A Review of User Interface Design for Interactive Machine Learning
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Chapter 2 3D User Interfaces: History and Roadmap
30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 11 CHAPTER 2 3D3D UserUser Interfaces:Interfaces: HistoryHistory andand RoadmapRoadmap Three-dimensional UI design is not a traditional field of research with well-defined boundaries. Like human–computer interaction (HCI), it draws from many disciplines and has links to a wide variety of topics. In this chapter, we briefly describe the history of 3D UIs to set the stage for the rest of the book. We also present a 3D UI “roadmap” that posi- tions the topics covered in this book relative to associated areas. After reading this chapter, you should have an understanding of the origins of 3D UIs and its relation to other fields, and you should know what types of information to expect from the remainder of this book. 2.1. History of 3D UIs The graphical user interfaces (GUIs) used in today’s personal computers have an interesting history. Prior to 1980, almost all interaction with com- puters was based on typing complicated commands using a keyboard. The display was used almost exclusively for text, and when graphics were used, they were typically noninteractive. But around 1980, several technologies, such as the mouse, inexpensive raster graphics displays, and reasonably priced personal computer parts, were all mature enough to enable the first GUIs (such as the Xerox Star). With the advent of GUIs, UI design and HCI in general became a much more important research area, since the research affected everyone using computers. HCI is an 11 30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 12 12 Chapter 2 3D User Interfaces: History and Roadmap 1 interdisciplinary field that draws from existing knowledge in perception, 2 cognition, linguistics, human factors, ethnography, graphic design, and 3 other areas. -
User Interaction Design for Secure Systems
User Interaction Design for Secure Systems Ka-Ping Yee Report No. UCB/CSD-02-1184 May 2002 Computer Science Division (EECS) University of California Berkeley, California 94720 Supported by NSF award #EIA-0122599 ITR/SI: Societal Scale Information Systems: Technologies, Design and Applications User Interaction Design for Secure Systems Ka-Ping Yee [email protected] Computer Science Department University of California, Berkeley Abstract Perhaps the most spectacular class of recent security problems is the e-mail virus, which is a good real-life The security of any computer system that is configured example of a security violation in the absence of software and operated by human beings critically depends on the errors. At no point in the propagation of the virus does information conveyed by the user interface, the decisions any application or system software do anything other of the computer users, and the interpretation of their than exactly what its programmers would expect: the e- actions. We establish some starting points for reasoning mail client correctly displays the message and correctly about security from a user-centred point of view, by decodes the attached virus program; the system correctly modelling a system in terms of actors and actions and executes the virus program. Rather, the problem has introducing the concept of the subjective actor-ability occurred because the expectations of the programmer state. We identify ten key principles for user interaction became inconsistent with what the user would want. design in secure systems and give case studies to Our purpose here is to present a way of thinking about illustrate and justify each principle, describing real-world this type of issue. -
The Three-Dimensional User Interface
32 The Three-Dimensional User Interface Hou Wenjun Beijing University of Posts and Telecommunications China 1. Introduction This chapter introduced the three-dimensional user interface (3D UI). With the emergence of Virtual Environment (VE), augmented reality, pervasive computing, and other "desktop disengage" technology, 3D UI is constantly exploiting an important area. However, for most users, the 3D UI based on desktop is still a part that can not be ignored. This chapter interprets what is 3D UI, the importance of 3D UI and analyses some 3D UI application. At the same time, according to human-computer interaction strategy and research methods and conclusions of WIMP, it focus on desktop 3D UI, sums up some design principles of 3D UI. From the principle of spatial perception of people, spatial cognition, this chapter explained the depth clues and other theoretical knowledge, and introduced Hierarchical Semantic model of “UE”, Scenario-based User Behavior Model and Screen Layout for Information Minimization which can instruct the design and development of 3D UI. This chapter focuses on basic elements of 3D Interaction Behavior: Manipulation, Navigation, and System Control. It described in 3D UI, how to use manipulate the virtual objects effectively by using Manipulation which is the most fundamental task, how to reduce the user's cognitive load and enhance the user's space knowledge in use of exploration technology by using navigation, and how to issue an order and how to request the system for the implementation of a specific function and how to change the system status or change the interactive pattern by using System Control. -
