Dissertations / Theses on the topic 'User Interface design'

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1

Dillon, Andrew. "User interface design." London: Macmillan, 2003. http://hdl.handle.net/10150/105299.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (2003) User Interface Design. MacMillan Encyclopedia of Cognitive Science, Vol. 4, London:MacMillan, 453-458. Article definition: This article covers the basic issues that the field of cognitive science raises in the design and testing of new digital technologies for human use. Contents list: Introduction, Cognitive Science and design, The Basics of Human-Computer Interaction, Cognitive Design Guidelines: from psychophysics to semiotics, Beyond guidelines Cognitive theories and models in HCI, Developing user-centered design methods, Summary, Bibliography, Glossary
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2

Guntupalli, Ravi Chandra Chaitanya. "User interface design : methods and qualities of a good user interface design." Thesis, University West, Department of Economics and IT, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-449.

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User interface (UI) plays a vital role in software. In terms of visibility, its design and precision holds the primary importance for depicting the exact amount of information for the intended user. Every minor decision taken for the designing of UI can contribute to the software both positively and negatively. Therefore, our study is intended to highlight the strategies that are currently being used for successfully designing UIs, and make appropriate suggestions for betterment of UI designs based on case studies and research findings.

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3

Kapadia, Niraj. "User | Interface." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1306501343.

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4

Rishel, Barry E. "Successful User-Software Interface Design." International Foundation for Telemetering, 1989. http://hdl.handle.net/10150/614716.

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International Telemetering Conference Proceedings / October 30-November 02, 1989 / Town & Country Hotel & Convention Center, San Diego, California
Generalized telemetry data analysis systems have been developed to meet the future requirements for the analysis of telemetry data. By providing the user the freedom of stipulating the manner in which data is to be analyzed, the need for mission specific analysis software can be greatly reduced or eliminated entirely. Communications between the user and the software is accomplished by means of a user-software interface. Proper design of the interface will promote successful user-software communications. Interface design features such as menus and online documentation are discussed. Human engineering is an integral part of a successful user-software interface design. The human beings which operate the software possess limitations on their mental abilities and perception. Human engineering concepts which utilize display techniques and reference names are discussed. A definition of a successful user-software interface is given.
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5

Trætteberg, Hallvard. "Model-based User Interface Design." Doctoral thesis, Norwegian University of Science and Technology, Faculty of Information Technology, Mathematics and Electrical Engineering, 2002. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-111.

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This work is about supporting user interface design by means of explicit design representations, in particular models.

We take as a starting point two different development traditions: the formal, analytic, topdown engineering approach and the informal, synthetic, bottom-up designer approach. Both are based on specific design representations tailored to the respective approaches, and are found to have strengths and weaknesses. We conclude that different representations should be used during user interface design, based on their specific qualities and the needs of the design process.

To better understand the use of design representations a framework for classifying them is developed. A design representation may be classified along three dimensions: the perspective (problem- or solution-oriented) of the representation, the granularity of the objects described and the degree of formality of the representation and its language. Any design approach must provide representation languages that cover the whole classification space to be considered complete. In addition, the transitions between different representations within the representation space must be supported, like moving between task-based and interaction- oriented representations or up and down a hierarchic model. Movements between representations with different degrees of formality are particularly important when combining user-centered design with a model-based approach.

The design representation classification framework has guided the development of diagrambased modelling languages for the three main perspectives of user interface design, tasks, abstract dialogue and concrete interaction. The framework has also been used for evaluating the languges. A set-based conceptual modelling language is used for domain modelling within all these perspectives. The task modelling language is designed as a hybrid of floworiented process languages and traditional hierarchical sequence-oriented task languages.

Key features are tight integration with the domain modelling language, expressive and flexible notation and support for classification of task structures. The language for modelling abstract dialogue is based on the interactor abstraction for expressing composition and information flow, and the Statecharts language for activation and sequencing. Parameterized interactors are supported, to provide means of expressing generic and reusable dialogue structures. Modelling of concrete interaction is supported by a combination of the dialogue and domain modelling languages, where the former captures the functionality and behavior and the latter covers concepts that are specific for the chosen interaction style.

The use of the languages in design is demonstrated in a case study, where models for tasks, dialogue and concrete interaction are developed. The case study shows that the languages support movements along the perspective, granularity and formality dimensions.

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Olatidoye, Olugbemiga A. "Design-oriented graphic-user-interface." Diss., Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/23110.

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Kamili, Hermawan 1977. "Collaborative Graphical User Interface Design." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/80936.

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Kumar, Manu. "Gaze-enhanced user interface design /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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9

Chase, Chelsea. "Using Design Patterns in User Interface Design." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1342463458.

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Talstoi, Aleh, and Zackarias Madsen. "The user interface and user experience of Web Design." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16452.

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11

Rondahl, Robert, and Filip Larsson. "Slag Hauler User Interface Design : Using human-centred design to create a user interface for heavy machinery." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63939.

