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Usability Engineering of Text Drawing Styles in Augmented Reality User InterfacesGabbard, Joseph L. 17 October 2008 (has links)
In the coming years, augmented reality, mobile computing, and related technologies have the potential to completely redefine how we interact with and use computers. No longer will we be bound to desktops and laptops, nor will we be bound to monitors, two-dimensional (2D) screens, and graphical user interface (GUI) backgrounds. Instead we will employ wearable systems to move about and augmented reality displays to overlay 2D and three-dimensional (3D) graphics onto the real world.
When the computer graphics and user interface communities evolved from text-based user interfaces to 2D GUIs, many in the field noted the need for “new analyses and metrics“ [Shneiderman et al., 1995]; the same is equally true today as we shift from 2D GUI-based user interfaces and environments, to 3D, stereoscopic virtual (VR) and augmented reality (AR) environments. As we rush to advance the state of technology of AR and its capabilities, we need to advance the processes by which these environments are designed, built, and evaluated. Along these lines, this dissertation provides insight into the processes and products of AR usability evaluation.
Despite the fact that this technology fundamentally changes the way we visualize, use, and interact with information, very little HCI work in general, and user-centered design and evaluation in particular, have been done to date specifically in AR [Swan & Gabbard, 2005]. While traditional HCI methods can be successfully applied in AR to determine what information should be presented to the user [Gabbard, 2002], these approaches do not tell us, and what, to date, has not been researched, is how information should be presented to the user.
A difficulty in producing effective AR user interfaces (UIs) in outdoor AR settings lies in the wide range of environmental conditions that may be present, and specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In many cases, a carefully designed AR user interface may be easily legible under some lighting and background conditions, and minutes later be totally illegible in others. Since lighting and background conditions may vary from minute to minute in dynamic AR usage contexts, there is a need for basic research to understand the relationship between real-world backgrounds and objects and associated augmenting text drawing styles.
This research identifies characteristics of AR text drawing styles that affect legibility on common real-world backgrounds. We present the concept of active text drawing styles that adapt in real-time to changes in the real-world backgrounds. We also present lessons learned on applying traditional usability engineering techniques to outdoor AR application development and propose a modified usability engineering process to support user interface design of novel technologies such as AR.
Results of this research provide the following scientific contributions to the field of AR:
Empirical evidence regarding effectiveness of various text drawing styles in affording legibility to outdoor AR users.
Empirical evidence that real-world backgrounds have an effect on the legibility of text drawing styles.
Guidelines to aid AR user interface designers in choosing among various text drawing styles and characteristics of drawing styles produced by the pilot and user-based studies described in this dissertation.
Candidate drawing style algorithms to support an active, real-time, AR display system, where sensors interpret real-world backgrounds to determine appropriate values for display drawing style characteristics.
Lessons learned on applying traditional usability engineering processes to outdoor AR.
A modified usability engineering process to assist developers in identifying effective UI designs vis-Ã -vis user-based studies. / Ph. D.
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Improving reading experience in digital newspapersBerg, Mikaela January 2015 (has links)
Reading news on mobile devices has during the past decade transcended into an every- day activity, which induce greater demands on design and presentation of news. Several researchers have examined essential components in the area of digital newspapers, despite this, there are few newspapers that have switched to a reader-friendly format. The objective of this thesis is to evaluate how the reading experience in digital newspa- pers can be improved by abandoning the traditional structure of today’s printed newspapers. Based on numerous tests and studies, as well as support from literature, a set of guidelines has been produced as a result of this thesis. The design guidelines contain recommendations for optimal line size, typeface, point size, appearance, functionality, placement, recognition factor and packaging. To ensure quality, all guidelines were validated in order to prove that the reading experience had increased. An evaluation was performed that attempted to determine that. The statistic result of this thesis showed a significant difference in both reading speed and the subjective experience. However no significant difference could be seen regarding the reading comprehension. The conclusions made was that structure and design of content can influence both reading speed and reading experience. All design guidelines can be used as guidance when developing templates for digital newspapers.
