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Samtalsledares erfarenheter av digitala nätverksträffar : med fokus på kommunikation, ur ett delaktighetsperspektiv / Moderators' experiences of digital meetings for networking : highlighting communication, participation and engagementBergqvist, Elin January 2021 (has links)
Under våren 2021 har det organiserade lärande nätverket för chefer, Nätverk för engagerat ledarskap i Region Jönköpings län, haft digitala träffar genom mötesplattformen Cisco eller Skype i stället för fysiska träffar p.g.a. de rådande samhällsrestriktionerna. Rapporten belyser samtalsledares och nätverks-deltagares mellanmänskliga interaktion och deras anpassningar till digitala arbetssätt, under en tidsperiod där digitaliseringen inom hälso- och sjukvården påskyndats av covid-19-pandemin. Undersökningens syfte är att beskriva samtalsledares erfarenheter av digitala nätverksträffar (vid Nätverket för engagerat ledarskap i Region Jönköpings län) med fokus på kommunikation och vad de beskriver för möjliga förbättringar, utifrån ett delaktighetsperspektiv. Samtliga 40 samtalsledare blev tillfrågade att medverka i undersökningen, varav sex (6) gjorde intresseanmälan. En av dem avbokade dagen innan och fem (5) genomförde gruppintervjun digitalt på mötesplattformen Zoom. Intervjun spelades in efter samtycke och varade 60 minuter. Materialet bearbetades först genom en förenklad induktiv tematisk analys, med stöd av en analysguide inspirerad av Braun och Clarke (2006). Därefter beskrevs analysresultatet utifrån ICF:s första nivå för att belysa resultatet ur ett delaktighetsperspektiv. Fyra teman framkom; digitala utmaningar, mellanmänskliga interaktioner, framtidens behov och ”kriterier” för framgångsrikt digitalt nätverkande. Ett stort problem vid de digitala nätverksträffarna har varit bristande eller fördröjd feedback. Ett annat problem har varit svårigheter med sammanhållningen och att skapa tillit i det digitala rummet. Examensarbetet har gett upphov till förbättringsförslag för ett framgångsrikt digitalt nätverkande ur ett delaktighetsperspektiv. Digitala nätverksträffar kan ses som ett alternativ eller komplement till fysiska träffar även i framtiden. Kanske kan vi framöver hitta det ”bästa receptet” för digitala nätverksträffar för en effektiv och jämlik hälso- och sjukvårdsorganisation? / During the spring of 2021, the organized learning network for managers, Network for Engaged Leadership in Region Jönköping County, has held digital meetings in applications provided by Cisco and Skype instead of having physical meetings due to the current societal restrictions. The report highlights interpersonal interaction between moderators and networking participants, and their adaptations to digital ways of working, in a time where digitalization in healthcare has been accelerated due to the COVID-19 pandemic. The purpose of the survey is to describe moderators' experiences with digital networking meetings (at the Network for Engaged Leadership in Region Jönköping County). The study focuses on communications and how improvements can be made to increase the participation and the engagement of the participants. All 40 moderators within the network were asked to participate in the survey, of which six (6) made expressions of interest. One of them canceled the day before and five (5) participated in the group interview digitally using the application Zoom. The interview was recorded with consent and lasted 60 minutes. The material was first processed through a simplified inductive thematic analysis, supported by a guide inspired by Braun and Clarke (2006). The results were then described, using the first level of the ICF, in terms of participation. Four themes were deduced: digital challenges, interpersonal interactions, future needs, and "criteria" for successful digital networking. The lack or delay of feedback has caused major issues at the meetings. Other difficulties have been the lack of affinity and trust within the group. This study has resulted in several proposals for improving digital networking by increasing accessibility. Digital networking meetings can be seen as an alternative or a complement to physical meetings. Perhaps we can find the "best recipe" for digital networking meetings for an effective and equal healthcare organization? / <p>Examen i vårdadministration, YH-utbildning: 20 Yh-poäng.</p> Read more
