Funk, Susan · UNI ScholarWorks (University of Northern Iowa) · 1999
While interface design is not an easy term to define, it affects all computer users. While most users probably do not think about the color chosen by a designer creating a button, designers need to be cognizant of these issues. If a designer chooses to have a green button with green text, a user may not be able to read what the button says, especially if the user is colorblind. If a Windows program looks a lot different than other programs a user uses, it may take the user a long time to be able to use the program. In the worst case, if a program is not designed so a user can find information, he or she may give up on the program. Bad interface design has contributed to many applications becoming shelfware, that is, programs that sit on the user's bookshelf in their boxes.
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Gill, Steve · Cardiff Metropolitan Research Repository (Cardiff Metropolitan University) · 2016
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Thoas Erickson, Gitta Solomon · Bulletin of Miscellaneous Information (Royal Gardens Kew)
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Mitch J. Prater · 2024
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2008
Learning object repositories (LORs) have the potential to improve education at the primary school level. However, for various reasons, primary educators are not effectively using LORs. Two of the most common reasons are interface design and time. The goal of this research was to learn more about what will make primary educators use LORs: a better interface or more free time. Data were collected from 37 participants divided into two groups (control and experimental). Data were assessed for significance using Multivariate Analysis of Variance, resulting in a significant main effect indicating that primary educators need additional time more than a better interface. Problem Statement and Goal Learning Object Repositories (LORs) have the potential of improving education at the primary school level but, particularly due to interface usability issues and/or time, LORs have not been effectively used by primary school teachers (Duncan, 2002; Greer & Thomas, 2004). Several studies have suggested that primary educators tend not to use LORs because of usability difficulties such as screen design and
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Marilyn Wolf · Elsevier eBooks · 2019
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Thomas Erickson, Gitta Salomon · Bulletin of Miscellaneous Information (Royal Gardens Kew)
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Colby Dean Raley, Colby Dean Raley · 2005
This project specifies requirements for testing platforms and facilities that will enable the use of neurophysiological data to help improve human computerinterfaces. The data used to generate these requirements was collected as part of an advanced human factors effort aimed at improving the usability of future releases of the Tactical Tomahawk Weapons Control System (TTWCS). Cognitive state was measured using electrocardiography (EKG), galvanic skin response (GSR), and electroencephalography (EEG), in addition to traditional measures using various subjective and psychological analyses. This project demonstrated the value of neurophysiological measures into the Human Computer Interaction (HCI) design process, including increased objectivity of measures and consistency between measures. Simultaneousneurophysiological and psychological measurements will enable researchers to better understand true usability of an interface and the requirements documented herein will enable such research. DEVELOPMENT OF REQUIREMENTS TO INCORPORATE NEUROPHYSIOLOGICAL MEASURES IN HUMAN COMPUTER
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Alistair Dabbs · 2002
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Sharon Oviatt · 2012
Coordinated sensory perception in humans and animals is active and purposeful, achieving remarkable robustness through multimodality. 1-3 Biological systems achieve this by integrating information from entirely different input modalities and by fusing different data sources within modalities. The primary benefits of perceptual fusion include improved robustness, extraction of qualitatively new perceptions (for example, binocular stereo), and compensation for disturbance induced by motion. The rich models that exist in biology, neurophysiology, and psychology on ways in which biological systems organize their intelligent sensory perception can provide guidance for designing future multimodal interfaces. 4 Pursuing robustness and supporting
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Badrul Khan · IGI Global eBooks · 2011
The purpose of the E-Learning Quick Checklist book is to walk you through the various factors (encompassing these eight dimensions) important to developing, evaluating, and implementing open, flexible and distributed learning environments. This book is designed as a Quick Checklist for e-learning. It contains many practical items that you can use as review criteria to check if e-learning modules, courses and programs provide the level of services that learners (or consumers) should expect. Items in the checklist encompass the critical dimensions of an e-learning environment, including pedagogical, technological, interface design, evaluation, management, resource support, ethical, and institutional. Throughout this book, various critical e-learning and blended-learning factors are presented as questions or items that you can ask yourself when planning, designing, evaluating, and implementing e-learning and/or blended-learning modules, courses, and programs.
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Human factors & aging series · 2004
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Kerstin Alexander · X.media.press · 2013
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Philipp Heidkamp · Birkhäuser Basel eBooks · 2008
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P. Brunet, N. Correia, G. Baranoski (editors et al. · 2008
Painterly rendering (non-photorealistic rendering or NPR) aims at translating photographs into paintings with discrete brush strokes, simulating certain techniques (im- or expressionism) and media (oil or watercolour). Recently, our research into visual perception and models of processes in the visual cortex resulted in a new rendering scheme, in which detected lines and edges at different scales are translated into brush strokes of different sizes. In order to prepare a version which is suitable for many users, including children, the design of the interface in terms of window and menu system is very important. Discussions with artists and non-artists led to three design criteria: (1) the interface must reflect the procedures and possibilities that real painters follow and use, (2) it must be based on only one window, and (3) the menu system must be very simple, avoiding a jungle of menus and sub-menus. This paper explains the interface that has been developed.
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Alireza Abbasimoshaei, Thorsten A. Kern · Springer series on touch and haptic systems · 2022
Abstract This chapter deals with different interface technologies that can be used to connect task-specific haptic systems to an IT system. Based on an analysis of the relevant bandwidth for haptic interaction depending on the intended application and an introduction of several concepts to reduce the bandwidth for these application (local haptic models, event-based haptics, movement extrapolation etc.), several standard interfaces are evaluated for the use in haptic systems.
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Stephan Thesmann · 2016
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Susan Funk · UNI ScholarWorks (University of Northern Iowa) · 1999
While interface design is not an easy term to define, it affects all computer users. While most users probably do not think about the color chosen by a designer creating a button, designers need to be cognizant of these issues. If a designer chooses to have a green button with green text, a user may not be able to read what the button says, especially if the user is colorblind. If a Windows program looks a lot different than other programs a user uses, it may take the user a long time to be able to use the program. In the worst case, if a program is not designed so a user can find information, he or she may give up on the program. Bad interface design has contributed to many applications becoming shelfware, that is, programs that sit on the user's bookshelf in their boxes.
Cited by 0
Erin Demastes · NIME 2022 · 2022
Erin Demastes is an experimental composer, performer, and instrument maker whose research combines sound and technology with humor, drama, and absurdity. She uses everyday, household objects and hacked electronics for her installations and performances and subverts their use and perception with play and experimentation. In addition to her interest in physical materials, Erin also experiments with instruction and interaction design by playing with the boundaries of her scores, performances, and installations to find a balance between structure and uncertainty.
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2004
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