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Within the field of heavy machinery, the driver environment and its user interface (UI) has not always been a high priority during product development. This is about to change since the user experience, especially of the driver, becomes more of a selling point. Kiruna Utility Vehicles (Kiruna UV), who manufactures slag haulers for the steel industry, has developed a new driver cabin to meet these future demands. The development has been conducted in collaboration with students at Luleå University of Technology. This master thesis aims to create a basis for the digital user interface of the Kiruna UV SH60 slag hauler. The needs of the users are very important in order to ensure a good user experience. This is why a human-centred design process was chosen for this project. Extensive research has been conducted with the drivers, mechanics, managers and manufacturer of the SH60 slag hauler. Research was conducted through field studies, where interviews, observations and eye tracking were used as the main tools.The slag hauler driver operates the vehicle in two positions, where the need for information differs. When the slag hauler is driven the driver is facing forward and in this position the slag hauler is similar to any other heavy machinery. The UI needs to display for example speed, gear and RPM. When loading or emptying slag pots, the driver turns around to manoeuvre the tipping system. In this position, information about the lockings, support legs and tipping system is the most important.Through brainstorming sessions and ideation workshops with the manufacturer and participants without connection to the slag hauler, ideas on how different types of information can be shown were generated. Ideas regarding layout of the UI were also produced. These ideas were then mapped onto four different concepts that were developed through several iterations. These were then evaluated through a survey study, a usability test and feedback sessions with slag hauler drivers, mechanics and the manufacturer.A final concept was created that accommodates all the information that is needed in order to operate and maintain the slag hauler in a safe and efficient way. That is for example speed, RPM, information about the tipping system and data from the engine, transmission and hydraulic system. The final concept contains the parts of the four previous concepts that proved to work the best in the concept evaluation. The user interface has a modern look that fits into the new driver cabin design. We have shown that the user experience of the driver and service personnel can be improved through the user interface, by adapting it to user needs. We have also shown what benefits can be achieved by using a human-centred design approach within the field of heavy machinery.
I tunga fordon har förarmiljön och dess användargränssnitt ofta varit lågt prioriterad under produktutvecklingen. Detta håller på att förändras då användarupplevelsen, i synnerhet för föraren, blir ett allt viktigare försäljningsargument. Kiruna Utility Vehicles (Kiruna UV), som tillverkar slaggtruckar för stålindustrin, har tagit fram en ny förarhytt för att möta dessa nya krav. Utvecklingen av förarhytten har skett i samarbete med studenter vid Luleå Tekniska Universitet. Detta examensarbete på masternivå har haft som syfte att skapa ett digitalt användargränssnitt för Kiruna UV:s slaggtruck modell SH60.Användarnas behov är viktiga för att kunna säkerställa en bra användarupplevelse. Därför valdes en människocentrerad designprocess för detta projekt. Omfattande användarstudier har genomförts tillsammans med förare, mekaniker, beslutsfattare och tillverkaren av slaggtrucken. Efterforskningarna har utförts i form av en fältstudier där intervjuer, observationer och eye-tracking användes som huvudsakliga verktyg.Slaggtrucksföraren manövrerar slaggtrucken i två olika positioner, där informationsbehovet skiljer sig åt. Vid körning av slaggtrucken är föraren vänd framåt och i detta läge är den ganska lik andra tunga maskiner. Användargränssnittet måste förmedla information om varvtal, hastighet, växel och bränslenivå.Vid lastning eller tömning av slaggdeglar vänder sig föraren om för att manövrera tippsystemet. I detta läge måste gränssnittet förmedla information om lyftarmarnas position, låsningar och stödben.Genom brainstorming och idéskapande workshops med intressenter och deltagare utan erfarenhet av slaggtruckar, skapades idéer om hur information kan presenteras. Även idéer för gränssnittets layout togs fram. Idéerna kopplades sedan till fyra olika koncept som utvecklades i flera iterationer. Dessa utvärderades genom en enkätundersökning, ett användartest samt återkopplingsmöten med slaggtrucksförare, mekaniker och tillverkare. Ett slutligt koncept skapades, som innehåller den information som behövs för att manövrera och underhålla slaggtrucken på ett säkert och effektivt sätt. Exempel på detta är varvtal, hastighet och information om tippsystemet. Konceptet innehåller de delar av de fyra koncepten som visade sig fungera bäst under konceptutvärderingen. Användargränssnittet har ett modernt utseende som passar in i den nya förarhytten. Vi har visat att användarupplevelsen för förare och servicepersonal kan förbättras genom att anpassa gränssnittet efter deras behov. Vi har också visat vilka fördelar som finns med att använda en människocentrerad designprocess för produktutveckling av tunga maskiner.
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Aydinli, Aykut. "Interface Design: Personal Preference Analysis." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12610035/index.pdf.

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This thesis analyzes the relationship between users&rsquo
characteristics and users&rsquo
interface preferences. An online survey is developed for this study. This survey composed of two types of questions: (1) users&rsquo
personal information such as age, gender, country, cognitive structure, and also computer experience and (2) user interface elements. More than 2,500 participants from 120 different countries throughout the world completed our survey. Results were analyzed using cross tables. Our findings show that there is a relationship between users&rsquo
characteristics and users&rsquo
interface preferences. In the presence of this relationship, an artificial neural network model is developed for the estimation of the interface preferences based on the user characteristics.
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Ripmann, Nina. "User Interface Design for Privacy Enhancing Technology." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18731.

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A significant amount of information is available of us online due to the increased use of the Internet and online services. It appears to be a tendency among users to not read privacy policies when creating user accounts online because policies are known to be long and complicated documents that are hard to understand. Users also feel like they don't really have a choice than to accept the policy if they want to use the service. This have created privacy concerns and a need for better privacy control for users, since the users usually don't know what they have agreed to when accepting policies.SINTEF ICT have developed a privacy enhancing technology (PET), named Privacy Advisor, whose purpose is to help users think about privacy and information sharing online. This is done by Privacy Advisor interpreting webpages privacy policies for the users and giving advices on whether the webpages should be trusted or not. The users are then given the opportunity to provide feedback to Privacy Advisor and the system will use this to adapt to the users privacy preferences. A graphical user interface (GUI) for Privacy Advisor were developed using prototyping with iterative improvement of the design, based on feedback from SINTEF ICT and potential users. Feedback from users was collected by performing usability testing with observation, followed by a questionnaire. Usability testing was also conducted to determine the designs usability and find breakdowns in the design. The feedback showed that there were some breakdowns in the system. These were presentation of text that was confusing for some users, where they did not understand the meaning of the text, or buttons that was not intuitive enough. These breakdowns were fixed for the final version of the design suggestion. The users also navigated well in the prototype and managed to complete all the given tasks. The system also received positive feedback concerning further use and the need for a program like Privacy Advisor, and because of these elements, the usability were determined as good when the final improvements and fixing of breakdowns were completed. A final design for Privacy Advisor, implemented as a Google Chrome extension was then presented to SINTEF ICT.
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14

Royer, Christian D. "Optimization Based Touchscreen Graphical User Interface Design." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1189.

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Tablets have been increasing in popularity throughout the past couple years and developers are designing their graphical user interfaces (GUIs) with this trend in mind. This thesis attempts to examine how a process can be designed to automatically create a GUI layout for a menu driven interface based on predetermined criteria. The effectiveness of the system along with a qualitative analysis of GUIs was examined through the use of human subjects testing ATM designs on a tablet. A three-way ANOVA was designed to see if Gender, the type of Form, or if the order they did their testing was a significant factor in how fast a subject was able to complete certain tasks and what they thought of each of these forms. While these results were not able to prove which form could be completed the fastest because of an interaction between blocking and forms, the subject’s ratings were able to demonstrate their high preference towards a system that was more simplified. They felt that a simpler designed interface is more aesthetic and usable. The subjects also had a higher sense of satisfaction while using a simple form. This thesis provides background for future research in designing a process that can automatically determine the layout of a menu driven system.
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Troive, Frida. "House Configurator Interface : User Experience Design for the Interface of a House Configurator." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86520.