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Design and Testing of an Adult Age-Independent Online Needs Assessment Tool and Development of Adult Age-Independent Design GuidelinesDurak, Tolga 14 July 2005 (has links)
This thesis addressed the following research activities: (1) Developing and evaluating the usability of an adult age-independent online assessment tool that includes health care related content and is centered on the needs and capabilities of both older and younger users and, (2) Developing adult age-independent design guidelines. An online tool, which was developed for a previous study, was revised according to the results of the previous study and preliminary development activities based upon the user requirements of older adults (50 years or older). The online assessment tool was also tested with younger adults (between 18 and 35 years of age) to determine the differences between younger and older adults. Subsequent to these activities, a final tool that captured the needs of both older and younger adults was developed and evaluated for usability. According to the usability testing results, a design guideline set for an adult age-independent Online Needs Assessment Tool was developed and revisions were conducted in order to develop the final Online Needs Assessment Tool.
The results of these studies, along with the tools developed, provide online survey and interface designers information on older and younger adult user requirements. They provide a knowledge resource for older and younger user healthcare information needs and information about the usability of one online assessment tool to accommodate both older and younger adult users. They also assist interface designers to proliferate and to facilitate more rapid application development / Master of Science
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Empirically Derived Multimedia Design Guidelines for Browsing Large Volumes of E-Mail Data.Rigas, Dimitrios I. January 2003 (has links)
No / This paper introduces multimedia design guidelines for browsing large volumes of e-mail data. These software design guidelines derived from two sets of experiments under a prototype version of a multimedia e-mail tool. The experiments tested various forms of audio-visual communication metaphors. For example, the auditory stimuli consisted of musical sounds (earcons), compositional sounds, environmental sounds (auditory icons), stereophony, pitch, synthesised and recorded speech as well as other sound effects. The first set of experiments involved the multimedia browsing of simple and complex sets of e-mail data. The second set of the experiments involved the communication of e-mail categories and other related e-mail information such as the presence or absence of an attachment, priority status and subject of an e-mail. The results of these two sets of experiments are described and linked with other experiments in the literature. The paper integrates and discusses all these experimental results, the incorporation of auditory stimuli and the suitability of different types of multimedia metaphors for the design of audio-visual browsing techniques of large volumes of e-mail data. The totality of the multimedia design appeared to offer a meaningful, easily understood and recognised interaction mechanism and therefore demonstrated a potential way to maximise the volume of information that could be communicated to users. The application of synthesised and recorded speech, earcons and auditory icons as well as sound effects are also discussed in the light of the experimental results with emphasis upon issues of synergy, synchronisation, consistency, structure, classification and presentation of different types of communication metaphors as an integral part of the software design process. Furthermore, the suitability and use of compositional sounds are also discussed. The paper concludes with a set of practical guidelines for software and multimedia designers and a design approach for this type of data browsing.
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Achieving conservation: new cognitive based zoo design guidelinesPloutz, Russell January 1900 (has links)
Master of Landscape Architecture / Department of Landscape Architecture/Regional & Community Planning / Eric A. Bernard / Typical aspects of a zoo’s mission are conservation of wildlife and habitats. As part of conservation efforts zoos provide opportunities for visitors to learn about animals and their environments. Ultimately their goal is visitor understanding leading to conservation behavior. While documented zoo design methods such as landscape immersion, cultural resonance and interpretation elements provide opportunities to learn, current literature stops short of explaining how visitors learn. This research intends to bridge this gap through an innovative mixed methods approach under the hypothesis: if designers understand how visitors learn, their design approach will change to integrate learning and cognitive process theories, resulting in exhibit designs which engage visitor’s cognitive processes increasing learning, thereby increasing the potential for conservation behavior.
A thorough literature review revealed cognitive psychology and learning theories vital to exhibit design. Cognitive processes are the mental processes visitors use to learn, think and act (Leonard, 2002). To design for visitor’s cognitive processes designers need to be concerned with visitor’s attention, perception, recall, understanding and memory (Koran, 1983). A personal design exercise testing novel approaches for incorporating cognitive processes into theoretical exhibits yielded potential new guidelines and typologies for exhibit design. To test these personal insights, integrated survey and participatory methods were envisioned to engage zoo design professionals. Professional zoo exhibit designers attended two workshops where they learned about cognitive processes and learning theories, discussed and sketched ideas for learning in zoos, and focused on how to integrate theories in design. The interactive charrette engaged zoo design professional’s cognitive processes to uncover new approaches and typologies for zoo exhibit design. Participants completed pre and post-surveys to measure design approach changes. Chan’s (Chan, 2001) five components of an individual’s design style are used as a framework for the survey questions.
