

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5

Landay, J. A., and B. A. Myers. "Sketching interfaces: toward more human interface design." Computer 34, no. 3 (March 2001): 56–64. http://dx.doi.org/10.1109/2.910894.

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6

Şenol, Mehmet Burak. "A new optimization model for design of traditional cockpit interfaces." Aircraft Engineering and Aerospace Technology 92, no. 3 (January 20, 2020): 404–17. http://dx.doi.org/10.1108/aeat-04-2019-0068.

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Purpose Real flight is cognitively demanding; accordingly, both indicators and display panel layout should be user-friendly to improve pilot-aircraft interaction. Poor pilot-interface interactions in aircrafts could result in accidents. Although a general reason of accidents is improper displays, relatively few studies were conducted on interfaces. This study aims to present an optimization model to create intuitively integrated user-friendly cockpit interfaces. Design/methodology/approach Subjectivity within most usability evaluation techniques could bring about interface design problems. A priori information about indicator’s possible locations may be available or unavailable. Thus different analytical approaches must be applied for modifications and new interface designs. Relative layout design (RLD) model was developed and used in new interface designs to optimize locations of indicators. This model was based on layout optimization and constructed in accordance with design requirements, ergonomic considerations with the pilot preferences. RLD model optimizes interface design by deploying indicators to the best locations to improve usability of display panel, pilot-aircraft interaction and flight safety. Findings Optimum interfaces for two problem instances were gathered by RLD model in 15.77 CPU(s) with 10 indicators and 542.51 CPU(s) with 19 indicators. A comparison between relative and existing cockpit interfaces reveals that locations of six navigation and four mechanical system indicators are different. The differences may stem from pilots’ preferences and relativity constraints. Both interfaces are more similar for the central part of the display panel. The objective function value of relative interface design (Opt: 527938) is far better than existing interface (737100). The RLD model improved usability of existing interface (28.61 per cent considering decrease in the objective function values from 737100 to 527938. Practical implications Future cockpit and new helicopter interface designs may involve RLD model as an alternative interface design tool. Furthermore, other layout optimization problems, e.g. circuit boards, microchips and engines, etc. could be handled in a more realistic manner by RLD model. Originality/value Originality and impact of this study related to development and employment of a new optimization model (RLD) on cockpit interface design for the first time. Engineering requirements, human factors, ergonomics and pilots’ preferences are simultaneously considered in the RLD model. The subjectivity within usability evaluation techniques could be diminished in this way. The contributions of RLD model to classical facility layout models are relativity constraints with the physical constrictions and ergonomic objective function weights. Novelty of this paper is the development and employment of a new optimization model (RLD) to locate indicators.
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Zamakhsyari, Fardan, and Agung Fatwanto. "A Systematic Literature Review of Design Thinking Approach for User Interface Design." JOIV : International Journal on Informatics Visualization 7, no. 4 (December 31, 2023): 2313. http://dx.doi.org/10.30630/joiv.7.4.01615.

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The user interface is an influential element in software applications. A well-designed user interface will potentially increase the usability of software applications. Therefore, user interface designers should deliberate when considering which approach and method to implement for designing user interfaces. Design thinking is currently a widely followed approach in user interface design practices. Hence, this study aimed to explore research trends and current practices of design thinking approach for user interface design. This study employed a systematic literature review following the Kitchenham method. This study found 39 articles deemed relevant to the design thinking approach. In general, our study found five common stages broadly mentioned in the articles, i.e., empathize, define, ideate, prototype, and test. The most widely practiced method during those five stages is interview, user persona, brainstorming, user interface, and usability testing. However, there is no consensus on what kind of stage(s) and which method(s) should be employed when following the design thinking approach for user interface design. Therefore, it will depend on the designer's decision in choosing which stage(s) and their related method(s) will be employed.
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Zamakhsyari, Fardan, and Agung Fatwanto. "A Systematic Literature Review of Design Thinking Approach for User Interface Design." JOIV : International Journal on Informatics Visualization 7, no. 4 (December 31, 2023): 2313. http://dx.doi.org/10.62527/joiv.7.4.1615.