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Building a house is a demanding process with a lot to learn, and many expensive decisions that have to be made. One of them is to choose which house to buy and what it should look like. Many house companies offer via the website a house configurator where the house buyer can test different combinations of choices and see what it would look like. Neava Studios is a company that offers such a tool, Design Studio, which they sell to house companies. The unique thing about this house configurator is that instead of showing fixed example views for each configurable part of the house, it presents photorealistic 360-degree renderings from several different positions in the house. When the house configurator Design Studio is sold to a house company, it is presented through a demo version of the product. The user interface that belongs to the demo was created temporarily and needs to be redesigned with a focus on the end-user experience. In this master thesis, the aim has been to create a better experience for house buyers in the situation of building a house. With the goal of developing a concept for a user interface that is visualized and tested through an interactive prototype. The work has followed an iterative user-centered Design thinking process with five different phases: empathize, define, ideate, prototype and test. In the first phase, empathy was created with house buyers through interviews and surveys and by analysing that information. In the second phase, the primary needs were defined to be used as a basis in the third phase, where ideas for solutions were developed. Two prototypes were created and tested to result in a winning concept that was improved and visualized in an interactive prototype. The final result is a standard user interface for the demo version of Design Studio where the house buyers’ experience has been in focus. This has been done by working with the house buyers’ needs combined with research on user experience and user interface, among other things. The features in the product are combined and clustered to a few, placed in intuitive locations, resulting in an intuitive layout where the user has a good overview. The same applies with the menu that is given a large space for the user to have an overview of the choices, without taking up too much space on the screen. The explorer mode is integrated into the configurating mode for the user to access it, creating control and freedom while making choices. The price is extended to present the price for every room, giving the user more control to stick to their budget.
Att bygga hus är en krävande process med mycket att sätta sig in i, och många och dyra beslut som måste tas. Ett av dem är att välja vilket hus man ska köpa och hur det ska se ut. Många husföretag erbjuder via hemsidan en huskonfigurator där husköparen kan testa olika kombinationer av val och se hur det skulle se ut. Neava Studios är ett företag som erbjuder ett sådant verktyg, Design Studio, som de säljer till husföretag. Det unika med den här huskonfiguratorn är att den i stället för att visa fasta exempelvyer för varje konfigurerbar del av huset, presenterar fotorealistiska 360-gradersrendreringar från flera olika positioner i huset. När huskonfiguratorn Design Studio säljs till ett husföretag presenteras den genom en demoversion av produkten. Användargränssnittet som hör till demon skapades provisoriskt och behöver designas om med fokus på slutanvändarens upplevelse.  I det här examensarbetet har syftet varit att skapa en bättre upplevelse för husköparna i situationen av att bygga hus. Med målet att ta fram ett koncept för ett användargränssnitt som visualiseras och testas genom en interaktiv prototyp. Arbetet har följt en iterativ användarcentrerad Design thinking-process med fem olika faser: empatisera, definiera, idégenerera, prototypa och testa. I den första fasen skapades empati med husköpare genom intervjuer och enkät och genom att analysera den informationen. I den andra fasen togs de primära behoven fram för att användas som grund i tredje fasen där idéer på lösningar togs fram. Två prototyper skapades och testades för att till slut resultera i ett vinnande koncept som förbättrades och visualiserades i en interaktiv prototyp. Det slutliga resultatet är ett standardanvändargränssnitt för demoversionen av Design Studio där husköparnas upplevelse har varit i fokus. Det har gjorts genom att utgå från husköparnas behov och forskning inom bland annat användarupplevelse och användargränssnitt. Funktionerna i produkten har kombinerats och grupperas till ett fåtal, placeras på intuitiva platser, vilket resulterar i en intuitiv layout där användaren har en bra överblick. Detsamma gäller menyn som ger ett stort utrymme för användaren att ha en översikt över valen, utan att ta upp för mycket utrymme på skärmen. Utforskarläget är integrerat i konfigureringsläget för användaren att få åtkomst till det, vilket skapar kontroll och frihet samtidigt som man gör val. Priset utökas för att presentera priset för varje rum, vilket ger användaren mer kontroll för att hålla sig till sin budget.
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Corbin, Brian A. "Single Point User-Interface Software Design for Telemetry Stations." International Foundation for Telemetering, 1992. http://hdl.handle.net/10150/611955.

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International Telemetering Conference Proceedings / October 26-29, 1992 / Town and Country Hotel and Convention Center, San Diego, California
As the repetitive processes in the manufacturing community are being automated to reduce operating cost, the satellite tracking station (being for the most part a repetitive operation) can also reduce operating cost by automation. A conventional satellite tracking station requires personnel to setup, monitor, and adjust a variety of equipment, coordinate data collection, and archive collected data. By automating, the above duties in addition to managing the station can be done through a single-point user interface. This paper presents the methods used to design the user-interface software including graphical user interface (GUI) types of hardware I/O for data acquisition and control, and remote control.
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Venngren, Evelina. "Applying Principles of Game Design to User Interface." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449220.

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This thesis investigates how principles of game design can be applied to a PC game settings menudesign to make the interaction fun and enhance the user satisfaction of interaction and navigation.Through exploring the question “How can principles of game design be applied to UI design inorder to enhance the user satisfaction of interacting with an interface?” it might be possible to addto the experience of using UI without removing any of the usability goals that is customary today.This is determined through user testing of a common design pattern of game settings menusrecognized in World of Warcraft (2004) Elder Scrolls V: Skyrim (2011) Stardew Valley (2016)and a game settings menu designed through game design principles where the respondentsevaluated their experience in an SUS form (Brooke, 1996) and a form created for this study basedon Swink’s (2009) Game Feel. The results revealed that the common menu design generatedhigher scores in usability than the interface designed through game design principles but therewas no significant difference in game feel between the prototypes. However, when dividing gamefeel into questions regarding usability and aesthetics a clear difference between the twoprototypes could be determined where the prototype designed through game design principlesdisplays a trend to score higher in aesthetics than the traditional UI. This could be strengthenedthrough optional comments from the participants where 6 used the word “fun” to describe thegame design prototype while the traditional UI design were described with words such as“functional” “intuitive” “straightforward” “easy to use” and “felt more like a chore”.
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18

Jonsson, Lisa, and Karin Sallhammar. "User Interface Design for Analysis of Sensor Systems." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1670.

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In the future network-based Swedish Defence (NBD), attaining information superiority will be of great importance. This will be achieved by a network of networks where decision-makers, information- and weapon-systems are linked together. As a part of the development of NBD, we have performed a study of user interface design for a future network-based tool package for analysis of sensor systems, referred to as the C2SR-system.

This thesis was performed at Ericsson Microwave Systems AB, Sensor and Information Networks, during the autumn 2002. A pre-study concerning the requirements of usability, trustworthiness and functionality of a userinterface for the C2SR-system was performed. Officers representing the future users in the NBD played an important role when gathering these requirements. Another important part of the pre-study was the evaluation of software that contains parts of the functionality necessary for the C2SR-system.

On the basis of the results from the pre-study, we have designed a user interface to the future C2SR-system. To demonstrate the most important conclusions, a prototype was implemented.

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Elnaffar, Said Selim. "Semi-automated linking of user interface design artifacts." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0004/MQ42610.pdf.

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20

Wilson, Karen. "Agents, affectivity and aesthetics in user-interface design." Thesis, Abertay University, 2007. https://rke.abertay.ac.uk/en/studentTheses/632067a9-4c26-4823-86f8-45f041a259ec.