Results from the workshop suggest participants augmented their design approach by increasing the influence of cognitive processes in their design approach and concepts. Participants also showed an increased ability to create goals for learning and an increased ability to form constraints along with improvements in existing mental imagery. Additionally, participants demonstrated increases in their search pattern and order in typical design stages of research, site analysis and design development.
From the workshop analysis of the surveys, discussions, and sketches, new design strategies emerged to guide the design of exhibits in engaging and facilitating visitor’s cognitive processes. A triangulation analysis methodology validated the design strategies creating 53 design guidelines for learning by comparing design strategies in the workshop, personal charrette and literature. The design guidelines are compiled into an interactive PDF for other zoo designers and professionals use. To assist the reader in employing the design guidelines most effectively learning principles explain the fundamental learning concepts grounding the guideline. Also, seven example projects illustrate the use of the guidelines. The guidelines, learning principles and example projects are hyperlinked to facilitate learning and application.
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User experience design for children in foster care : Considerations and guidelines / UX design för placerade ungdomar : Designöverväganden och riktlinjerFarhanieh, Iman January 2018 (has links)
Studies have shown that foster children encounter many problems in everyday life. Three of these major problems are access to information, communication and integration. Studies have also shown that digital services such as mobile application can assist this particular type of user with their needs. However, when designing such a service, it is important that the right user experience design process which is suitable for the user will be implemented. For this reason, the goal of this study is to answer the following questions: “Which UX design guidelines are considered more efficient when designing a digital service, especially eHealth services, aimed for adolescent foster children?” In general, this study aims to identify which factors inside user experience design will lead to a more efficient experience for adolescent foster children from the age of 15 to 18. In order to accomplish this, the user centered design and design science research methodology were adopted for this study. Other methods such as literature study, interviews, usability test and heuristic evaluation test were also conducted. Furthermore, to evaluate the identified design guidelines, a mobile prototype which included the design guidelines were created. Based on the results from the usability test and heuristic evaluation test, it can be argued that the design features that would benefit adolescent foster children in a digital service are social features, accessing the right information at the right time, rewards and challenges. Other design features such positive color palates, clear navigation features and minimum use of instructional text should also be used. More importantly, when it came to understanding the needs of the focus group and the context specifics surrounding them, it was realized that designers should create trust with the user, including experts in the area, identifying ethical issues and the exact limitations that the focus group faces. It should be noted that at the beginning of this study, the main plan was to test the concept on actual foster children. Unfortunately, due to certain circumstances, this was not possible. Instead, a usability test and heuristic evaluation test for the prototype was conducted with participants that were experts in the areas related to this study.
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A New Metropolitan Cultural Ligament: Toronto Eglinton Crosstown LRT Prototypical Design ProposalTse, Cindy Ho Yan January 2010 (has links)
This thesis strives to establish a set of design guidelines for the upcoming Eglinton Crosstown Light Rail Transit development in Toronto. The primary design goals are to promote an enjoyable travel experience to commuters, offer positive public spaces in vicinity, and contribute to the greater social and cultural matrices of the city. Under a realistic project setting, the study will meditate upon spatial anthropological theories to identify essential public space qualities and to formulate underground lighting strategies.
The main objective is to complete the development of both underground station and surface stop prototypes that can be flexibly implemented along the entire transit line. The vision is for these stations to not only provide convenient public transit amenities but also function as locale identifiers, showcasing Toronto’s culture virtually as unique rooms in a gallery. Three sites are chosen: Mount Pleasant, Dufferin, and Keele stations. These stations will provide interesting conditions to demonstrate the way in which a set of design guidelines can facilitate the positive development of subway stations into the powerful loci envisioned.
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A New Metropolitan Cultural Ligament: Toronto Eglinton Crosstown LRT Prototypical Design ProposalTse, Cindy Ho Yan January 2010 (has links)
This thesis strives to establish a set of design guidelines for the upcoming Eglinton Crosstown Light Rail Transit development in Toronto. The primary design goals are to promote an enjoyable travel experience to commuters, offer positive public spaces in vicinity, and contribute to the greater social and cultural matrices of the city. Under a realistic project setting, the study will meditate upon spatial anthropological theories to identify essential public space qualities and to formulate underground lighting strategies.
The main objective is to complete the development of both underground station and surface stop prototypes that can be flexibly implemented along the entire transit line. The vision is for these stations to not only provide convenient public transit amenities but also function as locale identifiers, showcasing Toronto’s culture virtually as unique rooms in a gallery. Three sites are chosen: Mount Pleasant, Dufferin, and Keele stations. These stations will provide interesting conditions to demonstrate the way in which a set of design guidelines can facilitate the positive development of subway stations into the powerful loci envisioned.