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互動玩具系統開發與互動行為探討 / System development of interactive toy and study on behavior孟憲奇, Meng, Shian Chi Unknown Date (has links)
本研究設計了一個結合遊戲性及新型互動體驗的英語學習輔助玩具,目的是將英語學習帶入學齡前兒童的戲水情境之中,兒童可透過與玩具遊戲的過程,達到英語學習歷程的催化。本研究開發之數位互動玩具,可藉由手與尾巴做出不同組合的動作,以及眼睛可以投射出燈光圖案表達不同情緒。並透過語音播放出故事中的單字與句子,再藉由以上的功能會組成不同的回饋。小朋友能用摸與說話的方式,在與玩具之間的遊戲過程中,達到產生興趣的效果。
現階段本研究探討使用者經驗的分析,若要分析小朋友的正式學習歷程,就必須先了解小朋友的動機和使用後的回饋,以讓未來學習歷程中的研究作為基礎。因此,基於認知心理學家的理論討論幼兒學習的歷程,以及為了得知如何設計適合的玩具給小朋友,本研究提出設計時的原則以及使用者經驗與使用性,建構出互動玩具的雛形。實驗評估對象共為8位3~5歲之兒童(第一階段7位,第二階段1位),以觀察的方式紀錄實驗過程,利用開放式問題詢問小朋友的回饋,並以進行整理與分析。總結,研究成果為:
1. 互動學習體驗:將科技結合一般戲水玩具,透過觸摸及語音的互動方式產生動作、燈光圖案、聲音等回饋,從戲水互動過程中給予兒童新的互動學習體驗。
2. 學習與探索的動機:本研究依據Skinner的操作制約概念制定互動流程,玩具經實驗發現透過觸摸及口說的互動,產生了多元回饋刺激,包含故事內容及卡牌的配合,讓小朋友在遊戲過程中能自行探索內容並在過程中學習。
3. 使用者經驗與使用性分析:從使用性五項指標分析情緒起伏歷程紀錄及分析使用者經驗,發現玩具容易讓小朋友操作且記憶玩具提供之內容,整體使用性是高的。但相較於觸摸的互動方式,說話的互動方式會讓小朋友在操作上使用性較低。
互動玩具的設計製作:以UCD的設計思維建構互動玩具外型設計、人機互動方式及內容設計,並再以Arduino為主要載體建構模組化之設計。 / This study designed an English learning toy that combined the game and a new interactive experience. This aim is to integrate English learning into the context of preschoolers playing in water and use the interaction with the toy to promote the English learning process.
In this study, the digital interactive toy we made that can make different combinations of action by using its hands and tail, project out the lighting patterns to express various emotions by its eyes, and play out the words and sentences of the story by the voice player. According to the above functions, the toy forms different ways of feedback. It is effective that children can develop an interest in the toy by the ways of touching and saying in the process of game playing.
At present, this study explored the analysis of user experience, if we want to analysis the children's formal learning process, we must first understand the child's motivation and feedback after use, so that it can be a foundation of the learning process in the future. Thus, the study is based on the theory of cognitive psychologists that discussed the course of early childhood learning. In order to know how to design a suitable toy for preschoolers, this study built the prototype of the interactive toy through presenting the design principles and user experience and usability. The subjects were 8 preschoolers (3-5 years of age) enrolled in the study (7 subjects in the first stage and 1 subject in the third stage). Researcher recorded the experimental procedure by the way of observing, inquired the research subjects to get their feedback by opened questions, and then digested and analyzed to the conclusion. Summary, the results of this research are in the following:
(1) Interactive learning experience: The combination of technology and the general water-playing toys. The digital interactive toy let preschoolers get a new interactive learning experience through the way of touching and speaking to emerge action, light patterns, sound and other feedback.
(2) Learning motivation and exploration: Based on Skinner's operational control concept, the research has found that the toy stimulates a variety of feedback through touching and speaking of the interaction, including the story content and cards. The preschoolers in the course of the game can explore the content by themselves and learning during the process.
(3) User experience and usability analysis: According to the use of five indicators to analyze the course of emotional change and user experience, the research has found that the toys easily to be operated by children and made them keep memory of the contents the toy provided. The overall use is high, however, compared to the interactive way of touching, the way of speaking is lower in the children’s operation.