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Human-Computer Interaction (HCI) research has suggested that there has been a general shift away from more traditional aspects of design, such as usability, and the focus is now more pleasure, or emotion, based. Jordan (2000) states that pleasurebased design is associated with more hedonic aspects, such as enjoyment, and the interaction between the user and the product. A number of studies have investigated the relationship between the user and product in relation to agents (e.g. DeAngeli, Lynch & Johnson, 2002). While it has been widely acknowledged that the use of agents enhances the user experience (e.g. Lester, Converse, Stone, Kahler & Barlow, 1997; DeAngeli et al, 2002), these agents have mainly been fully animated, which may influence perceptions as they are considered more 'human-like'. Conversely, other studies (e.g. Koda & Maes, 1996) have found that the appearance of an agent has little influence on user perceptions of attributes such as intelligence, but only if an interaction has taken place. A series of experiments were conducted in order to investigate user perceptions of agents, or more specifically the influence of aesthetics, context and interaction. Experimental work investigated rating of agents, on a variety of different attributes, in an implied financial context. It was found that there was a general positive regard for female agents, but it was unclear whether stereotypes relating to the context were driving these judgements. Additional work showed that this positive view of female agents was consistent when no context was implied. Further investigation of the role of context indicated that while context (compared to imagined context and no context) had an overall detrimental influence on perceptions of agents, there was a high general regard for both attractive agents and female agents. However, to ensure that this result did not simply arise from the choice of website (financial), additional studies investigated the extent of occupational stereotypes and whether these occupational stereotypes extended to agents. This was found to be the case. However, although the most appropriate agent for a given occupation was one that was gender-congruent with the occupation, there was still a general positive regard for attractive agents. Finally, the influence of interaction was explored, and it was found that the aesthetics, or even presence, of an agent had no effect on user perceptions. This suggests that the quality of interaction may be the most salient aspect of agent perception. These findings are discussed in relation to the literature and future studies are considered.
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21

Treglown, Mark. "The role of metaphor in user interface design." Thesis, Open University, 2002. http://oro.open.ac.uk/54414/.

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The thesis discusses the question of how unfamiliar computing systems, particularly those with graphical user interfaces, are learned and used. In particular, the approach of basing the design and behaviour of on-screen objects in the system's model world on a coherent theme and employing a metaphor is explored. The drawbacks, as well as the advantages, of this approach are reviewed and presented. The use of metaphors is also contrasted with other forms of users' mental models of interactive systems, and the need to provide a system image from which useful mental models can be developed is presented. Metaphors are placed in the context of users' understanding of interactive systems and novel application is made of the Qualitative Process Theory (QPT) qualitative reasoning model to reason about the behaviour of on-screen objects, the underlying system functionality, and the relationship between the two. This analysis supports reevaluation of the domains between which user interface metaphors are said to form mappings. A novel user interface design, entitled Medusa, that adopts guidelines for the design of metaphor-based systems, and for helping the user develop successful mental models, based on the QPT analysis and an empirical study of a popular metaphor-based system, is described. The first Medusa design is critiqued using well-founded usability inspection method. Employing the Lakoff/lohnson theory, a revised verSIOn of the Medusa user interface is described that derives its application semantics and dialogue structures from the entailments of the knowledge structures that ground understanding of the interface metaphor and that capture notions of embodiment in interaction with computing devices that QPT descriptions cannot. Design guidelines from influential existing work, and new methods of reasoning about metaphor-based designs, are presented with a number of novel graphical user interface designs intended to overcome the failings of existing systems and design approaches.
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22

Kim, Hyung Nam. "Usable Accessibility and Haptic User Interface Design Approach." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/26880.

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Many people have visual impairment and make up a population that is increasing each year. Haptic technology is often used to assist members of this population by providing a way of understanding visual information. Although haptic technology is relatively new, it is widely applied across a variety of domains (research and industry). However, a great number of users are dissatisfied with their assistive technology applications. Unfortunately, such dissatisfaction is likely to cause abandonment of the technology devices. In particular, recent research shows that the adoption rate of haptic technology is low. Discontinuing the use of assistive technology devices ultimately results in a waste of time, money, freedom, and reduced function for individuals with disabilities. Of all the factors that lead to abandonment, the most significant is the failure to meet user needs. Whether existing design approaches properly reflect assistive technology user needs should be explored, especially for haptic technology. Existing design approaches have rarely considered the heterogeneous needs of users in the same disability category (i.e., visual disability). Most previous studies on assistive technology have been oriented towards those with total blindness as opposed to those with residual vision (also referred to as low vision). In addition, researchers have paid less attention to older adults with low vision in terms of individual differences in haptic user interface (HUI) needs. There is also some doubt about the applicability of existing design approaches in such design contexts as users with visual disabilities using haptic user interfaces. The aim of this research was to investigate individual differences in usersâ capabilities in the haptic modality and user needs in HUIs. Particularly, age-related and vision-related individual differences were explored. Another aim was to develop a more accessible design approach applicable to users with visual disabilities and HUIs. The magnitude estimation technique was employed to examine how participants (classified by vision and age) perceive the same objective stimulus, such as haptic perception, differently. Brain plasticity theory was primarily applied to modify the existing design approach, PICTIVE. The effectiveness of modified and original PICTIVE methods was investigated in terms of the frequency of statements, gestures, satisfaction, and time to complete a given design task. HUI user needs were elicited from participants and were analyzed to understand age-related and vision-related individual differences. It was found that the haptic perception of the same objective stimulus was not significantly different between younger and older participants with low vision. The two age groupsâ overall preferences for a set of HUI user needs were not significantly different. In addition, the haptic perception of the same objective stimulus was not significantly different between sighted participants and those with low vision. The two vision groupsâ overall preferences on a set of HUI user needs were not significantly different as well. The two design methods resulted in significantly different outcomes. First, participants in the modified PICTIVE method made a significantly higher number of statements. Second, participants in the modified PICTIVE method showed a significantly higher number of gestures. Third, participants in the modified PICTIVE method took significantly more time because they had more design ideas to deliver. Last, both groups were satisfied with a given design method. In short, the research outcomes contribute to the advancement of knowledge and understanding of more â usableâ accessibility for users with visual impairment and a more â accessibleâ participatory design approach to nontraditional user interfaces (i.e., haptic user interfaces) for users with visual impairment.
Ph. D.
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23

Abdullah, Abdul H. "Accessing networked services : a user interface design problem." Thesis, Aston University, 1994. http://publications.aston.ac.uk/10669/.

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This research investigates the general user interface problems in using networked services. Some of the problems are: users have to recall machine names and procedures to. invoke networked services; interactions with some of the services are by means of menu-based interfaces which are quite cumbersome to use; inconsistencies exist between the interfaces for different services because they were developed independently. These problems have to be removed so that users can use the services effectively. A prototype system has been developed to help users interact with networked services. This consists of software which gives the user an easy and consistent interface with the various services. The prototype is based on a graphical user interface and it includes the following appJications: Bath Information & Data Services; electronic mail; file editor. The prototype incorporates an online help facility to assist users using the system. The prototype can be divided into two parts: the user interface part that manages interactlon with the user; the communicatIon part that enables the communication with networked services to take place. The implementation is carried out using an object-oriented approach where both the user interface part and communication part are objects. The essential characteristics of object-orientation, - abstraction, encapsulation, inheritance and polymorphism - can all contribute to the better design and implementation of the prototype. The Smalltalk Model-View-Controller (MVC) methodology has been the framework for the construction of the prototype user interface. The purpose of the development was to study the effectiveness of users interaction to networked services. Having completed the prototype, tests users were requested to use the system to evaluate its effectiveness. The evaluation of the prototype is based on observation, i.e. observing the way users use the system and the opinion rating given by the users. Recommendations to improve further the prototype are given based on the results of the evaluation.
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24

Seago, Allan. "A new user interface for musical timbre design." Thesis, Open University, 2009. http://oro.open.ac.uk/43254/.

