• Title/Summary/Keyword: Consistent user interface

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A Methodology for Consistent Design of User Interaction (일관성 있는 사용자 인터랙션 설계를 위한 방법론 개발)

  • Kim, Dong-San;Yoon, Wan-Chul
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.961-970
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    • 2009
  • Over the last decade, interactive devices such as mobile phones have become complicated drastically mainly because of feature creep, the tendency for the number of features in a product to rise with each release of the product. One of the ways to reduce the complexity of a multi-functional device is to design it consistently. Although the definition of consistency is elusive and it is sometimes beneficial to be inconsistent, in general, consistently designed systems are easier to learn, easier to remember, and causing less errors. In practice, however, it is often not easy to design the user interaction or interface of a multi-functional device consistently. Since the interaction design of a multi-functional device should deal with a large number of design variables and relations among them, solving this problem might be very time-consuming and error-prone. Therefore, there is a strong need for a well-developed methodology that supports the complex design process. This study has developed an effective and efficient methodology, called CUID (Consistent Design of User Interaction), which focuses on logical consistency rather than physical or visual consistency. CUID deals with three main problems in interaction design: procedure design for each task, decisions of available operations(or functions) for each system state, and the mapping of available operations(functions) and interface controls. It includes a process for interaction design and a software tool for supporting the process. This paper also demonstrates how CUID supports the consistent design of user interaction by presenting a case study. It shows that the logical inconsistencies of a multi-functional device can be resolved by using the CUID methodology.

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A Systematic Method of Hinting Interface Design (체계적인 힌팅 인터페이스 설계 방법의 연구)

  • Lee, Eun-A;Yun, Wan-Cheol;Park, Wan-Su
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.125-134
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    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

Compact near-eye display for firefighter's self-contained breathing apparatus

  • Ungyeon Yang
    • ETRI Journal
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    • v.45 no.6
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    • pp.1046-1055
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    • 2023
  • We introduce a display for virtual-reality (VR) fire training. Firefighters prefer to wear and operate a real breathing apparatus while experiencing full visual immersion in a VR fire space. Thus, we used a thin head-mounted display (HMD) with a light field and folded optical system, aiming to both minimize the volume for integration in front of the face into a breathing apparatus and maintain adequate visibility, including a wide viewing angle and resolution similar to that of commercial displays. We developed the optical system testing modules and prototypes of the integrated breathing apparatus. Through iterative testing, the thickness of the output optical module in front of the eyes was reduced from 50 mm to 60 mm to less than 20 mm while maintaining a viewing angle of 103°. In addition, the resolution and image quality degradation of the light field in the display was mitigated. Hence, we obtained a display with a structure consistent with the needs of firefighters in the field. In future work, we will conduct user evaluation regarding fire scene reproducibility by combining immersive VR fire training and real firefighting equipment.

On a Concurrency Control and an Interface Design of Collaboration-aware Applications (공동작업을 위한 응용 프로그램에서의 동시성 제어 문제 및 인터페이스 설계 에 관한 연구)

  • Yun, Seok-Hwan;Lee, Jae-Yeong;Park, Chi-Hang;Sin, Yong-Baek
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.3
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    • pp.631-639
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    • 1996
  • In this paper we discuss the elements which must be considered for collaboration- aware application design and their effcets on user interfaces. Collaboration-aware applications have inter-user and user/system interaction features besides generic real-time distribution system features and this restricts the design freedom with the requirement of consistent user interfaces. Programmers, therefore, must provide uniform and logically consistent user interfaces to user and, for this end, they should consider main design features such as concurrency control algorithms, system topology and object replication scheme. Among the design factors concurrency control algorithms have relatively significant impact on user interfaces and we consider the impact of concurrency control agorithms along with that of thesystem to pologyand the objectreplication scheme. Coshed/SAS, a groupeditor, is given as an example of application of the factors.

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Design and Implementation of Multimodal Middleware for Mobile Environments (모바일 환경을 위한 멀티모달 미들웨어의 설계 및 구현)

  • Park, Seong-Soo;Ahn, Se-Yeol;Kim, Won-Woo;Koo, Myoung-Wan;Park, Sung-Chan
    • MALSORI
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    • no.60
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    • pp.125-144
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    • 2006
  • W3C announced a standard software architecture for multimodal context-aware middleware that emphasizes modularity and separates structure, contents, and presentation. We implemented a distributed multimodal interface system followed the W3C architecture, based on SCXML. SCXML uses parallel states to invoke both XHTML and VoiceXML contents as well as to gather composite or sequential multimodal inputs through man-machine interactions. We also hire Delivery Context Interface(DCI) module and an external service bundle enabling middleware to support context-awareness services for real world environments. The provision of personalized user interfaces for mobile devices is expected to be used for different devices with a wide variety of capabilities and interaction modalities. We demonstrated the implemented middleware could maintain multimodal scenarios in a clear, concise and consistent manner by some experiments.

