84 resultados para mobile interface design

em Deakin Research Online - Australia


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We aim to support user interface designers in capturing, representing and reasoning about temporal information. We have developed a method to support user interface designers in considering how the temporal aspects of software impact the user. Importantly the method is based on a detailed analysis of data from a set of situated interviews that capture the views of practicing user interface designers. This paper discusses the background research and the motivation for the method.

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User-computer interface development has gone through rapid development in recent years. These developments, however, have not yet been fully implemented in management information system (MIS) design for job shop manufacturing situations. Most of the commercially available MISs are operationally inflexible and do not support management in report generation and decision making, particularly in job shops. This paper describes a framework in developing system user interfaces for job shop manufacturing situations to highlight how a generic information system can be made more useful to managerial decision making. Object-oriented programming technology has been used to provide flexible access to information stored by a generic MIS. Twenty interfacing programs have been developed. For illustration, only three of those interface programs relating to generation of strategic level management reports are discussed here.

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Develops an award winning design for an omnidirectional mobile robot that is both lightweight and extremely maneuverable. Two methods of robot vision, one using rotating lasers and a second using color video cameras were also developed and the merits of both explored.

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This corporate identity design forms part of an ongoing dialogue between the designer, design artefacts and the design briefs. The dialogue involves the elements of interface design, typography, image and identity techniques. The corporate identity development and design was a client-initiated work that has culminated in an ongoing relationship between the designer, Tonya Meyrick and the client b&t energetics. The printed work incorporates a contemporary solution for the client, and proposes the use of style guide rolled out through a simple interface of logotype, corporate stationary and business cards.

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This paper discusses the design of a virtual reality (VR) training system for micro-robotic cell injection. A brief explanation of cell injection and the challenges associated with the procedure are first presented. This is followed by discussion of the skills required by the bio-operator to achieve successful injection, such as accuracy, trajectory and applied force. The design of the VR system which includes the visual display, input controllers, mapping strategies, haptic guidance and output data is then discussed. Initial evaluation of the VR system is presented including analysis and discussion based on conducted user evaluations. Finally, given the findings of the initial evaluation, this paper concludes that an effective haptically-enabled virtual cell injection training system is feasible, and recommendations for improvement and future work are given.

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Technologies, such as Atomic Force Microscopy (AFM), have proven to be one of the most versatile research equipments in the field of nanotechnology by providing physical access to the materials at nanoscale. Working principles of AFM involve physical interaction with the sample at nanometre scale to estimate the topography of the sample surface. Size of the cantilever tip, within the range of few nanometres diameter, and inherent elasticity of the cantilever allow it to bend in response to the changes in the sample surface leading to accurate estimation of the sample topography. Despite the capabilities of the AFM, there is a lack of intuitive user interfaces that could allow interaction with the materials at nanoscale, analogous to the way we are accustomed to at macro level. To bridge this gap of intuitive interface design and development, a haptics interface is designed in conjunction with Bruker Nanos AFM. Interaction with the materials at nanoscale is characterised by estimating the forces experienced by the cantilever tip employing geometric deformation principles. Estimated forces are reflected to the user, in a controlled manner, through haptics interface. Established mathematical framework for force estimation can be adopted for AFM operations in air as well as in liquid mediums.

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Interface design is one of the main research areas in human-computer interaction (HCI). In computer science, many HCI re-searchers and designers explore novel interface designs with cutting-edge technology, but few investigate alternative interfaces for existing built environments, especially in the area of architecture. In this pa-per, we investigate alternative interface designs for existing architectural elements—such as walls, floors, and ceilings—that can be created with off-the-shelf materials. Instead of merely serving as discrete sensing and display devices integrated to an existing building’s surface, these liquid and thin materials act as interventions that can be ‘painted’ on a surface, transforming it into an architectural interface. This interface, Painterface, is a responsive material intervention that serves as an analogue, wall-type media interface that senses and responds to people’s actions. Painterface is equipped with three sensing and responsive capacities: touch, sound, and light. While the inter-face’s touch capacity performs tactile sensing, its sound-production and illumination capacities emit notes and light respectively. The out-comes of this research suggest the possibility of a simple, inexpensive, replaceable, and even disposable interface that could serve as an architectural intervention applicable to existing building surfaces.