(4) Interactive toy design: The toy is based on UCD design thinking to construct interactive toy exterior design, human-computer interaction and content design. The main carrier is Arduino to build out the modular design. Read more
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Percepção e produção de sentido no ciberespaço: influência de elementos infográficos em decisões de acesso na WebLima, Paulo Alves de 08 March 2010 (has links)
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Previous issue date: 2010-03-08 / Considering the current dissemination stage of the world wide web and the historical
social repercussion which such presence evokes, this Master Thesis intents to provide
subsidies to webdesign activity, developing knowledges that contribute to the process of
infographics elements manipulation in the web interfaces construction.
The study corpus, Brazilian websites graphical interfaces, required for its analysis,
quali-quantitative empirical research that enables, through aesthetic dissection, the
identification of the existence of dominating visual patterns in Brazilian websites interfaces.
The results of this stage reference the elaboration of representative models, which in the
following step passed by a test process and validation with the users.
The successful achievement of these objectives made it possible to solve one of the
major problems related to the research object, the assembly of an interface model capable of
tracing and computing path of user access, identifying separately how the infographics
elements of the screen are related to each other, in the reception context, to the surfer decision
for the click-through.
This road bared the existence evidences of aesthetic phenomenal in the research
context, fact theoretically addressed through style viewpoint, which resulted in proposing a
new approach to the webdesign, capable of bringing closer the cyberculture theoretical views
and the empirical results produced nowadays.
The theoretical framework of the dissertation is based on three great quadrants. In the
first one is located the comprehension, in the applied social science context, of the historical
social movie set where the cyberculture and its typical technologically mediated
communication processes are inserted. On this stage, the references are Zygmunt Bauman,
Paul Virilio, Neil Postman, Asa Briggs and Peter Burke. In a second moment, the computer
graphic interfaces genesis is treated with their semantic machines and graphical metaphors;
here the text dialog extends to propositions of Steven Johnson, Oliver Sacks, Philippe Breton
and Walter Benjamin. Finally, follows a reflection about the webdesign and its conceptualaesthetic
issues under the historical view of style and here the references are Adrian Frutiger,
Josef Albers, Allen Hurkburt, Donis Dondis, Charles Peirce, Eugênio Trivinho e Lucia
Santaella / Considerando o atual estágio de disseminação da grande rede mundial de computadores
e a repercussão social-histórica que tal presença evoca, esta Dissertação de Mestrado pretende
oferecer subsídios à atividade de webdesign, desenvolvendo conhecimentos que contribuam
para o processo de manipulação dos elementos infográficos na construção de interfaces Web.
O corpus do estudo, as interfaces gráficas dos websites brasileiros, exigiu, para a sua
análise, pesquisa empírica qualiquantitativa que possibilitasse, através de dissecação estética,
identificar a existência de padrões visuais dominantes nas interfaces de websites brasileiros.
Os resultados dessa etapa referenciaram a elaboração de modelos representativos, que em
etapa seguinte passaram por processo de teste e validação junto a usuários.
O cumprimento exitoso desses objetivos tornou possível solucionar um dos principais
problemas relativos ao objeto da pesquisa, a montagem de uma interface-modelo capaz de
rastrear e computar trajetórias de acesso de usuários, identificando isoladamente como os
elementos infográficos da tela se relacionam, no contexto da recepção, à decisão do internauta
pelo click-through.
Esse percurso desnudou evidências da existência de fenômenos estéticos no contexto
da pesquisa, fato abordado teoricamente sob a ótica do estilo, e que resultaram em proposição
de uma nova abordagem para o webdesign, capaz de aproximar as visagens teóricas da
cibercultura dos resultados empíricos produzidos no cotidiano.