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This thesis characterises and addresses problems and issues associated with the design of intuitive user interfaces for timbral control. The usability of a range of synthesis methods and representative implementations of these methods is assessed, and three interface architectures - fixed architecture, architecture specification and direct specification - are identified. The characteristics of each of these architectures, as well as problems of usability inherent to each of them are discussed; it is argued that none of them provide intuitive tools for the manipulation and control of timbre. The study examines the nature of timbre and the notion of timbre space; different kinds of timbre space are considered and criteria are proposed for the selection of suitable timbre spaces as vehicles for synthesis. A number of listening tests, designed to demonstrate the feasibility of subsequent work, were devised and carried out; the results of these tests provide evidence that, where Euclidean distances between sounds located in a given timbre space are reflected in perceptual distances, the ability of subjects to detect relative distances in different parts of the space varies with the perceptual granularity of the space. Three contrasting timbre spaces conforming to the proposed criteria for use in synthesis are constructed; the purpose of these spaces is to provide an environment for a novel user interaction approach for timbral design which incorporates a search strategy based on weighted centroid localization. Two prototypes which exemplify the proposed approach in alternative ways are designed, implemented and tested with potential users in order to validate the approach; a third contrasting prototype which represents a simple contrasting alternative is tested for purposes of comparison. The results of these tests are evaluated and discussed, and areas of further work identified.
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25

Ebenreuter, Natalie Erika. "Transference of dance knowledge through interface design." Swinburne Research Bank, 2008. http://hdl.handle.net/1959.3/46079.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2008.
Submitted in fulfillment [of the requirements of the degree of] Doctor of Philosophy, [Faculty of Design], Swinburne University of Technology - 2008. Typescript. Bibliography: p. 355-369.
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Nyman, Ida, and Malin Norén. "User Interface Design for Promoting Wellness : An Application User Interface with a Focus on Usability and Encouragement of Physical Activity." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-83053.

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Good health amongst employees is essential for an organization, and it is well known that exercise and daily movement have an enormous impact on our health. Physical activity can decrease sick leave and give the employees more energy for their work. At CGI in Karlstad, they have developed an exercise logger called CGIMoving to encourage an active lifestyle in the workplace. In this application, the logged exercises generate points that later are converted to different prizes depending on the amount of activity the user has logged. The vision is to extend the use of this application to more offices in the organization and sell it to other companies.  In this master thesis project, the current user interface of CGIMoving was examined and redesigned. The aim was to create a user-friendly interface and explore new features that can increase participation in wellness activities. The work was done during the fall term of 2020 within the degree of Industrial Design Engineering at Luleå University of Technology.  The project was performed based on a design thinking process divided into three main phases; understand, explore, and materialize. These phases included methods such as user interviews, prototyping, and usability testing. The focus in this process was to understand user needs to improve the user experience of the application. Therefore, users were involved in multiple stages of the design process - from start to finish. In addition to this, relevant theories such as UX- and UI-design, visual design, information architecture, nudging and motivation were researched through a literature review.  This project resulted in a new user interface for the CGIMoving application compatible with computer- and smartphone screens. The redesign includes features for interaction between users, the possibility to set goals and see progress. Moreover, the redesigned user interface has an engaging visual design, and contains more feedback to the user than before. The changes in the design were made to create an improved user experience based on research and user testing and thereby increase the use.
En god hälsa bland anställda är avgörande för en organisation, och det är välkänt att motion och daglig rörelse har en enorm inverkan på vår hälsa. Fysisk aktivitet kan minska sjukfrånvaron och ge de anställda mer energi till sitt arbete. På CGI i Karlstad har de utvecklat en träningsloggare som heter CGIMoving för att uppmuntra till en aktiv livsstil på arbetsplatsen. I den här applikationen genererar de loggade övningarna poäng som senare omvandlas till olika priser beroende på hur mycket aktivitet användaren har loggat. Visionen är att utvidga användningen av denna applikation till fler kontor i organisationen och sälja den till andra företag.  I detta examensarbete undersöktes och omformades det nuvarande användargränssnittet för CGIMoving. Målet var att skapa ett användarvänligt gränssnitt och utforska nya funktioner som kan öka deltagandet i hälsoaktiviteter. Arbetet utfördes under höstterminen år 2020 på civilingenjörsprogrammet i Teknisk Design vid Luleå tekniska universitet.  Projektet genomfördes baserat på en Design thinking process uppdelad i tre huvudfaser; förstå, utforska och materialisera. Dessa faser inkluderade metoder som användarintervjuer, prototyper och användbarhetstestning. Fokus i denna process var att förstå användarnas behov för att förbättra användarupplevelsen av applikationen. Därför var användarna involverade i flera steg i designprocessen - från början till slut. Utöver detta, relevanta teorier som UX- och UI-design, visuell design, informationsarkitektur, nudging och motivation undersöktes genom en litteraturstudie.  Detta projekt resulterade i ett nytt användargränssnitt för CGIMoving som är kompatibel med dator- och smarttelefonskärmar. Omformningen innehåller funktioner för interaktion mellan användare, möjligheten att sätta mål och se framsteg. Dessutom har det omdesignade användargränssnittet en engagerande visuell design och innehåller mer feedback till användaren än tidigare. Ändringarna i designen gjordes för att skapa en förbättrad användarupplevelse baserad på forskning och användartester och därmed öka användningen.
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Axelsson, Daniel. "Graphical User Interface Design of a Maintenance Support System : Using Prototyping and User-Centred Design." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149779.

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The interest in the complex relationship between the behaviour of users and the design of interactive system has been significantly increased as the digital technology has advanced. This has led to usability becoming one of the key elements in user-centred interaction design. Systems need to be designed in a usable way; efficient, use-enhancing, flexible and learnable and the design should also meet the user’s needs and aspirations. This thesis aimed to develop a more usable prototype of the Maintenance Ground Support System (MGSS), using prototyping and a user-centred design approach. The prototype was developed using an adaptation on the evolutionary software development process that consisted of four iterative steps. The prototypes were created, tested and evaluated with surrogate and end-users. The design of the prototype is based on a customizable and simple dashboard application that supports multiple user needs and requirements, in a familiar environment where the user can feel confident and be in control. Based on usability testing, the prototype was concluded to be more efficient, understandable as well as easier to use than the existing system.
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Yang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.

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The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
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Bowen, Judith Alyson. "Formal Models and Refinement for Graphical User Interface Design." The University of Waikato, 2008. http://hdl.handle.net/10289/2613.

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Formal approaches to software development require that we correctly describe (or specify) systems in order to prove properties about our proposed solution prior to building it. We must then follow a rigorous process to transform our specification into an implementation to ensure that the properties we have proved are retained. When we design and build the user interfaces of our systems we are similarly keen to ensure that they have certain properties before we build them. For example, do they satisfy the requirements of the user? Are they designed with known good design principles and usability considerations in mind? User-centred design approaches, which incorporate many different techniques which we may consider as informal, seek to consider these issues so that the UIs we build are designed around the needs and capabilities of real users. Both formal methods and user-centred design are important and beneficial in the development of underlying system functionality and user interfaces respectively. Given this we would like to be able to use both approaches in one integrated software development process. Their differences, however, make this a challenging objective. In this thesis we present a solution this problem by describing models and techniques which provide a bridge between the existing work of user-centred design practitioners and formal methods practitioners enabling us to incorporate (representations of) informal design artefacts into a formal software development process. We then use these models as the basis for a refinement theory for user interfaces which allows interface designers to retain their informal design methods whilst providing an underlying theory grounded in the trace refinement theory of the Microcharts language.
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30

Abrahamsson, Petter. "User Interface Design for Quality Control : Development of a user interface for quality control of industrial manufactured parts." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79724.