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A Study on How the Functional Difference of User Interface Design Layout Affects User Experience. - Focusing on the F-layout and Z-layout - (웹사이트에서 유저인터페이스디자인 레이아웃의 기능적 차이가 사용자 경험에 미치는 영향 연구 - F레이아웃과 Z레이아웃을 중심으로 -)

  • Lee, Moon Hyung;Park, Il Kwun
    • Design Convergence Study
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    • v.14 no.4
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    • pp.181-192
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    • 2015
  • The layout includes various functions not only arrangement, connection, division of information but also affordance and information recognition as the important element that determine the whole structure of information. Recently, the layout of web interface design was gradually changing from the concept of the original Z-layout to F-layout, whereas, it is being changed again into the split layout as the transform of Z-layout. However, there can be lack of grounds as to the reason of the change of layout. Therefore, it needs to study on how the functional difference between the F-layout and Z-layout affects user experience. In this study, we conduct the study on the effect of each layout type on the user experience focusing on the product description of web-page by user test. The user test have shown that the user has better feeling on the split layout based on the Z-layout than F-layout. The Z-layout also has more advantages on the formation of the favorable attitude of user in efficiency, accessibility and concentration. This result is consistent with the trend of web-design to change into the split layout based on the Z-layout and we provided the objective reasons for the effective web-design layout by user test.

Implimentation of MMS using JNI (JNI를 이용한 MMS 구현)

  • Jang, Kyung-Soo;Shin, Dong-Ryeol
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.1
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    • pp.135-145
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    • 2000
  • Manufacturing Message Specification (MMS) is designed as a communication standard protocol, ISO/IEC 9506, on factory automation for messaging between heterogeneous programmable unit controller, PLC, NC, Robot, of different vendors on the networks. MMS is also a standard protocol of OSI reference model application layer, In this paper, we show an implementation of MMS over TCP/IP using ANSI-C programming language on the unix environment, and make java classification using java native interface (NJI) with MMS library. The use of java classification provides a basic environment ot overcome a difficult programming with different MMS application programming interface (MMS-I) which requires a siklled programming technique of graphic user interface (GUI). In this paper, we implement a MMS application program of the automated assembly model for printed circuit board based on WWW which shows the operation, control and monitoring of real manufacturing device (RMD) with web browser providing users for consistent user interface.

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Ergonomic Considerations for the Design of a CRT-based Process Control System (CRT 방식 생산공정 제어용 계장시스템 설비의 인간공학적 고찰)

  • Chung, Min-Keun;Choi, Jae-Hyun;Jung, Eui-Seung
    • Journal of Korean Institute of Industrial Engineers
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    • v.16 no.2
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    • pp.11-21
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    • 1990
  • With a general trend toward larger and more complex systems with centralized control, an operator's role of supervisory decision making in the control room becomes more important. Identification of potential man-machine interface (MMI) problems with CRT-based process control systems was attempted using a structured questionnaire survey. Based on the survey results, a laboratory experiment was carried out to investigate the performance of alarm detection on a process control CRT display. The user performance was measured in terms of reaction time from the onset of an alarm sound until the completion of predefined response procedures. The results revealed that for a highly complex tasks, mean reaction time ($\bar{RT}$) with a color consistent display was 10.5% faster than that with the original display, and $\bar{RT}$ with a grouped display was reduced by 8.2% in comparison with the color consistent display.

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An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

ISAAC : An Integrated System with User Interface for Sentence Analysis (ISAAC :문장분석용 통합시스템 및 사용자 인터페이스)

  • Kim, Gon;Kim, Min-Chan;Bae, Jae-Hak;Lee, Jong-Hyuk
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.107-116
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    • 2004
  • This paper introduces ISAAC (An Interface for Sentence Analysis & Abstraction with Cogitation) which provides an integrated user interface for sentence analysis. Into ISAAC, the various linguistic tools and resources are integrated. They are necessary for sentence analysis. Most of the tools and resources for sentence analysis are developed and accumulated independently. In the sentence analyzing with these tools and resources, it is difficult for sentence analyst to manage and control information which is taken on each step. In this respect, we have integrated the usable tools and resources, and made ISAAC to provide the consistent user oriented interface to each function. We have been able to divide sentence analysis process Into 14 steps. In ISAAC, these steps are processed by four individual modules $\cicled1$syntactic analysis of sentence,$\cicled2$retrieval of a root word,$\cicled3$searching category information in Roget s Thesaurus, and $\cicled4$searching category information in OfN(Ontology for Narratives). Therefore, in case of sentence analysis with ISAAC, the process of total 14 steps falls into 4 steps. This means that it is able to improve the performance of sentence analyst to the extent 3.5 times or more. Furthermore, ISAAC undertaking tedious transcription needed to process each step, we expect that ISAAC can help the analyst to maintain the accuracy of sentence analysis.