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The user interface is an influential element in software applications. A well-designed user interface will potentially increase the usability of software applications. Therefore, user interface designers should deliberate when considering which approach and method to implement for designing user interfaces. Design thinking is currently a widely followed approach in user interface design practices. Hence, this study aimed to explore research trends and current practices of design thinking approach for user interface design. This study employed a systematic literature review following the Kitchenham method. This study found 39 articles deemed relevant to the design thinking approach. In general, our study found five common stages broadly mentioned in the articles, i.e., empathize, define, ideate, prototype, and test. The most widely practiced method during those five stages is interview, user persona, brainstorming, user interface, and usability testing. However, there is no consensus on what kind of stage(s) and which method(s) should be employed when following the design thinking approach for user interface design. Therefore, it will depend on the designer's decision in choosing which stage(s) and their related method(s) will be employed.
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9

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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10

Gillan, Douglas J., and Randolph G. Bias. "The Interface between Human Factors and Design." Proceedings of the Human Factors Society Annual Meeting 36, no. 4 (October 1992): 443–47. http://dx.doi.org/10.1177/154193129203600438.

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Software designers with limited knowledge of human factors often play a crucial role in the design of user interfaces. The thesis of this paper is that the field of human factors needs to be concerned with the design of interfaces between itself and the rest of the design community. We identify the mission objective for the human factors-design interface as improving the overall quality of design by enhancing communication and the transfer of knowledge. A selected set of requirements for the interface includes (1) communication, from human factors to designers, of proven and relevant design approaches, and (2) communication, from designers to human factors, of pertinent design constraints and methods of integrating human factors concerns and data into design. A discussion of concepts for the human factors-design interface describes and analyzes educational technologies (e.g., video classes and short courses), an electronic gatekeeper (a bulletin board-like system through which human factors experts and designers communicate), and design analysis software (which automatically apply human factors principles to designs).
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Chao, Betty P. "Managing User Interface Design using Concurrent Engineering." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 4 (October 1993): 287–90. http://dx.doi.org/10.1177/154193129303700407.

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A well-designed user interface is recognized as a benchmark for determining the success of a software product. The proliferation of user interface design guidelines, standards, prototyping tools, and techniques are indicative of the importance placed on quality user interfaces. However, even with the availability of the latest information, tools, and human factors practitioners to software developers, sub-optimal interfaces may result. This is because within a large multidisciplinary software design team, issues such as communication, responsibilities, and cost and schedule constraints may override the usability issues. This paper describes the implementation of concurrent engineering, used to successfully develop user interfaces for a large, complex system. Success is expressed in terms of quality and consistent user interfaces, positive influence of human factors on software development, and customer satisfaction.
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Shea, Kaela, Olivier St-Cyr, and Tom Chau. "Evaluation of an Ecological Interface Design–Driven Augmentative and Alternative Communication Interface." Journal of Cognitive Engineering and Decision Making 16, no. 1 (March 2022): 43–59. http://dx.doi.org/10.1177/15553434221078215.

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This study evaluated the change in usability, mental workload and information transfer rate associated with an augmentative and alternative communication (AAC) interface designed through ecological interface design (EID). The design and development process is detailed in Shea et al. (2021) . Digital AAC interfaces are considered high-tech interventions for individuals who experience complex communication needs (e.g., from etiologies such as cerebral palsy) and enable users to select language options from a visual display. Interface usability, mental workload and information transfer rate collectively influence users’ communication. Ten AAC-naïve participants engaged in three semi–scripted conversations (verbal, AAC-mediated commercial interface, and EID interfaces) with an actor. Augmentative and alternative communication interfaces were accessed through a single switch pathway. Information transfer rate, error rate, heart rate variability and subjective workload performance measures were recorded for every trial. During AAC-mediated trials, interface interactions were also documented. The EID AAC interface presented improved communication in 5 out of 7 performance measures ( p < .05). The EID AAC interface was associated with a significantly higher information transfer rate, lower error rate, less time elapsed between switch activations, less switch activation per word communicated and lower subjective workload. The application of EID to an AAC interface can lead to a significantly improved communication experience.
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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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Yi, Minzhe, Ying Wang, Xiaoxue Tian, and Huichao Xia. "User Experience of the Mobile Terminal Customization System: The Influence of Interface Design and Educational Background on Personalized Customization." Sensors 21, no. 7 (April 1, 2021): 2428. http://dx.doi.org/10.3390/s21072428.