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This paper explores the potential for using metaphors to enable two and three year old children to interact independently with a computer earlier than is traditionally accepted. They need appropriate cognitive skills, the development of which is dependent on the provision of suitable activities; they need adequately developed physical skills to interact with the hardware and necessary knowledge of expected behaviours for interaction. The authors argue that such expectations can be conveyed via the use of metaphors and will employ a purpose-built multimedia product Television Metaphor (TVM) as an example in order to support their discussion. As the TVM software has hitherto demonstrated, age appropriate metaphors using source domains familiar to young children can guide children in the requisite interactions for independent computer use. TVM was created to contextualise theoretical discussions into interface design and to synthesise the ensuing analysis into an applied form.

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There is increasing coverage in the literature relating to the different facets surrounding the security service of authentication, but there is a need for further research into the usability of graphical authentication. Specifically, the usability and viability of graphical authentication techniques for providing increased security needs to be further explored. There is a significant amount of evidence relating to traditional authentication techniques which highlight the fact that as technological advances grip modern societies, the requirement for more advanced authentication and security approaches increases. The exponential growth in the number of people using the Internet carries with it the high potential for increased security threats, suggesting that there are needs for further techniques to increase security in online environments. This paper presents the findings of how various interface design approaches affect the usability of a previously developed alternative graphical authentication technique called AuthentiGraph. The security design provided by Authentigraph has been established and justified in previous research by the authors. The primary focus of this paper is the usability of this technique. Using an experimental laboratory based approach, combined with an online survey, 20 university students evaluated a combination of five varying graphical interfaces in three different screen sizes. The outcome provides the interface design criteria best suited for the implementation and use of the AuthentiGraph technique.

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This published design output forms part of an ongoing dialogue between the designer, design briefs and mediated technologies. The dialogue involves the elements of interface design, typography, image and responsive technologies. The website development and design was a client initiated work that has culminated in a ongoing relationship between the designer, Tonya Meyrick and the client b&t energetics. This fully responsive website incorporates a contemporary and interactive space for the client and customers through a simple interface design with comments and feedback section, media releases, product gallery and online shopping cart with merchant facilities.

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Open learner models provide a way of showing teachers and students the learning progress of a student against expectations. Creating an effective interface to present a learner model is an important part in open learner modeling. Usefulness of the learner model relies on using a clear andeffective representation format to facilitate users’understanding of the information presented. In this paper, wepropose a range of open learner model representation formatsto display students’ learning task status and achievement interms of learning outcomes. We investigate different types ofrepresentation formats and data useful for users to inspect thelearner model. An interface design prototype has been built toprovide potential users with an evaluation platform thatenables investigation of these aspects. The results obtained willallow us to develop a more effective new open learner modelvisualisation tool.

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Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users' perspective. In this paper, we describe a user study carried out to validate a newly developed haptically enabled virtual training system. By taking consideration of the complexity of individual differences on human performance, adoption and acceptance of haptic and audio-visual I/O devices, we address how well users learn, perform, adapt to and perceive object assembly training. We also explore user experience and interaction with the system, and discuss how multisensory feedback affects user performance, perception and acceptance. At last, we discuss how to better design VEs that enhance users perception, their interaction and motor activity.

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In this paper, we discuss the design aspects of a dynamic distributed directory scheme (DDS) to facilitate efficient and transparent access to information files in mobile environments. The proposed directory interface enables users of mobile computers to view a distributed file system on a network of computers as a globally shared file system. In order to counter some of the limitations of wireless communications, we propose improvised invalidation schemes that avoid false sharing and ensure uninterrupted usage under disconnected and low bandwidth conditions.