O quadro teórico da pesquisa é composto por três grandes quadrantes. No primeiro,
situa-se o entendimento, no contexto das ciências sociais aplicadas, do cenário socialhistórico
em que a cibercultura e seus típicos processos comunicativos tecnologicamente
mediados se inserem. Nesse âmbito, figuram, como referências Zygmunt Bauman, Paul
Virilio, Neil Postman, Asa Briggs e Peter Burke. Num segundo momento, é tratada a gênese
das interfaces computacionais gráficas e suas metáforas, no qual a abordagem é norteada por
Steven Johnson, Oliver Sacks, Philippe Breton e Walter Benjamin. Por fim, segue-se uma
reflexão sobre o webdesign e suas questões estético-conceituais sob a ótica histórica do estilo
e aqui as referências são Adrian Frutiger, Josef Albers, Allen Hurlburt, Donis Dondis, Charles
Peirce, Eugênio Trivinho e Lucia Santaella Read more
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Reconhecimento de gestos usando segmentação de imagens dinâmicas de mãos baseada no modelo de mistura de gaussianas e cor de pele / Gesture recognizing using segmentation of dynamic hand image based on the mixture of Gaussians model and skin colorHebert Luchetti Ribeiro 01 September 2006 (has links)
O objetivo deste trabalho é criar uma metodologia capaz de reconhecer gestos de mãos, a partir de imagens dinâmicas, para interagir com sistemas. Após a captação da imagem, a segmentação ocorre nos pixels pertencentes às mãos que são separados do fundo pela segmentação pela subtração do fundo e filtragem de cor de pele. O algoritmo de reconhecimento é baseado somente em contornos, possibilitando velocidade para se trabalhar em tempo real. A maior área da imagem segmentada é considerada como região da mão. As regiões detectadas são analisadas para determinar a posição e a orientação da mão. A posição e outros atributos das mãos são rastreados quadro a quadro para distinguir um movimento da mão em relação ao fundo e de outros objetos em movimento, e para extrair a informação do movimento para o reconhecimento de gestos. Baseado na posição coletada, movimento e indícios de postura são calculados para reconhecimento um gesto significativo. / The purpose of this paper is to develop a methodology able to recognize hand gestures from dynamic images to interact with systems. After the image capture segmentation takes place where pixels belonging to the hands are separated from the background based on skin-color segmentation and background extraction. The image preprocessing can be applied before the edge detection. The recognition algorithm uses edges only; therefore it is quick enough for real time. The largest blob from the segmented image will be considered as the hand region. The detected regions are analyzed to determine position and orientation of the hand for each frame. The position and other attributes of the hands are tracked per frame to distinguish a movement from the hand in relation to the background and from other objects in movement, and to extract the information of the movement for the recognition of dynamic gestures. Based in the collected position, movement and indications of position are calculated to recognize a significant gesture. Read more
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Reconhecimento de gestos usando segmentação de imagens dinâmicas de mãos baseada no modelo de mistura de gaussianas e cor de pele / Gesture recognizing using segmentation of dynamic hand image based on the mixture of Gaussians model and skin colorRibeiro, Hebert Luchetti 01 September 2006 (has links)
O objetivo deste trabalho é criar uma metodologia capaz de reconhecer gestos de mãos, a partir de imagens dinâmicas, para interagir com sistemas. Após a captação da imagem, a segmentação ocorre nos pixels pertencentes às mãos que são separados do fundo pela segmentação pela subtração do fundo e filtragem de cor de pele. O algoritmo de reconhecimento é baseado somente em contornos, possibilitando velocidade para se trabalhar em tempo real. A maior área da imagem segmentada é considerada como região da mão. As regiões detectadas são analisadas para determinar a posição e a orientação da mão. A posição e outros atributos das mãos são rastreados quadro a quadro para distinguir um movimento da mão em relação ao fundo e de outros objetos em movimento, e para extrair a informação do movimento para o reconhecimento de gestos. Baseado na posição coletada, movimento e indícios de postura são calculados para reconhecimento um gesto significativo. / The purpose of this paper is to develop a methodology able to recognize hand gestures from dynamic images to interact with systems. After the image capture segmentation takes place where pixels belonging to the hands are separated from the background based on skin-color segmentation and background extraction. The image preprocessing can be applied before the edge detection. The recognition algorithm uses edges only; therefore it is quick enough for real time. The largest blob from the segmented image will be considered as the hand region. The detected regions are analyzed to determine position and orientation of the hand for each frame. The position and other attributes of the hands are tracked per frame to distinguish a movement from the hand in relation to the background and from other objects in movement, and to extract the information of the movement for the recognition of dynamic gestures. Based in the collected position, movement and indications of position are calculated to recognize a significant gesture. Read more