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The study verified the role that different interface designs and users’ educational backgrounds play in the task performance and subjective evaluation of mobile terminal customization system. Interface type (based on scroll, alternative, and attribute) and user group (college students and industrial workers) were employed as the variables. A total of 72 users were included in the study, and an analysis of 3 × 2 between-participants design indicated that (1) Different interface designs of customization systems had a significant difference in task performance, the alternative based interface had the best results in the task performance, and there was no significant difference between the attribute-based and scroll-based interfaces in task performance; (2) The matching between educational background and interface type will affect the users’ evaluation on system usability. Industrial workers thought that the scroll-based and alternative-based interfaces were more useable, while college students preferred attribute-based interface design; (3) Different interfaces had a significant difference in user task load. The scroll-based interface had the lowest mental demand on the users, while alternative-based had the lowest physical demand on the users, though it consumed more effort; (4) Different educational backgrounds had a significant difference in user task load. Industrial workers showed lower effort in the scroll-based and alternative-based interfaces, while college students had lower effort in the attribution-based interface; (5) A correlation analysis showed that there was a significant negative correlation between the system usability score and the effort in task load. This study results have a positive significance for interface design. With educational background and layout as two important factors in our interface design, we may obtain the most appropriate design principles for enhancing the online customization experiences of different groups of consumers. The more important is that this study is based on the actual needs of the industry. For the first time, we take suitcase as an online customized product, which may not only help local manufacturers to extend their traditional offline distribution channels to online, but also provide a constructive thinking concerning interface design for customization of a single product.
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Shao, Guowei, Quanyu Sun, and Sun Yi. "Design of domestic serial and parallel interface module." E3S Web of Conferences 248 (2021): 03032. http://dx.doi.org/10.1051/e3sconf/202124803032.

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Domestic serial and parallel interface module is based on domestic high performance FPGA CPCIE module. This type of FPGA has rich logical resources and internal integration of a variety of high-speed interfaces, such as PCIE, high-speed Serdes interface, which can achieve serial port, time system, network and other interfaces design, greatly simplifying the hardware design of the module. The main communication interfaces, PCIE and UART, are realized by the IP core of FPGA, realizing the integration of the main functions on the chip, which greatly improves the flexibility and expansibility of the design.
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Kong, Byung Don, Jung Sang Min, and RoHae Myung. "Menu Design for Touchscreen Interfaces." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 53, no. 15 (October 2009): 950–54. http://dx.doi.org/10.1177/154193120905301503.

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Touchscreens utilize a menu-based interface. Menu-based interfaces are an easy and efficient practice that considers the users' physical and cognitive characteristics. However, the users' behavioral characteristics using touchscreens is quite different from that required in a typical desktop environment. Hence, in this study, an efficient menu-based interface for touchscreens was investigated. It considered different users' physical and cognitive characteristics in a touchscreen environment. A dynamic menu layout was found to be more efficient in both physical and cognitive aspects compared to static menu layouts. Additionally, the columnar structure in menus did not influence users' task-performance in touchscreen interfaces.
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Jamieson, Greg A. "Empirical Evaluation of an Industrial Application of Ecological Interface Design." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 3 (September 2002): 536–40. http://dx.doi.org/10.1177/154193120204600367.

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Abnormal events in production plants cost the petrochemical industry billions of dollars annually. In part, these events are difficult to deal with because current interfaces do not adequately inform operators about the state of the process. Ecological human-machine interfaces aim to provide information about higher-level process functions. Several laboratory simulator studies have shown that, in comparison with contemporary process interfaces, ecological interfaces can lead to faster fault detection, better root-cause diagnosis, and more effective control responses. However, an empirical evaluation of these findings for professional operators in more realistic plant settings has been absent from the literature. In this study, two ecological interfaces were created for a representative petrochemical refining process. One was a traditional ecological interface based on a system-based analysis and the other was an ecological interface augmented with additional task-based information. Professional operators used the novel interfaces in an industrial simulator to monitor for, diagnose, and respond to several types of process events. In comparison to operators using the current process interface, participants in both ecological interface conditions showed better control performance, while the participants using the augmented ecological interface provided more accurate fault diagnoses than either of the other two groups. The results shed light on practical implications for the use of ecological interfaces in the process industries.
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Cooper, Rachel. "The Design ‘Interface’." Design Journal 10, no. 1 (March 2007): 1–2. http://dx.doi.org/10.2752/146069207789318063.

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Grimes, Jack, Kate Ehrlich, and Jerry Vaske. "User interface design." ACM SIGCHI Bulletin 17, no. 3 (January 1986): 22–26. http://dx.doi.org/10.1145/15671.15672.

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Zetie, Carl. "User interface design." ACM SIGCHI Bulletin 30, no. 3 (July 1998): 45–46. http://dx.doi.org/10.1145/565711.565728.