What Is Interaction for Data Visualization? Evanthia Dimara, Charles Perin
What is Interaction for Data Visualization? Evanthia Dimara, Charles Perin To cite this version: Evanthia Dimara, Charles Perin. What is Interaction for Data Visualization?. IEEE Transactions on Visualization and Computer Graphics, Institute of Electrical and Electronics Engineers, 2020, 26 (1), pp.119 - 129. 10.1109/TVCG.2019.2934283. hal-02197062 HAL Id: hal-02197062 https://hal.archives-ouvertes.fr/hal-02197062 Submitted on 30 Jul 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. What is Interaction for Data Visualization? Evanthia Dimara and Charles Perin∗ Abstract—Interaction is fundamental to data visualization, but what “interaction” means in the context of visualization is ambiguous and confusing. We argue that this confusion is due to a lack of consensual definition. To tackle this problem, we start by synthesizing an inclusive view of interaction in the visualization community – including insights from information visualization, visual analytics and scientific visualization, as well as the input of both senior and junior visualization researchers. Once this view takes shape, we look at how interaction is defined in the field of human-computer interaction (HCI). By extracting commonalities and differences between the views of interaction in visualization and in HCI, we synthesize a definition of interaction for visualization. -
Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation
School of Computing Blekinge Institute of Technology Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation Denis Haxhixhemajli Thesis submitted for completion of Master of Science (120 credits) Main field of study: Computer Science Specialization: Informatics School of Computing Blekinge Institute of Technology SE-371 79 Karlskrona Sweden This thesis is submitted to the School of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science (120 credits) in Computer Science with specialization in Informatics. The thesis is equivalent to 20 weeks of full time studies (30 credits). Contact Information: Author: Denis Haxhixhemajli Address: Rruga “UÇK” BII Nr:12, Pristina 10000, Republic of Kosovo E-mail: [email protected] University advisor: Hans Kyhlbäck School of Computing Blekinge Institute of Technology School of Computing Internet : www.bth.se/com Blekinge Institute of Technology Phone : + 46 455 38 50 00 SE-371 41 Karlskrona Fax : + 46 455 38 50 57 Sweden ii ACKNOWLEDGEMENTS I would like to thank my parents for their continuous support. Special thanks to my Supervisor: Hans Kyhlbäck, as I could not have done this without his detailed, precise and motivating feedback, especially for his ideas to make things better. I would also like to thank the people who participated in the scenario of this thesis. Finally, a big thanks goes to the whole academic staff of this Master’s program for their extra effort to make it awesome: Sara Eriksén, Per Flensburg, Stig Holmberg, Lars-Olof Johansson, Christian Östlund, Lars Svensson, Sten Carlsson, Viveca Asproth, Christina Amcoff Nyström, Anita Håkansson, Ulrica Skagert and Sofia Swartz. -
Multimedia User Interface Design Alistair US Tcliffe
17 Multimedia User Interface Design Alistlir sS tAliife CONTENTS 17.1 Introduction ..................................................................................................................................................................... 387 17.2 Definitions and Terminology ........................................................................................................................................... 388 17.3 Cognitive Background ..................................................................................................................................................... 389 17.3.1 Perception and Comprehension ........................................................................................................................... 389 17.3.2 Selective Attention ............................................................................................................................................... 389 17.3.3 Emotion and Arousal ........................................................................................................................................... 389 17.3.4 Learning and Memorization ................................................................................................................................ 390 17.4 Design Process ................................................................................................................................................................. 391 17.4.1 Users, Requirements, and Domains ................................................................................................................... -