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Towards Usable Transparency via IndividualisationMurmann, Patrick January 2019 (has links)
The General Data Protection Regulation grants data subjects the legal rights of transparency and intervenability. Ex post transparency provides users of data services with insight into how their personal data have been processed, and potentially clarifies what consequences will or may arise due to the processing of their data. Technological artefacts, ex post transparency-enhancing tools (TETs) convey such information to data subjects, provided the TETs are designed to suit the predisposition of their audience. Despite being a prerequisite for transparency, however, many of the TETs available to date lack usability in that their capabilities do not reflect the needs of their final users. The objective of this thesis is therefore to systematically apply the concept of human-centred design to ascertain design principles that demonstrably lead to the implementation of a TET that facilitates ex post transparency and supports intervenability. To this end, we classify the state of the art of usable ex post TETs published in the literature and discuss the gaps therein. Contextualising our findings in the domain of fitness tracking, we investigate to what extent individualisation can help accommodate the needs of users of online mobile health services. We introduce the notion of privacy notifications as a means to inform data subjects about incidences worthy of their attention and examine how far privacy personas reflect the preferences of distinctive groups of recipients. We suggest a catalogue of design guidelines that can serve as a basis for specifying context-sensitive requirements for the implementation of a TET that leverages privacy notifications to facilitate ex post transparency, and which also serve as criteria for the evaluation of a future prototype. / <p>Paper 2 ingick som manuskript i avhandlingen, nu publicerad.</p> Read more
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Um modelo baseado em princípios de usabilidade para aplicação em interfaces de usuário para a interação humano-computadorPechansky, Rubem January 2011 (has links)
A maturidade da área de Interação Humano-Computador (IHC) pode ser atestada pela grande quantidade de conjuntos formados por regras, diretrizes e normas (aqui designados como diretivas) que têm sido formulados por dezenas de autores como guias para o estudo, criação e melhoria de interfaces de usuário. No entanto, esses conjuntos apresentam diferenças significativas entre si: muitas dessas diretivas, incluindo algumas já consagradas no universo da IHC, não pertencem ao mesmo nível de abstração nem formam um conjunto homogêneo de enunciados. Essa falta de unidade, aliada à acelerada evolução das tecnologias digitais, tem contribuído para manter essas diretivas (e a própria disciplina de IHC, segundo alguns) em um estado constante de fragmentação e permanente modificação. Mesmo assim, podem ser encontrados princípios — ou leis essenciais, universais e imutáveis — que são subjacentes às diretivas e que podem delas ser extraídos através de uma metodologia adequada. Para contribuir com esse processo, a presente pesquisa apresenta uma revisão dos critérios utilizados para a compilação de conjuntos de diretivas de usabilidade, além de um método de três etapas para a redução progressiva de um número significativo de diretivas a uma lista simples de princípios de usabilidade. Os resultados deste trabalho incluem um modelo metodológico e um conjunto de sete princípios que podem ser utilizados para a pesquisa a e prática da Interação Humano-Computador. / The maturity of the Human-Computer Interaction (HCI) field can be attested by the large number of existing sets of rules, guidelines and standards (called directives herein) that have been formulated by dozens of authors as guidelines for the study, design and improvement of user interfaces. Still, these sets present significant differences among themselves: many of these directives, including some already established in the realm of HCI, do not belong to the same level of abstraction and do not constitute a homogeneous set of statements. This lack of unity, coupled with the rapid evolution of digital technologies, has contributed to maintain these directives (and, according to some, the very discipline of HCI) in a constant state of fragmentation and perpetual change. Even so, it is possible to find among them certain principles — i.e., essential laws that are universal and immutable — which underlie these directives and can be extracted from them using an appropriate methodology. To contribute to this process, this research presents a review of the criteria used to compile these sets of usability directives and a three-step method for the progressive reduction of a significant number of directives to a simple list of usability principles. The results include a methodological framework and seven principles that can be used for the research and practice of Human-Computer Interaction. Read more
