176 resultados para User interfaces


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Designers are typically male, under 35 years old and unimpaired. Users can be of any age and currently over 15% will have some form of impairment. As a result a vast array of consumer products suit youthful males and in many cases exclude other demographics (e.g. Keates and Clarkson, 2004). In studying the way a range of users learn how to use new products, key cognitive difficulties are revealed and linked back to the areas of the product causing the problems. The trials were structured so each user had to complete a specific set of tasks and were consistent across the user spectrum. The tasks set aimed to represent both everyday usage and less familiar functions. Whilst the knowledge gained could provide designers with valuable guidelines for the specific products examined, a more general abstraction provides knowledge of the pitfalls to avoid in the design of other product families.

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This paper presents an agenda-based user simulator which has been extended to be trainable on real data with the aim of more closely modelling the complex rational behaviour exhibited by real users. The train-able part is formed by a set of random decision points that may be encountered during the process of receiving a system act and responding with a user act. A sample-based method is presented for using real user data to estimate the parameters that control these decisions. Evaluation results are given both in terms of statistics of generated user behaviour and the quality of policies trained with different simulators. Compared to a handcrafted simulator, the trained system provides a much better fit to corpus data and evaluations suggest that this better fit should result in improved dialogue performance. © 2010 Association for Computational Linguistics.

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Time and budget constraints frequently prevent designers from consulting with end-users while assessing the ease of use of the products they create. This has resulted in solutions that are difficult to use by a wide range of users, especially the growing older adult population and people with different types of impairments. To help designers with this problem, capability-loss simulators have been developed with the aim of temporarily representing users who are otherwise difficult to access. This paper questions the reliability of existing tools in providing designers with meaningful information about the users' capabilities. Consequently, a new capability-loss simulation toolkit is presented, followed by its empirical evaluation. The new toolkit proved to be significantly helpful for a group of designers identifying real usability problems with everyday devices. © 2012 Copyright Taylor and Francis Group, LLC.

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Design for Inclusivity is a guide to inclusive design for all types of designers, providing guidelines, real examples and information sources.

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Chapter 14 Understandable by Design: How Can Products be Designed to Align with User Experience? A. Mieczakowski, PM Langdon, RH Bracewell, JJ Patmore and PJ Clarkson 14.1 Introduction Understanding users increases the likelihood that ...

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Chapter 20 Clustering User Data for User Modelling in the GUIDE Multi-modal Set- top Box PM Langdon and P. Biswas 20.1 ... It utilises advanced user modelling and simulation in conjunction with a single layer interface that permits a ...

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The amount of original imaging information produced yearly during the last decade has experienced a tremendous growth in all industries due to the technological breakthroughs in digital imaging and electronic storage capabilities. This trend is affecting the construction industry as well, where digital cameras and image databases are gradually replacing traditional photography. Owners demand complete site photograph logs and engineers store thousands of images for each project to use in a number of construction management tasks like monitoring an activity's progress and keeping evidence of the "as built" in case any disputes arise. So far, retrieval methodologies are done manually with the user being responsible for imaging classification according to specific rules that serve a limited number of construction management tasks. New methods that, with the guidance of the user, can automatically classify and retrieve construction site images are being developed and promise to remove the heavy burden of manually indexing images. In this paper, both the existing methods and a novel image retrieval method developed by the authors for the classification and retrieval of construction site images are described and compared. Specifically a number of examples are deployed in order to present their advantages and limitations. The results from this comparison demonstrates that the content based image retrieval method developed by the authors can reduce the overall time spent for the classification and retrieval of construction images while providing the user with the flexibility to retrieve images according different classification schemes.

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This paper describes a framework for evaluation of spoken dialogue systems. Typically, evaluation of dialogue systems is performed in a controlled test environment with carefully selected and instructed users. However, this approach is very demanding. An alternative is to recruit a large group of users who evaluate the dialogue systems in a remote setting under virtually no supervision. Crowdsourcing technology, for example Amazon Mechanical Turk (AMT), provides an efficient way of recruiting subjects. This paper describes an evaluation framework for spoken dialogue systems using AMT users and compares the obtained results with a recent trial in which the systems were tested by locally recruited users. The results suggest that the use of crowdsourcing technology is feasible and it can provide reliable results. Copyright © 2011 ISCA.

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