User Interface Design
User interface design ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 1 Objectives ● To suggest some general design principles for user interface design ● To explain different interaction styles and their use ● To explain when to use graphical and textual information presentation ● To explain the principal activities in the user interface design process ● To introduce usability attributes and approaches to system evaluation ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 2 Topics covered ● Design issues ● The user interface design process ● User analysis ● User interface prototyping ● Interface evaluation ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 3 The user interface ● User interfaces should be designed to match the skills, experience and expectations of its anticipated users. ● System users often judge a system by its interface rather than its functionality. ● A poorly designed interface can cause a user to make catastrophic errors. ● Poor user interface design is the reason why so many software systems are never used. ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 4 Human factors in interface design ● Limited short-term memory • People can instantaneously remember about 7 items of information. If you present more than this, they are more liable to make mistakes. ● People make mistakes • When people make mistakes and systems go wrong, inappropriate alarms and messages can increase stress and hence the likelihood of more mistakes. ● People are different • People have a wide range of physical capabilities. Designers should not just design for their own capabilities. ● People have different interaction preferences • Some like pictures, some like text. ©Ian Sommerville 2004 Software Engineering, 7th edition. -
Interaction Design and Children
Foundations and TrendsR in Human–Computer Interaction Vol. 1, No. 4 (2007) 277–392 c 2008 J. P. Hourcade DOI: 10.1561/1100000006 Interaction Design and Children Juan Pablo Hourcade University of Iowa, USA, [email protected] Abstract Children are increasingly using computer technologies as reflected in reports of computer use in schools in the United States. Given the greater exposure of children to these technologies, it is imperative that they be designed taking into account children’s abilities, interests, and developmental needs. This survey aims to contribute toward this goal through a review of research on children’s cognitive and motor development, safety issues related to technologies and design method- ologies and principles. It also provides and overview of current research trends in the field of interaction design and children and identifies chal- lenges for future research. To understand children’s developmental needs it is important to be aware of the factors that affect children’s intellectual development. This survey analyzes the relevance of constructivist, socio-cultural, and other modern theories with respect to the design of technologies for chil- dren. It also examines the significance of research on children’s cognitive development in terms of perception, memory, symbolic representation, problem solving, and language. Since interacting with technologies most often involves children’s hands this survey also reviews literature on children’s fine motor development including manipulation and reach- ing movements. Just as it is important to know how to aid children’s development it is also crucial to avoid harming development. This survey summarizes research on how technologies can negatively affect children’s physical, intellectual, social, emotional, and moral devel- opment. -
THE COMPUTER SCIENCE with HCI
IOSR Journal of Computer Engineering (IOSR-JCE) e-ISSN: 2278-0661,p-ISSN: 2278-8727 PP 52-54 www.iosrjournals.org THE COMPUTER SCIENCE with HCI Shubhangi M. Sherekar1 1([email protected], Dept of Computer Science, Shivaji Science College, Nagpur, India) Abstract: The intention of this paper is to provide an overview on the subject of Computer science with Human computer Interaction. Human computer interaction (HCI) is the study of people design, implement, and use interactive computer systems. In this paper we study why do human uses computing system? , what do human uses computing system for? And the computer science of HCI. Keywords: Human Computer Interaction, computing system, computer science of HCI. I. INTRODUCTION Human–computer interaction (HCI) is the study of interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the rapid growth of computing has made effective human-computer interaction essential. Increased attention to usability is also driven by competitive pressures for greater productivity, the need to reduce frustration, and to reduce overhead costs such as user training. As computing affects more aspects of our lives the need for usable systems becomes even more important. II. HUMAN-COMPUTER INTERACTION: The Association for Computing Machinery defines human-computer interaction as "a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. Because human-computer interaction studies a human and a machine in conjunction, it draws from supporting knowledge on both the machine and the human side. -