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Um modelo baseado em princípios de usabilidade para aplicação em interfaces de usuário para a interação humano-computadorPechansky, Rubem January 2011 (has links)
A maturidade da área de Interação Humano-Computador (IHC) pode ser atestada pela grande quantidade de conjuntos formados por regras, diretrizes e normas (aqui designados como diretivas) que têm sido formulados por dezenas de autores como guias para o estudo, criação e melhoria de interfaces de usuário. No entanto, esses conjuntos apresentam diferenças significativas entre si: muitas dessas diretivas, incluindo algumas já consagradas no universo da IHC, não pertencem ao mesmo nível de abstração nem formam um conjunto homogêneo de enunciados. Essa falta de unidade, aliada à acelerada evolução das tecnologias digitais, tem contribuído para manter essas diretivas (e a própria disciplina de IHC, segundo alguns) em um estado constante de fragmentação e permanente modificação. Mesmo assim, podem ser encontrados princípios — ou leis essenciais, universais e imutáveis — que são subjacentes às diretivas e que podem delas ser extraídos através de uma metodologia adequada. Para contribuir com esse processo, a presente pesquisa apresenta uma revisão dos critérios utilizados para a compilação de conjuntos de diretivas de usabilidade, além de um método de três etapas para a redução progressiva de um número significativo de diretivas a uma lista simples de princípios de usabilidade. Os resultados deste trabalho incluem um modelo metodológico e um conjunto de sete princípios que podem ser utilizados para a pesquisa a e prática da Interação Humano-Computador. / The maturity of the Human-Computer Interaction (HCI) field can be attested by the large number of existing sets of rules, guidelines and standards (called directives herein) that have been formulated by dozens of authors as guidelines for the study, design and improvement of user interfaces. Still, these sets present significant differences among themselves: many of these directives, including some already established in the realm of HCI, do not belong to the same level of abstraction and do not constitute a homogeneous set of statements. This lack of unity, coupled with the rapid evolution of digital technologies, has contributed to maintain these directives (and, according to some, the very discipline of HCI) in a constant state of fragmentation and perpetual change. Even so, it is possible to find among them certain principles — i.e., essential laws that are universal and immutable — which underlie these directives and can be extracted from them using an appropriate methodology. To contribute to this process, this research presents a review of the criteria used to compile these sets of usability directives and a three-step method for the progressive reduction of a significant number of directives to a simple list of usability principles. The results include a methodological framework and seven principles that can be used for the research and practice of Human-Computer Interaction. Read more
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Um modelo baseado em princípios de usabilidade para aplicação em interfaces de usuário para a interação humano-computadorPechansky, Rubem January 2011 (has links)
A maturidade da área de Interação Humano-Computador (IHC) pode ser atestada pela grande quantidade de conjuntos formados por regras, diretrizes e normas (aqui designados como diretivas) que têm sido formulados por dezenas de autores como guias para o estudo, criação e melhoria de interfaces de usuário. No entanto, esses conjuntos apresentam diferenças significativas entre si: muitas dessas diretivas, incluindo algumas já consagradas no universo da IHC, não pertencem ao mesmo nível de abstração nem formam um conjunto homogêneo de enunciados. Essa falta de unidade, aliada à acelerada evolução das tecnologias digitais, tem contribuído para manter essas diretivas (e a própria disciplina de IHC, segundo alguns) em um estado constante de fragmentação e permanente modificação. Mesmo assim, podem ser encontrados princípios — ou leis essenciais, universais e imutáveis — que são subjacentes às diretivas e que podem delas ser extraídos através de uma metodologia adequada. Para contribuir com esse processo, a presente pesquisa apresenta uma revisão dos critérios utilizados para a compilação de conjuntos de diretivas de usabilidade, além de um método de três etapas para a redução progressiva de um número significativo de diretivas a uma lista simples de princípios de usabilidade. Os resultados deste trabalho incluem um modelo metodológico e um conjunto de sete princípios que podem ser utilizados para a pesquisa a e prática da Interação Humano-Computador. / The maturity of the Human-Computer Interaction (HCI) field can be attested by the large number of existing sets of rules, guidelines and standards (called directives herein) that have been formulated by dozens of authors as guidelines for the study, design and improvement of user interfaces. Still, these sets present significant differences among themselves: many of these directives, including some already established in the realm of HCI, do not belong to the same level of abstraction and do not constitute a homogeneous