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The expected quality on manufactured components in the automotive industry is high, often with an accuracy of tenths of a millimeter. The conventional methods used to ensure the manufactured components are very accurate, but they are both time consuming and insufficient and only a small part of the produced series are analyzed today. The measurement is performed manually in so-called measurement fixtures. Where each component is fixed and predetermined points of investigation are controlled with a dial indicator. These fixtures are very expensive to manufacture and they are only compatible with one specific kind of component. Nowadays, great volumes of material are scrapped from these procedures in the automotive industry. Hence, there is a great need to increase the amount of controlled components without affecting the production rate negatively. This project was carried out for the relatively new company Viospatia, which is a spin-off company based on research from Luleå University of Technology. They have developed a system that automatically measures each component directly at the production line with the use of photogrammetry technology. This makes it possible to discover erroneous components almost immediately and the manufacturer gets a more distinct view of their production and its capability. The aim of this thesis has been to investigate how a user interface should be developed to be as user-friendly as possible without limiting the system’s functions. The objective has been to design a proposal of a user interface adapted for the intended user, creating value and is easy to use. The progression has been structured around a human-centered approach expedient for interaction design, where the developing phase, containing analyze, design and validate, is performed through iterations with continuous feedback from users and the project’s employer. The context, where the intended solution is supposed to be used, was investigated through interviews and observations at the involved companies. In the project there were three factories involved, Gestamp Hardtech and Scania Ferruform in Luleå and Volvo Cars in Olofström. These factories are using similar production methods, sheet metal stamping, so their prerequisites and needs are similar for this type of quality control system. Creative methods have been applied throughout the project to generate as much ideas as possible while trying to satisfy all the important aspects. Initially analog prototypes were created but they were soon developed to digital interactive prototypes. A larger usability-test was conducted with seven participants by using a weblink to the digital prototype. With support from the feedback these tests generated some adjustments were made and the final user interface was designed, separated in two levels - Supervisor and Operator. Through extensive literature study and user-testing it became clear that the operator needs to get an unmistakable message from the user interface. There should not be any doubts whatsoever and the operator should react immediately. This message is delivered with the use of colors that have an established meaning. By identifying what needs the different actors have, the system’s functions can be separated and made accessible only for the intended user. The functions can then be more specifically developed for the intended user instead of modifying them trying to make a compromise that fits everybody. This separation of functions is not anything the user has to actively do but it is performed automatically by the user interface when the user is signing in.
Den förväntade kvalitén på tillverkade delar inom bilindustrin är väldigt hög, med toleranser på så lite som tiondels millimeter många gånger. De konventionella metoderna som används för att kontrollmäta de tillverkade delarna idag är mycket noggranna, men de är både tidskrävande och otillräckliga och endast en väldigt liten del av en producerad serie blir kontrollmätt idag. Mätningen utförs manuellt i så kallade mätfixturer. Där varje komponent fixeras och förutbestämda undersökningspunkter kontrolleras med en så kallad mätklocka. Dessa fixturer är även väldigt dyra att tillverka och de är bara kompatibla med en specifik komponent. I dagens läge så kasseras otroligt stora mängder material från dessa komponenter inom bilindustrin. Här finns det alltså ett stort behov för att öka mängden komponenter som kontrolleras utan att påverka tillverkningstakten. Det här projektet utfördes åt det relativt nystartade företaget Viospatia, vilket är ett spin-off företag från forskning utförd vid Luleå tekniska universitet. De har utvecklat ett system som med hjälp av fotogrammetri automatiskt mäter av varje komponent direkt i produktionslinan. Detta gör att eventuella fel upptäcks nästan omedelbart samtidigt som tillverkaren får en tydligare bild av sin produktion och dess kapacitet. Syftet med denna masteruppsats har varit att undersöka hur ett gränssnitt bör utvecklas för att det ska bli så användarvänligt som möjligt utan att begränsa systemets viktiga funktioner. Målet har varit att ta fram ett förslag på ett gränssnitt som är anpassat för den tänkta användaren, som skapar ett mervärde och är enkelt att använda. Processen har följt en användarcentrerad struktur fördelaktig för interaktionsdesign, där utvecklingsfasen bestående av analys, design och validering sker i flera iterationer med kontinuerlig återkoppling med användare och uppdragsgivare. Kontexten, där den tänkta lösningen ska användas, undersöktes initialt hos de involverade företagen. I projektet var tre fabriker involverade, Gestamp Hardtech och Scania Ferruform i Luleå och Volvo Cars i Olofström. Dessa fabriker använder mestadels liknande tillverkningsmetoder, metallpressning, vilket gör att de rimligtvis har en del gemensamma förutsättningar och behov. Under arbetets gång har diverse kreativa metoder använts för att generera så mycket idéer som möjligt utan att förbise viktiga aspekter. Till en början utvecklades prototyper analogt för att sedan utvecklas till digitala interaktiva prototyper. Ett större användbarhetstest genomfördes på distans med sju testpersoner via en länk till den digitala prototypen. Med hjälp av responsen från dessa tester gjordes en del ändringar och den slutliga designen på gränssnittet blev uppdelat i två nivåer, Supervisor och Operator. Genom teoristudie och användartester framgick det att operatören behöver få en omisskännlig uppmaning från gränssnittet. Det bör inte uppstå några som helst tveksamheter och operatören skall kunna agera direkt. Denna uppmaning sker genom en tydlig färgkodning som utnyttjar vedertagna uppfattningar om färgers innebörd. Genom att identifiera vilka behov de olika aktörerna har kan man på så sätt också hålla isär de olika funktionerna och göra de tillgängliga endast för den typen av aktör som behöver de. De kan på så sätt också utvecklas mer specifikt för den tänkta aktören istället för att modifieras för att passa alla. Denna separering av funktioner är inget som användaren behöver ställa in själv utan görs automatiskt då den loggar in med sitt användarkonto.
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31

Lund, Linda. "Aesthetics in User Interface Design: : The Influence on Users' Preference, Decoding and Learning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10455.

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The question of the relationship between, and the importance of usability and aesthetics, in the field of user interface design, has been debated back and forth. It has also been looked at from different perspectives since Raskin (1994) wrote his article on intuitive design. Several experiments have also been conducted over the last twenty years to find out exactly how much each factor matter, what the ultimate user preference is, and if it can be stereotyped. The more complex part of the discussion, however, seems to be the definitions: exactly what is aesthetics, what is usability and how do they affect each other? To find out, I explored the context of these factors from multiple perspectives, to draw the larger conclusions about what affects what. How accurate is the concept of halo when it comes to interface design; can a less aesthetic interface discourage users from exploring its content? Moreover, can a highly usable interface convince its users that the web page is also aesthetically pleasing? In this paper I will explain the ideas of aesthetic and intuitive design based on two fields of study; human computer interaction design and interaction design. That is in the pursuance of understanding user preference and the design decisions behind one of the most popular interfaces on the internet today.
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32

Lindblom, Marcus, and Robin Åhlin. "Medical counselling via video using WebRTC : User interface and user experience design." Thesis, KTH, Hälsoinformatik och logistik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260959.