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Ogawa, Katsuhiko, and Shun-ichi Yonemura. "Usability Analysis of Design Guideline Database in Human-Computer Interface Design." Proceedings of the Human Factors Society Annual Meeting 36, no. 4 (October 1992): 433–37. http://dx.doi.org/10.1177/154193129203600436.

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Human-computer interface design guidelines are useful for developing well designed interfaces but the designer must be able to access the guideline appropriate to the application. Research is conducted to understand how designers access design guideline databases and then methods are tested to improve the usability of the databases. A design guideline database of approximately 300 guidelines is developed using a hypermedia approach. The system employs a book metaphor interface to characters and graphics in a Japanese environment. The subjects of the usability analysis are software designers who did not have any background in human factors. They were provided with the representation of a bad interface design on a piece of paper, and were instructed to improve the design through the use of the guideline database. Two common strategies were identified by observing the designers' actions: a hypothesis strategy and a checklist strategy. These strategies were analyzed using the quantities and quality of improvements recommended. The optimum database usage checks interface violations by employing the browsing function of the database; sometimes key word searches are used.
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Li, Wenjie, Yuxiao Zhou, Shijian Luo, and Yenan Dong. "Design Factors to Improve the Consistency and Sustainable User Experience of Responsive Interface Design." Sustainability 14, no. 15 (July 25, 2022): 9131. http://dx.doi.org/10.3390/su14159131.

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Computers have been extended to a variety of devices, such as smart phones, tablets, and smart watches, thereby increasing the importance of responsive interfaces across multi-terminal devices. To ensure a consistent and sustainable user experience for websites and software products, it is important to study the layout, design elements, and users’ visual perception of different terminal interfaces. In this paper, the multi-terminal interfaces of 40 existing responsive websites were studied in a hierarchical grouping experiment, and six typical interface layouts were classified and extracted. Then, the main design factors affecting interface consistency of the responsive website were extracted and classified through eye tracking and a questionnaire survey. Finally, taking a sales management software tool (SA) as an example for design application, we successfully created responsive interfaces across multi-terminal devices with a consistent and sustainable experience.
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Asemie, Smegnew, Kassahun Azezew, and Birhanu Gardie. "Design and Develop Amharic Language Interface to Database." Indian Journal of Science and Technology 14, no. 44 (November 21, 2021): 3254–63. http://dx.doi.org/10.17485/ijst/v14i44.1178.

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Guo, Yu Xi, Guo Hong Li, Shuai Li, and Ming Li. "Ethernet Communication Interface Design Based on C8051F040." Applied Mechanics and Materials 525 (February 2014): 642–45. http://dx.doi.org/10.4028/www.scientific.net/amm.525.642.

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Based on 51 series of 8-bit microprocessor of Silicon Laboratories Inc. Designed and implemented Ethernet communication hardware and software interfaces. In the embedded operating system architecture, use the chip integrated IEEE 802.3 MAC and 10Base-T PHY's Ethernet interface chip CP2200 and the network development protocol stack, to achieve the drive programming for the underlying hardware and the protocol stack interface, complete Ethernet transmission of industrial network system data information.
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Isaac, C. "User Interface Design & User Interface Evaluation." Computer Journal 38, no. 3 (January 1, 1995): 265. http://dx.doi.org/10.1093/comjnl/38.3.265-b.

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Lovgren, John E. "Are we Boxing Ourselves in with the UIMS Box?" Proceedings of the Human Factors Society Annual Meeting 31, no. 1 (September 1987): 22–24. http://dx.doi.org/10.1177/154193128703100104.

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A User Interface Management System generally separates the design space for the interface and the application. This separation may have been useful as a means for improving our understanding of interfaces, but does it really support the design of good application interfaces and more importantly good application interface styles?
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Mersch, Elizabeth M., Kyle J. Behymer, Gloria L. Calhoun, Heath A. Ruff, and Jared S. Dewey. "Game-Based Delegation Interface Design for Unmanned Vehicles." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 122–26. http://dx.doi.org/10.1177/1541931213601028.