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Kommunikation med barn: Skapandet av en bilderbok : En litteraturundersökning om bilderboksriktlinjer samt tillverkning av en bilderbok / Communication with Children: The Creation of a Children’s Book : A Literature Study about Guidelines for Children’s Picture Books and the creation of a picture bookOldenburg, Diana January 2013 (has links)
Many people believe that the analogue picture book is a dying media due to the increase of digital media. Contrary to popular belief, the publishing of children’s book in Sweden is continually increasing, which makes mapping the field quite significant. But to regulate the creation of a children’s picture book is problematic, because one does not want to impede the personal style of the writer or the illustrator of the children’s book. If the children’s book creator has an understanding of how to better communicate with children, the children’s book might have a grater impact on the child. Little research has been performed on what one should think about when creating a children’s book, which makes this study highly relevant. My approach to the problem was to make a literature review over preceding research and to test the different directives, by creating an original children’s picture book and then testing the book, and thereby the directives, on the targeted audience. Consequently the picture book and the associated data gathered, suggest 20 design guidelines for picture books for children between 3 and 6 years. Each subcategory, of the guidelines suggested, should be investigated to confirm validity and reliability. / Att digitala medier tar allt större plats i människors liv har lett till att många tror att den analoga barnboken är ett utdöende medium. Dock har utgivningen av analoga barnböcker ökat i Sverige de senaste åren, vilket indikerar motsatsen. Detta gör att en kartläggning av ämnesområdet både blir relevant och angeläget. Däremot är det problematiskt att ta fram riktlinjer för bilderboken då riktlinjerna inte bör hämma barnbokskapares personliga stil, utan snarare underlätta för dem. Min tro är att om barnboksskapare vet hur de på bästa sätt kan kommunicera med barn, kan barnboken göra ett djupare intryck på barnet. Det finns inte mycket forskning om vad man som barnboksförfattare eller illustratör bör tänka på vid skapandet av en barnbok, vilket gör denna studie betydelsefull. Studien genomfördes genom att jag gjorde en litteraturgenomgång av tidigare forskning samt testade de teorier som forskningen föreslår genom att använda mig av dem vid skapandet av en egen bilderbok. Därefter testade jag bilderboken på målgruppen för att se om bilderboken var barnanpassad. Min undersökning resulterade i 20 designriktlinjer för skapandet av en bilderbok för barn mellan 3 och 6 år. Riktlinjerna är indelade i tre underkategorier: format och layout, bilduppbyggnad och text. Den praktiska delen av mitt arbete är en bilderbok som bygger på dessa riktlinjer. Min förhoppning är att genom att följa dessa designriktlinjer blir barnboksskapare mer medvetna om hur deras barnbok bättre kan kommunicera med barn.
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Towards developing and improving effective interaction design toolsBonner, John V. H. January 2002 (has links)
This research began by addressing the question: can effective interface design guidelines be produced for use in the design of future consumer product technologies (CPT)? A literature review explored published studies evaluating existing Human- Computer Interaction guidelines to establish their effectiveness in relation to CPT. Through this review, effectiveness was found to be limited but potentially could be improved using user-centred design methods. In response, six short studies were undertaken to produce user-centred CPT guidelines and to evaluate them using two sets of effectiveness criteria: specificity and applicability. These studies supported findings from the HCI literature. Despite improving the specificity and applicability of the CPT guidelines, passive, non-bespoke design guidelines have still been shown to have little impact on interaction design activity. Other links between research and practice needed to be identified. Two further field investigations indicated that, whilst the use of ergonomics methods was limited in commercial design consultancies, certain types of participative methods considering 'situated design in context' might be helpful. A second literature review was conducted to explore the importance of context-based design activity. As an outcome, design tools were proposed using participative design techniques involving games and role playing. Through a second series of five laboratory and field studies, the proposed design tools were developed and iteratively evaluated. It was demonstrated that the design tools could affect interaction design activity, but further work is still required on improving one of the applicability criteria - 'organisational survival'. These findings demonstrated that interaction designers can effectively produce their own design data using the design tools provided that this design activity is situated within the context of an interaction design problem. It has also been shown that if interaction design tools are to be effective they should satisfy all specificity and applicability criteria established in this inquiry.
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