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CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (UI) and user experience (UX) design, a standalone Android application was developed for care providers as well as an extension in OPTILOGG taking into account that the users of OPTILOGG are often elderly with multimorbidity. Three accessibility aids were added to the extension of the OPTILOGG Android application in addition to the video solution. The first helping addition was a touch area expansion for buttons. The second aid was a screen reader feature that vocally describes objects the user clicks on. The third tool was a speech recognition feature that allowed patients to navigate in OPTILOGG with voice. The video communication between the standalone care provider application and OPTILOGG was based on WebRTC and was developed using a software development kit from a cloud communications provider called Sinch.
CareLigo är ett medicintekniskt företag som tillhandahåller hjärtsviktspatienter med en hembaserad vårdlösning kallad OPTILOGG. OPTILOGG hjälper patienter att hålla koll på deras symptom, ger medicineringsanvisningar och utbildar dem om sin sjukdom. CareLigo eftersökte en utökning av OPTILOGG vilket skulle ge patienterna möjlighet att prata med vårdgivare via videokommunikation. Detta examensarbete beskriver skapandet av denna videokommunikationslösning och hur detta kan göras på bästa sätt för både patienter och vårdgivare. Utifrån litteraturstudier gällande människa-dator-interaktion samt användargränssnitts (UI)-och interaktionsdesign (UX) utvecklades en fristående Androidapplikation för vårdgivare och en utökning i OPTILOGG med hänsyn tagen till att användarna av OPTILOGG ofta är multisjuka och äldre. Tre tillgänglighetshjälpmedel tillades i utökningen av OPTILOGG. Det första hjälpmedlet var en förstoring av klickareor runt knappar. Den andra tillgänglighetsåtgärden var en skärmläsarfunktion som beskriver objekt som användaren klickar på. Det tredje verktyget var en funktion för taligenkänning som gjorde det möjligt för patienter att navigera i OPTILOGG med röst. Videokommunikationen mellan den fristående vårdgivarapplikationen och OPTILOGG baserades på WebRTC och utvecklades med hjälp av ett utvecklingsverktyg från en molnkommunikationsle-verantör som heter Sinch.
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33

Marshall, L. S. "A formal description method for user interfaces." Thesis, University of Manchester, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.377673.

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34

Demeter, Nora. "Context aware voice user interface." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22417.

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In this thesis I address the topic of a non-visual approach for interaction on mobile,as an alternative to their existing visual displays in situations where hands free usageof the device is preferred. The current technology will be examined through existingwork with special attention to its limitations, which user groups are currently using anysort of speech recognition or voice command functions and look at in which scenariosare these the most used and most desired. Then I will examine through interviews whypeople trust or distrust voice interactions and how they feel about the possibilities andlimitations of the technology at hand, how individual users use this currently and wheredo they see the technology in the future. After this I will develop an alternative voiceinteraction concept, and validate it through a set of workshops.
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Zhao, Tong. "Designing a Mobile Reading User Interface for Aging Populations." Kent State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=kent152422790328748.

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Mendonsa, Shaun. "Evaluation of Mobile Interface Design when viewing Cross- Media Information." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-194111.

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The objectives and goals of this study is to analyze different styles of viewing information on mobile platforms and to find out what each different view brings to the table by creating and testing them with varied users. The study takes into account List View, Scroll View, and Grid View and compares them while viewing three different data formats. For this study, plain text, tabulated text, and interactive text will be analyzed. Smart mobile devices are the most used platform to view data in today's information rich world according to a survey conducted by Forrester Research. When designing for them, a lot must be considered but not knowing what is best suited for each application can be daunting for developers and designers, especially in the user experience context. This study aims to explore each mobile interface and give a better understanding about the different user interface designs features. Information visualization on cross-media information spaces and platforms is an important part of how information is disseminated today. Considering nowadays people get their information through multiple different media platforms like tablets, mobile phones, and web browsers, how to visualize data across all these platforms is a study to focus on in itself. The study showed that users performed better with certain views paired with different data types over others. Certain features of each view helped users understand the data types better over others while others improved users speed in reading data. Users showed certain preferences when interacting with each view on mobile devices when viewing cross media information which is mentioned in the study.
Målet för den här studien är att analysera olika sätt att visa information på mobila enheter och jämföra dessa genom att testa med olika användare. Studien undersöker de olika vyerna List View, Scroll View och Grid View och jämför dem med tre olika dataformat: vanlig text, tabellerad text och interaktiv text. Smarta mobila enheter är den mest använda plattformen för att synliggöra i dagens informationsrika samhälle enligt en undersökning av Forrester Research. När man utformar designlösningar för smarta mobila enheter är det mycket man behöver ta hänsyn till. Att inte veta vad som är bäst för varje applikation kan vara en svår uppgift för utvecklare och designers, särskilt ur användarperspektiv. Den här studiens syfte är att utforska varje mobilt gränssnitt och ge en bättre förståelse för de olika designlösningarna. Att visualisera information på olika mediers informationsytor och plattformar är en viktig del av hur information sprids idag.Om man tar i beaktan att människor numera får information via flertalet medieplattformar som tex läsplattor, mobiltelefoner, och webbläsare så inser man att visualisering av data på alla dessa medieplattformar är en studie i sig. Studien visade att användare lyckades bättre med vissa vyer och datatyper i kombination jämfört med andra. Specifika funktioner i varje vy hjälpte användare att förstå vissa datatyper bättre än andra, medan andra förbättrade användarnas snabbhet att läsa data. Användare tycktes föredra att interagera med vyer på mobila enheter när de tittade på information på olika medieplattformar, vilket nämns i studien.
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37

Graves, Thomas C. "Graphical user interface design for NTCSSAM : shipboard administrative requirements /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA298023.

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Thesis (M.S. in Computer Science) Naval Postgraduate School, March 1995.
Thesis advisor(s): C. Thomas Wu, David A. Gaitros. "March 1995." Includes bibliographical references. Also available online.
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38

Polfreman, Richard. "User-interface design for software based sound synthesis systems." Thesis, University of Hertfordshire, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.363503.

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39

Antona, Margherita Giovanna. "Process-oriented tool support for user interface adaptation design." Thesis, University of Kent, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.409164.

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40

Golovine, Jean Claude Raymond Rolin. "Experimental user interface design toolkit for interaction research (IDTR)." Thesis, Robert Gordon University, 2013. http://hdl.handle.net/10059/839.