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Video game interfaces featuring multiple distinct icons that enable a player to quickly select specific actions from a larger set of possible actions have the potential to inform the development of interfaces that enable a single operator to control multiple unmanned vehicles (UVs). The goal of this research was to examine the design of a video game inspired interface for delegating actions (called “plays”) to highly autonomous UVs. Specifically, the impact of color coding (by Play Type, by Vehicle Type, and No Color) and icon row assignment (by Play Type, by Vehicle Type, and Random) for a delegation play calling interface was evaluated in terms of participants’ performance in identifying and manually selecting a commanded play icon in an interface depicting a large set of UV plays. Both the objective performance data and subjective ratings indicated that icon row assignment impacted icon selection, whereas color coding did not. Mean icon selection time and subjective ratings were more favorable when the icons were assigned to rows in the Play Calling interface by vehicle type. Suggestions are made for follow-on research.
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Crosland, Marcia B., Neff Walker, Gregory M. Corso, and Erik Sparre. "Training Interface Design and Task Analytic Methods." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 40, no. 21 (October 1996): 1065–69. http://dx.doi.org/10.1177/154193129604002104.

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Analytic techniques are needed that will guide the design of system interfaces to evoke effective control strategies. This study compared the strategic patterns of system control exhibited by operators during training with three interface designs. Twenty-eight right handed undergraduate students were trained to control a simulated evaporator over a four day period. Reaction time, number of control actions, the amount of equipment damage and system deviation in operating pressure, separator level, and product composition were collected and analyzed. The results show reliable differences between operator control strategies using the interface designs associated with operating pressure, product composition, and separator level.
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刘, 琦. "Interface Design in Virtual Exhibition Hall from the Perspective of Experience Design." Design 09, no. 01 (2024): 1264–69. http://dx.doi.org/10.12677/design.2024.91152.

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Ren, Hong, Chunyu Zhang, and Ningning Zhang. "Research on EEG-based Graphic User Interface Kansei Design Evaluation." E3S Web of Conferences 179 (2020): 02103. http://dx.doi.org/10.1051/e3sconf/202017902103.

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Graphical user interface (GUI) is designed as the interaction medium between the user and the interface, and the perceptual experience of GUI design has been paid more and more attention by users. Based on the theory of perceptual engineering (KE), two groups of different visual style interfaces were taken as an example to record the EEG data when users watched two groups of visual interfaces, in order to explore the user’s perceptual imagery and perceptual experience for the visual interface. It aims to meet the user’s perceptual needs and provide an effective evaluation method and design basis for the graphical user interface design. Firstly, the EEG spectrogram and brain topographic maps were obtained by data analysis and processing. The results showed that the activity levels of the θ wave and α wave induced by the two groups of different visual style interfaces were significantly different. Secondly, this paper analyzed the user’s perceptual imagery with GUI perceptual design elements, and concluded that the perceptual design elements of GUI would affect the user’s cognitive interest and perceptual experience. GUI design should focus on the unity and coordination of perceptual design elements and perceptual imageries. Finally, it is concluded that the EEG-based perceptual design evaluation method can effectively evaluate the GUI visual interface.
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Edlund, Carl, Sam Hume, and Michael Lewis. "Ecological Design for a Network Scheduling Interface." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, no. 9 (October 1995): 501–5. http://dx.doi.org/10.1177/154193129503900913.

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A motivation in the design of Ecological Interfaces for process control is to augment the strengths of the human operator with the strengths of the automation in the computer system. This is especially important when building interfaces for managing the use of Wide Area Networks (WANs) in enterprise computing. This domain requires network operators to be able to control the allocation of resources and to monitor the occurrence of structural and functional failures. The relationship between the network architecture, infrastructure, traffic characteristics, and pricing scheme is dynamic and highly inter-related. A “Tetris-like”, bin-packing interface is designed based on principles drawn from an ecological user model and a situation theoretic representation of the problem space and the user's task. The effectiveness of this display is based on a number of ecological features whose design is automatically generated through the determination and selection of the interface context.
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Bollini, Letizia. "Beautiful interfaces. From user experience to user interface design." Design Journal 20, sup1 (July 28, 2017): S89—S101. http://dx.doi.org/10.1080/14606925.2017.1352649.

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Gong, Qing, and Gavriel Salvendy. "Design of Skill-Based Adaptive Interface: The Effect of a Gentle Push." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 38, no. 4 (October 1994): 295–99. http://dx.doi.org/10.1177/154193129403800423.