Methods and Qualities of a Good User Interface Design
2008:PR002 User Interface Design – Methods and Qualities of a Good User Interface Design Ravi Chandra Chaitanya Guntupalli MASTER’S THESIS Software Engineering, 2008 Department of Technology, Mathematics and Computer Science MASTER’S THESIS User Interface Design – Methods and Qualities of a Good User Interface Design Summary 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. Author: Ravi Chandra Chaitanya. Guntupalli Examiner: Dr. Samantha Jenkins Advisor: Dr. Samantha Jenkins Programme: Software Engineering, 2008 Subject: Software Engineering Level: Master Date: June, 2008 Report Number: 2008:PR002 Keywords User interface design, Software Quality, Reliability, Efficiency, Conciseness, Portability, Consistency, Maintainability, Understandability, System status visibility, System consistency, Error handling, Feedback systems, Memory loading, Efficiency, Appropriate outlook, UI design principles, Usability design, Interface design, Information design, Stake holder, End user. Publisher: University West, Department of Technology, Mathematics and Computer Science, -
User Interface Design 3 0 0 3
COURSE CODE COURSE TITLE L T P C 1152CS108 USER INTERFACE DESIGN 3 0 0 3 A. Preamble : The design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing the user experience. The goal of user interface design is to make the user’s interaction as simple and efficient as possible, in terms of accomplishing user goals (user-centered design). B. Prerequisite Courses: Sl. No Course Code Course Name 1 1150MA202 Engineering Mathematics I C. Related Courses: Sl. No Course Code Course Name 1 1151CS102 Data Structures 2 1151CS113 Computer Graphics and Image Processing D. Course Educational Objectives : Learners are exposed to Describe the web user Interface Describe the structure of user Interface and design process Organize the web systems and control E. Course Outcomes : Upon the successful completion of the course, students will be able to Knowledge Level CO Course Outcomes (Based on revised No’s Bloom’s Taxonomy) Describe the Characteristics of Graphics Interface and its K2 CO1 Principles Design the standards and structures for Human computer K2 CO2 interaction CO3 Understand the components of web systems and text boxes K2 Demonstrate the Guidance of multimedia systems and its K3 CO4 accessibility CO5 Summarize the concepts of windows layout and visualization K2 F. Correlation of Cos with Pos : Cos PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12 PSO1 PSO2 PSO3 CO1 M M L CO2 M L M L M CO3 M L M L L CO4 M M L L L M CO5 H L M L L L L H- High; M-Medium; L-Low G. -
Interactivity: a Review of the Concept and a Framework for Analysis
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Open Access LMU Interactivity: A review of the concept and a framework for analysis OLIVER QUIRING and WOLFGANG SCHWEIGER Abstract The terms ‘interactivity’ and ‘interactive media’ became significant buzz- words during the late 1980s and early 1990s when the multi-media euphoria fascinated politicians, economists, and researchers alike. However, right from the beginning of the scientific debate, the inconsistent usage of the term ‘interactivity’ massively complicated the comparability of numerous empirical studies. This is where this article joins the discussion. First, the article sheds light on the terminological origins of ‘interactivity’ and distin- guishes the term from cognate expressions. Further, it restructures and ex- tends existing findings on the basis of a new analysis framework which considers three levels of interactive communication (action level, level of subjective situation evaluation, and level of meaning exchange). Finally, it delivers a systematic overview of specific criteria of interactive communica- tion. Keywords: interactivity, framework, computer-mediated-communication, human-machine interaction, Internet, media use Introduction ‘Interactivity’ and ‘interactive media’ became significant buzzwords dur- ing the late 1980s and early 1990s when the multi-media euphoria fasci- nated politicians, economists, and researchers alike. During the last de- cade this multimedia euphoria of the early days slowed down distinctly although new technologies were developed continuously. The term ‘inter- active’ was used less frequently but constantly within communication science publications. The term as well as the idea of ‘interactivity’ has, despite some pioneer articles (e. g., Durlak, 1987; Rafaeli, 1988; Heeter, 1989; Steuer, 1992), not been explained satisfactorily so far.