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The research reported and discussed in this thesis represents a novel approach to User Interface evaluation and optimisation through cognitive modelling. This is achieved through the development and testing of a toolkit or platform titled Toolkit for Optimisation of Interface System Evolution (TOISE). The research is conducted in two main phases. In phase 1, the Adaptive Control of Thought Rational (ACT-R) cognitive architecture is used to design Simulated Users (SU) models. This allows models of user interaction to be tested on a specific User Interface (UI). In phase 2, an evolutionary algorithm is added and used to evolve and test an optimised solution to User Interface layout based on the original interface design. The thesis presents a technical background, followed by an overview of some applications in their respective fields. The core concepts behind TOISE are introduced through a discussion of the Adaptive Control of Thought – Rational (ACT-R) architecture with a focus on the ACT-R models that are used to simulate users. The notion of adding a Genetic Algorithm optimiser is introduced and discussed in terms of the feasibility of using simulated users as the basis for automated evaluation to optimise usability. The design and implementation of TOISE is presented and discussed followed by a series of experiments that evaluate the TOISE system. While the research had to address and solve a large number of technical problems the resulting system does demonstrate potential as a platform for automated evaluation and optimisation of user interface layouts. The limitations of the system and the approach are discussed and further work is presented. It is concluded that the research is novel and shows considerable promise in terms of feasibility and potential for optimising layout for enhanced usability.
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41

Nunes, Nuno Jardim. "Object modeling for user-centered development and user interface design: the wisdom approach." Doctoral thesis, Universidade da Madeira, 2001. http://hdl.handle.net/10400.13/199.

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42

Crowle, Simon. "The design and evaluation of the specification framework for user interface design." Thesis, Bournemouth University, 2003. http://eprints.bournemouth.ac.uk/439/.

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This thesis presentsthe design and evaluation of an interface specification meta-language(ISML) that has been developed to explicitly support metaphor abstractions in a model-based, user interface design framework. The application of metaphor to user interface design is widely accepted within the HCI community, yet despite this, there exists relatively little formal support for user interface design practitioners. With the increasing range and power of user interface technologies made widely available comes the opportunity for the designof sophisticated, new forms of interactive environments. The inter-disciplinary nature of HCI offers many approaches to user interface design that include views on tasks, presentationand dialogue architectures and various domain models. Notations and tools that support these views vary equally, ranging from craft-based approachesthrough to computational or tool- based support and formal methods. Work in these areas depicts gradual cohesion of a number of these design views, but do not currently explicitly specify the application of metaphorical concepts in graphical user interface design. Towards addressing this omission, ISML was developed based on (and extending) some existing model- based user interface design concepts. Abstractions of metaphor and other interface design views are captured in the ISML framework using the extensible mark-up language(XML). A six-month case study, developing the `Urban Shout Cast' application is used to evaluate ISML. Two groups of four software engineers developed a networked, multi-user, virtual radio-broadcasting environment. A qualitative analysis examines both how each group developed metaphor designs within the ISML framework and also their perceptions of its utility and practicality. Subsequent analysis on the specification data from both groups reveals aspects of the project's design that ISML captured and those that were missed. Finally, the extent to which ISML can currently abstract the metaphors used in the case study is assessed through the development of a unified `meta-object' model. The results of the case study show that ISML is capable of expressing many of the features of each group's metaphor design, as well as highlighting important design considerations during development. Furthermore, it has been shown, in principle, how an underlying metaphor abstraction can be mapped to two different implementations. Evaluation of the case study also includes important design lessons: ISML metaphor models can be both very large and difficult to separate from other design views, some of which are either weakly expressed or unsupported. This suggests that the appropriate mappings between design abstractions cannot always be easily anticipated, and that understanding the use of model-based specifications in user interface design projects remains a challenge to the HCI community.
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43

Frank, Martin Robert. "Model-based user interface design by demonstration and by interview." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9225.

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44

Li, Chunsheng. "Spatial data : access and usability across the Internet." Thesis, Manchester Metropolitan University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247486.

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45

Šromek, Jan. "Návrh uživatelského rozhraní studijního informačního systému VŠE." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-72157.

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The main aim of this paper is to analyse the user interface of current school information system and to redesign new interface based on user testing results. The assumption for reaching this goal is the necessary knowledge of principles of designing modern user interfaces. The benefit consists in creating a whole new structure of navigation system and in the redesigning layouts. The beginning part of this work presents value of usability user interface and who is designing and testing it. The following part describes principles of modern user interfaces. Conclusion part of this paper presents a case study, which describes the problems of current user interface of the ISIS and the new solution of user interface ISIS and its navigation system.
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46

Davis, R. "The design of computer interfaces for the non-specialist user." Thesis, University of Hertfordshire, 1985. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.354319.

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47

Mozes, Alon 1977. ""iTheater" interface design : integrating an educational user interface with a non-linear story engine." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/86792.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, June 2000.
"May 5, 2000."
Includes bibliographical references (leaves 33-34).
by Alon Mozes.
M.Eng.
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48

Maddirala, Sumanth. "Minimal Criteria: Minimizing User Input and User Interface for Faster Output in Minimalistic Mobile Applications." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1560867841585446.

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49

Yahya, Alfandi Nugroho. "A Cognitive Ergonomics Framework of Smartphone User Interface Design for Late Adulthood Users." Thesis, Curtin University, 2019. http://hdl.handle.net/20.500.11937/79579.

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A comparative study will engage with elderly participants in two different geographic or cultural locations - Australia and Indonesia. Each group must be over 70 years of age, and either still working professionally or active in a volunteer organisation. The study invites elderly participants to actively participate in identifying the specific features they would like to see included in a new phone design that would match their daily needs in their professional and personal life.
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50

Ronkainen, S. (Sami). "Designing for ultra-mobile interaction:experiences and a method." Doctoral thesis, University of Oulu, 2010. http://urn.fi/urn:isbn:9789514261794.

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Abstract Usability methodology has matured into a well-defined, industrially relevant field with its own findings, theories, and tools, with roots in applying information technology to user interfaces ranging from control rooms to computers, and more recently to mobile communications devices. The purpose is regularly to find out the users’ goals and to test whether a design fulfils the usability criteria. Properly applied, usability methods provide reliable and repeatable results, and are excellent tools in fine-tuning existing solutions The challenges of usability methodologies are in finding new concepts and predicting their characteristics before testing, especially when it comes to the relatively young field of mobile user interfaces. Current usability methods concentrate on utilising available user-interface technologies. They do not provide means to clearly identify, e.g., the potential of auditory or haptic output, or gestural input. Consequently, these new interaction techniques are rarely used, and the long-envisioned useful multimodal user interfaces are yet to appear, despite their assumed and existing potential in mobile devices. Even the most advocated and well-known multimodal interaction concepts, such as combined manual pointing and natural language processing, have not materialised in applications. An apparent problem is the lack of a way to utilise a usage environment analysis in finding out user requirements that could be met with multimodal user interfaces. To harness the full potential of multimodality, tools to identify both little or unused and overloaded modalities in current usage contexts are needed. Such tools would also help in putting possibly existing novel interaction paradigms in context and pointing out possible deficiencies in them. In this thesis, a novel framework for analysing the usage environment from a user-centric perspective is presented. Based on the findings, a designer can decide between offering a set of multiple devices utilising various user-interface modalities, or a single device that offers relevant modalities, perhaps by adapting to the usage environment. Furthermore, new techniques for creating mobile user interfaces utilising various modalities are proposed. The framework has evolved from the experiences gathered from the designs of experimental and actual product-level uni- and multimodal user interface solutions for mobile devices. It has generated novel multimodal interaction and interface techniques that can be used as building blocks in system designs.
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