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To accommodate individual skill differences in using a computer interface, a skill adaptive interface was designed and tested. Current human-computer interaction modes can be classified into two types, recall and recognition based interfaces. They have different memory requirements and generally allow different operating speeds and learning time. However, a static combination of the two interface modes has drawbacks. The dynamic skill adaptive interface introduced in this study tries to eliminate these problems without sacrificing the advantages from either interface modes by gently ‘pushing’ users to switch to the appropriate interface mode. Experiment showed that the adaptive interface can yield significant better performances than the static hybrid interface for certain groups of users.
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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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Ligetti, Christopher, Timothy W. Simpson, Mary Frecker, Russell R. Barton, and Gary Stump. "Assessing the Impact of Graphical Design Interfaces on Design Efficiency and Effectiveness." Journal of Computing and Information Science in Engineering 3, no. 2 (June 1, 2003): 144–54. http://dx.doi.org/10.1115/1.1583757.

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Despite the apparent advantages of and recent advances in the use of visualization in engineering design and optimization, we have found little evidence in the engineering literature that assesses the impact of fast, graphical design interfaces on the efficiency and effectiveness of engineering design decisions or the design optimization process. In this paper we discuss two examples—the design of an I-beam and the design of a desk lamp—for which we have developed graphical and text-based design interfaces to assess the impact of having fast graphical feedback on design efficiency and effectiveness. Design efficiency is measured by recording the completion time for each design task, and design effectiveness is measured by calculating the error between each submitted design and the known optimal design. The impact of graphical feedback is examined by comparing user performance on the graphical and text-based design interfaces while the importance of rapid feedback is investigated by comparing user performance when response delays are introduced within each design interface. Experimental results indicate that users of graphical design interfaces perform better (i.e., have lower error and faster completion time) on average than those using text-based design interfaces, but these differences are not statistically significant. Likewise, we found that a response delay of 0.5 seconds increases error and task completion time, on average, but these increases are not always statistically significant. Trials using longer delays of 1.5 seconds did yield significant increases in task completion time. We also found that the perceived difficulty of the design task and using the graphical interface controls were inversely correlated with design effectiveness—designers who rated the task more difficult to solve or the graphical interface more difficult to use actually performed better than those who rated them easy. Finally, a significant “playing” effect was observed in our experiments: those who played video games more frequently or rated the slider bars and zoom controls easy to use took more time to complete the design tasks.
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36

You, Fang, Xu Yan, Jun Zhang, and Wei Cui. "Design Factors of Shared Situation Awareness Interface in Human–Machine Co-Driving." Information 13, no. 9 (September 16, 2022): 437. http://dx.doi.org/10.3390/info13090437.

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Automated vehicles can perceive their environment and control themselves, but how to effectively transfer the information perceived by the vehicles to human drivers through interfaces, or share the awareness of the situation, is a problem to be solved in human–machine co-driving. The four elements of the shared situation awareness (SSA) interface, namely human–machine state, context, current task status, and plan, were analyzed and proposed through an abstraction hierarchy design method to guide the output of the corresponding interface design elements. The four elements were introduced to visualize the interface elements and design the interface prototype in the scenario of “a vehicle overtaking with a dangerous intention from the left rear”, and the design schemes were experimentally evaluated. The results showed that the design with the four elements of an SSA interface could effectively improve the usability of the human–machine interface, increase the levels of human drivers’ situational awareness and prediction of dangerous intentions, and boost trust in the automatic systems, thereby providing ideas for the design of human–machine collaborative interfaces that enhance shared situational awareness in similar scenarios.
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Wang, Jian, and Yen Hsu. "The Relationship of Symmetry, Complexity, and Shape in Mobile Interface Aesthetics, from an Emotional Perspective—A Case Study of the Smartwatch." Symmetry 12, no. 9 (August 24, 2020): 1403. http://dx.doi.org/10.3390/sym12091403.

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Products with interactive interfaces can be seen everywhere, and product interface design aesthetics is a topic that has begun to receive wide attention. Consumers’ perceptions of product interfaces come from their own emotions, and emotion plays a significant role in product interface design aesthetics. In other words, it must meet the users’ emotional and aesthetic requirements. Therefore, we need to better understand the aesthetic design criteria and how they stimulate specific emotional responses. This study takes the dial interface of smartwatches as its experimental sample and explores how the interaction effects of the screen shape (square and round) and the symmetry type and the complexity type of the interface design influence the users’ emotional arousal and valence. In addition, it analyzes the effects of the symmetry type, the complexity type, and the screen shape on the users’ arousal and valence. The results show that the attributes of interface design aesthetics (symmetry-asymmetry, complexity-simplicity, and square-round) affect the users’ emotional responses. Moreover, the interface shape is one of the important factors in the emotional response to an interface design. This paper, based on previous research, provides vital theoretical support for the relevant literature on interface design aesthetics and the users’ emotional state. In addition, it may provide a reference for designers and developers who wish to develop and implement emotional user interfaces that are designed to more effectively appeal to their emotions.
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38

许, 婷. "Attention Analysis in Interactive Interface Art Design of Autistic Children." Design 08, no. 02 (2023): 788–97. http://dx.doi.org/10.12677/design.2023.82097.