set of statements. This lack of unity, coupled with the rapid evolution of digital technologies, has contributed to maintain these directives (and, according to some, the very discipline of HCI) in a constant state of fragmentation and perpetual change. Even so, it is possible to find among them certain principles — i.e., essential laws that are universal and immutable — which underlie these directives and can be extracted from them using an appropriate methodology. To contribute to this process, this research presents a review of the criteria used to compile these sets of usability directives and a three-step method for the progressive reduction of a significant number of directives to a simple list of usability principles. The results include a methodological framework and seven principles that can be used for the research and practice of Human-Computer Interaction. Read more
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Exploration et exploitation de l’espace de conception des transitions animées en visualisation d’information / Exploration and Exploitation of the design space of animated transitions in Information VisualizationCordeil, Maxime 18 December 2013 (has links)
Les visualisations de données permettent de transmettre de l’information aux utilisateurs. Pour explorer et comprendre les données, les utilisateurs sont amenés à interagir avec ces visualisations.Toutefois, l’interaction avec les visualisations modifie le visuel. Pour éviter des changements brusques et garder l’utilisateur focalisé sur les objets graphiques d’intérêt, des transitions visuelles sont nécessaires pour accompagner les modifications de la visualisation. Ces transitions visuelles peuvent être codées sous la forme d’animations, ou de techniques qui permettent de faire des correspondances, ou des liens avec des données représentées sur plusieurs affichages. Le premier objectif de cette thèse était d’étudier les bénéfices et les propriétés des animations pour l’exploration et la compréhension de grandes quantités de données multidimensionnelles. Nous avons établi en conséquence une taxonomie des transitions animées en visualisation d’information basée sur les tâches des utilisateurs. Cette taxonomie a permis de constater qu’il n’existe pas de contrôle utilisateur sur la direction des objets durant l’animation. Nous avons donc proposé des interactions pour le contrôle de la direction des objets graphiques lors d’une transition animée. D’autre part, nous avons étudié une technique de transition animée mettant en jeu une rotation 3D entre visualisations. Nous avons identifié les avantages qu’elle pouvait apporter et en avons proposé une amélioration.Le second objectif était d’étudier les transitions visuelles dans le domaine du Contrôle du Trafic Aérien. En effet, les contrôleurs utilisent de nombreuses visualisations qui comportent des informations étalées et dupliquées sur plusieurs affichages: l’écran Radar, le tableau de strips, des listes spécifiques d’avions (départ, arrivées) etc. Ainsi dans leur activité, les Contrôleurs Aériens réalisent des transitions visuelles en recherchant et en reliant de l’information à travers les différents affichages. Nous avons étudié comment les animations pouvaient être utilisées dans le domaine du contrôle aérien en implémentant un prototype d’image radar regroupant trois visualisations usuelles pour instrumenter l’activité de supervision du trafic aérien. / Data visualizations allow information to be transmitted to users. In order to explore and understand the data, it is often necessary for users to manipulate the display of this data. When manipulating the visualization, visual transitions are necessary to avoid abrupt changes in this visualization, and to allow the user to focus on the graphical object of interest. These visual transitions can be coded as an animation, or techniques that link the data across several displays. The first aim of this thesis was to examine the benefits and properties of animated transitions used to explore and understand large quantities of multidimensional data. In order to do so, we created a taxonomy of existing animated transitions. This taxonomy allowed us to identify that no animated transition currently exists that allows the user to control the direction of objects during the transition. We therefore proposed an animated transition that allows the user to have this control during the animation. In addition, we studied an animated transition technique that uses 3D rotation to transition between visualizations. We identified the advantages of this technique and propose an improvement to the current design. The second objective was to study the visual transitions used in the Air Traffic Control domain. Air Traffic Controllers use a number of visualizations to view vast information which is duplicated in several places: the Radar screen, the strip board, airplane lists (departures/arrivals) etc. Air traffic controllers perform visual transitions as they search between these different displays of information. We studied the way animations can be used in the Air Traffic Control domain by implementing a radar image prototype which combines three visualizations typically used by Air Traffic Controllers. Read more
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