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Jung, Hoiju, Yongwon Dong, and Shinsuk Park. "Immersive Human-Machine Interface Design for Teleoperated Surgical System." Abstracts of the international conference on advanced mechatronics : toward evolutionary fusion of IT and mechatronics : ICAM 2010.5 (2010): 724–30. http://dx.doi.org/10.1299/jsmeicam.2010.5.724.

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Stanney, Kay M., and Gavriel Salvendy. "Diversity in Field-Articulation and Its Implications for Human-Computer Interface Design." Proceedings of the Human Factors Society Annual Meeting 36, no. 12 (October 1992): 902–6. http://dx.doi.org/10.1518/107118192786750331.

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The objective of this study was to investigate individual differences in cognitive styles related to spatial ability in order design computer interfaces which accommodated low spatial users. Seventy-four subjects were tested on spatial, visual and verbal cognitive tests. From the results of these tests, (12) subjects were selected and classified as low spatial/verbalizers and (12) as high spatial/visualizers. The two subject groups were tested on three interface designs: a graphical layout and an outline format, both intended to accommodate low spatial users, and a conventional hierarchical menu design. For each interface, the subjects completed (50) information search tasks. Duncan's Multiple Range comparisons (p<0.05) between the three interface designs indicated the following: in accordance with past studies, the performance of verbal subjects was 18% inferior to that of spatial subjects on the conventional interface which required subjects to self-induce the hierarchical system structure; by designing a graphical interface which provided the system structure and an interface with an outline format which eliminated the need for structuring, no differences were detected between the verbal and spatial groups. The implication was that the influences of individual differences in spatial ability on computer performance can be overcome by cognitively tailored interface designs.
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Peng, Qian, Sheng Liu, Mark Robinson, Feng-gang Han, and Emmanuel Matsika. "A digital expression method for the module interface in a practical bus chassis modular design and case history." Concurrent Engineering 26, no. 4 (September 19, 2018): 355–66. http://dx.doi.org/10.1177/1063293x18799447.

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Modular design of products can effectively reduce product development cycle with the idea of concurrent engineering, the efficient management of module interface information in the design process is the premise and foundation for module sharing. This study aims to develop a methodology for interface information management in bus chassis modular design. The characteristics of module interfaces in mechanical design are first investigated by the comparison with Universal Serial Bus interfaces. A digital expression method is then proposed to describe the characteristics of interface geometry information using two matrices with mapping relationships. An encoding method is then developed for the interface information management in modular design. Finally, the implementation of the above method was illustrated with a case study of an electric bus chassis modular design. The results indicate that the digital expression method can represent the geometric information of the module interface precisely and provide a good foundation for the establishment of the modules database for the bus chassis. Novelty of the research is to provide a methodology to represent the characteristics of interface in mechanical design through digital expression.
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Evans, P. T., J. M. Vance, and V. J. Dark. "Assessing the Effectiveness of Traditional and Virtual Reality Interfaces in Spherical Mechanism Design." Journal of Mechanical Design 121, no. 4 (December 1, 1999): 507–14. http://dx.doi.org/10.1115/1.2829490.

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Virtual reality (VR) interfaces have the potential to enhance the engineering design process, but before industry embraces them, the benefits must be understood and documented. The current research compared two software applications, one which uses a traditional human-computer interface (HCI) and one which uses a virtual reality HCI, that were developed to aid engineers in designing complex three-dimensional spherical mechanisms. Participants used each system to design a spherical mechanism and then evaluated the different interfaces. Participants rated their ability to interact with the computer images, their feelings about each interface, and their preferences for which interface device to use for certain tasks. The results indicated that participants preferred a traditional interface for interaction tasks and a VR interface for visual tasks. These results provide information about how to improve implementation of VR technology, specifically for complex three-dimensional design applications.
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43

Liu, Yeming, and Chengyue He. "A Design of MIPI DSI Interface for LCD Display Driver." Journal of Physics: Conference Series 2221, no. 1 (May 1, 2022): 012015. http://dx.doi.org/10.1088/1742-6596/2221/1/012015.

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Abstract With the development of HD display field, the display interface needs a standard, stable, scalable, low-power, and high-speed solution. Traditional serial interfaces such as TTL, LVDS and RGB have some shortcomings in terms of power and speed. In addition, parallel interfaces need to involve more than 10 channels of signals, and the display-related applications have up to 20 channels. A large number of signals increase the difficulty of wiring, and limit the frequency and transmission distance of the signal, and also restrict the miniaturization of the product, so it has been gradually eliminated by the new technologies. The development direction of the interface technology is mainly low-voltage, high-speed, serial, and miniaturization to meet the demanding requirements of the mobile market for the cost, volume, weight, power consumption, performance and reliability. This paper proposes a solution of serial interface applied to display technology, which is compatible with DPI, DBI and DCS interface. The MIPI DSI receives the pixel information from the host in serial mode. There is an independent protocol in the communication filed, and the interface can support the design of 1080p/60fps display driver.
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Ostrovskaya, K., A. Guda, and K. Romanyuk. "Research and development of the method design UX / UI design internet – platforms." System technologies 3, no. 140 (April 8, 2022): 193–207. http://dx.doi.org/10.34185/1562-9945-3-140-2022-16.

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The work is devoted to interface design using the developed methodology. The paper considers the issues of developing a methodology to improve the quality of development of online stores and speed up this process. The purpose of the work was to research and develop a methodology for designing UX / UI design of an Internet platform. As a result of the work, a study was made of the design process of the user interface of the Internet platform. A methodology for designing the interface of an online store has been developed, which helps to develop a product with high quality. The main approaches to designing user interfaces were considered, studies of existing UX research methods were carried out and the most popular of them were applied. A methodology for designing the interface of an online store was developed. To evaluate the effectiveness of the created methodology, the ranking method and the network analysis method were used. As a result of an experimental study of the proposed methodology, the values of the concordance coefficient were found, which indicate a sufficient degree of agreement of opinions. Also, based on the results obtained by the network analysis method, it can be concluded that the second design option is the most preferable (global priority = 0.612). An economic justification for the feasibility of this work has been carried out.
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Nandy, Ananya, James Smith, Nicholas Jennings, Mike Kuniavsky, Bjoern Hartmann, and Kosa Goucher-Lambert. "VR OR NOT? INVESTIGATING INTERFACE TYPE AND USER STRATEGIES FOR INTERACTIVE DESIGN SPACE EXPLORATION." Proceedings of the Design Society 3 (June 19, 2023): 3851–60. http://dx.doi.org/10.1017/pds.2023.386.

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AbstractComputational design tools allow the generation of vast numbers of possible designs, entrusting the human designer with describing constraints or specifications to guide exploration of the design space. Designers can have many different decision considerations when conducting this type of exploration, including form, function, users, or context. In this work, we investigate strategies that emerge when people are tasked with exploring a large design space within either a non-immersive (2D) or immersive (VR) interface and equipped with action-based interactions to set or envision specifications related to their considerations. Results from a 28 participant user study uncovers that people have varying strategies to enact their decision considerations that are not unique to the type of interface. However, the interfaces differ in perceptions of enabling breadth or depth of exploration holistically, with preference towards 2D interfaces to compare options, and VR to understand single designs. These results have implications for the user experience of systems that allow designers to explore the outputs of large design spaces, both at the interaction and interface levels.
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Khoo, Benjamin K. S. "User Interface Design Pedagogy." International Journal of Information and Communication Technology Education 6, no. 1 (January 2010): 96–105. http://dx.doi.org/10.4018/jicte.2010091108.

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A major limitation in traditional class lectures that uses textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach that allow students to experience user interface design by allowing them to “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.
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47

Khoo, Benjamin K. S. "User Interface Design Pedagogy." International Journal of Information and Communication Technology Education 7, no. 1 (January 2011): 1–10. http://dx.doi.org/10.4018/jicte.2011010101.

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A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.
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48

VICKERY, BRIAN, and ALINA VICKERY. "ONLINE SEARCH INTERFACE DESIGN." Journal of Documentation 49, no. 2 (February 1993): 103–7. http://dx.doi.org/10.1108/eb026912.

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49

Henseler, W., and F. Zebner. "Interface Design an Hochschulen." i-com 1, no. 2/2002 (February 2002): 32. http://dx.doi.org/10.1524/icom.2002.1.2.032.

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50

Chan, A. "Review: User Interface Design." Computer Bulletin 46, no. 5 (September 1, 2004): 30–31. http://dx.doi.org/10.1093/combul/46.5.30-b.

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