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Étude empirique du contexte d’utilisation des interfaces de vidéocommunication mobileCalvo, Ignacio 06 1900 (has links)
Ce document présente les résultats d’une étude empirique sur l’utilisation de la vidéoconférence mobile selon le contexte de l’usager afin de proposer des lignes directrices pour la conception des interfaces des dispositifs de communication vidéo mobile. Grâce à un échange riche d’informations, ce type de communication peut amener un sentiment de présence fort, mais les interfaces actuelles manquent de flexibilité qui permettrait aux usagers d’être créatifs et d’avoir des échanges plus riches lors d’une vidéoconférence.
Nous avons mené une recherche avec seize participants dans trois activités où leurs conversations, leurs réactions et leurs comportements ont été observés. Deux groupes de discussion ont aussi servi à identifier les habitudes développées à partir de leur utilisation régulière de la vidéoconférence. Les résultats suggèrent une différence importante entre l’utilisation de la caméra avant et la caméra arrière de l’appareil mobile, et la nécessité de fournir des outils qui offrent plus de contrôle sur l’échange dans la conversation. L’étude propose plusieurs lignes directrices de conception pour les interfaces de communication vidéo mobiles, concernant la construction du contexte mobile de l’utilisateur. / This paper presents an exploratory empirical study of mobile videoconferencing according to user’s context in order to suggest guidelines for the improvement of the user interface in mobile video communication devices. Through rich exchange of information, mobile video communication can provide a better sense of presence than other means of communication. Yet the current mobile interfaces lack flexibility to be creative and have more meaningful exchanges in a videoconference.
We conducted observations with sixteen participants in three activities where their conversations, reactions and behaviours were observed. Two focus groups were used to identify habits formed from regular use. Results suggest an important difference between using the front-facing or back-facing camera and a clear need for tools that provide more control over the video exchange. From these results, the study proposes several design guidelines for mobile video communication interfaces, respecting the construction of the user’s mobile context.
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Les coulisses de la Toile : étude sur les demarches de conception de sites webCaverzasio, Diana 06 1900 (has links)
À l’ère du web 2.0, l’usage des sites web se multiplie et génère de nouveaux enjeux. La
satisfaction en rapport à l’interactivité, facteur d’efficacité des sites, détermine la popularité, et
donc la visibilité de ceux-ci sur la Toile. Par conséquent, dans cette étude, nous considérons
que les utilisateurs ont un rôle à jouer lors du processus de conception de ces derniers. Certes,
autant en théorie que dans la pratique, les concepteurs semblent bel et bien tenir compte des
utilisateurs; toutefois, ils ne les intègrent pas comme participants actifs dans leurs démarches.
Cette étude vise au moyen d’une recherche documentaire et d’observations sur le
terrain à comprendre les principales catégories et morphologies des sites web ainsi que les
usages qui en découlent. Une analyse des diverses démarches de conception et des perceptions
et attentes des internautes est réalisée sur la base de ces résultats.
Pour répondre à ces objectifs, cette analyse cible deux catégories de sites réalisés par
des professionnels et par des amateurs. Celle-ci nous permet de démontrer que les résultats de
chacune de ces démarches, exprimés à travers les interfaces graphiques des sites, diffèrent au
niveau de la qualité perceptible. Cette étude souligne également l’importance d’un traitement
efficace de la communication graphique des éléments des sites web, afin de structurer la
lecture et transmettre au final un message clair et compréhensible aux internautes.
Dans le but consolider nos propositions, nous faisons référence à deux théories de
communication graphique, la Gestalt et la sémiotique, l’une s’intéressant à la perception
visuelle, l’autre à l’interprétation des signes. Celles-ci se sont révélées pertinentes pour
analyser la qualité et l’efficacité des éléments de contenus.
Notre étude révèle que les participants ne sont pas satisfaits des deux sites testés car
l’utilisabilité du site conçu par des professionnels est trop complexe et l’interface du site
conçu par un amateur manque de professionnalisme et de cohérence. Ces résultats soulignent
la pertinence d’une approche centrée sur l’utilisateur pour la conception de sites web, car elle
permet d’identifier et de résoudre des erreurs de conception. Nos résultats permettent
également de souligner que les professionnels ayant un savoir technique et théorique se
démarquent des amateurs au niveau des intervenants, des outils et des limites.
Des pistes de solution, via des critères de design centré sur l’utilisateur, sont proposées
à la fin de cette étude dans le but d’optimiser la qualité et l’efficacité des interfaces graphiques
web. / Web 2.0 multiplies the uses of websites and generates new challenges. Users occupy a
central role in this expansion: their satisfaction, in dictating the websites’ efficiency,
determines the popularity and also therefore the visibility of those sites’ on the Internet.
Consequently, the users should actively participate in the design process. Although designers,
in theory like in practice, seem to take users into account in their approach, they do not include
them in the process.
First of all, this research aims to understand, through a literature review and field
observations, the main uses, categories and morphologies of websites. Based on these
findings, an analysis of design processes and the users’ perceptions and expectations is
conducted.
To reach our goals, this analysis targets two types of websites, made by professionals
or by amateurs. It shows that the results of each design process, expressed through the
interface design, differ in termes of perceived quality. This study also underlines the
importance of efficient visual communication through the websites’ components, in order to
structure the users’ reading path and ultimately send them clear and comprehensible
information.
To ensure our propostions we refer to two visual communication theories, the Gestalt
theory, interested in visual perception, and semiotics, which studies the interpretation of signs.
These were proved relevant in analyzing the quality and efficiency of the websites’ contents.
Our study reveals that users, after testing the two targeted websites, are unsatisfied.
The professional site’s complexity affects its usability, while the amateur site’s interface
design, is lacking professionalism and coherence, influence the user’s interpretation. These
results assert the relevance of applying a user-centered design approach to the websites’
design, as it allows to identify and resolve these design issues. Our results also show that there
is a difference between professionals and amateurs with regards to their technical and
theoretical knowledge, on the levels of actors, tools and limits.
Potential solutions, through user-centered design criteria, are finally proposed by this
research to optimize the quality and efficiency of user interface designs.
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[en] DESIGN AS INTERFACE OF COMMUNICATION FOR LEARNING OBJECTS MEDIATED BY THE INTERNET / [pt] DESIGN COMO INTERFACE DE COMUNICAÇÃO PARA AMBIENTES DE APRENDIZADO MEDIADOS PELA INTERNETCRISTINA PORTUGAL 04 August 2004 (has links)
[pt] Este estudo pretende disponibilizar diretrizes para uma
linha de trabalho conjunto entre as áreas de estudo do
Design, da Interação Humano-Computador (IHC) e da
Pedagogia. A carência de pesquisas que envolvam estas três
áreas revela a falta de critérios adequadamente definidos
para a construção de suportes educacionais a distância.
Esta investigação analisa a atuação do designer como
potencializador da informação e da comunicação nos
ambientes de aprendizagem mediados pela internet. Nos
estudos realizados na presente dissertação, problemas de
comunicação e de informação foram considerados fatores
essenciais na configuração de ambientes educacionais. Esta
investigação trouxe à tona a necessidade de se considerar o
uso de ferramentas de Design na configuração de ambientes
para educação a distância, principalmente neste momento em
que a tecnologia da informação está transformando
sensivelmente o entorno e as relações sociais dos
indivíduos. A presente pesquisa apresenta um Guia para a
análise do Design de Interface com o objetivo de testar
aspectos de usabilidade em ambiente de aprendizagem a
distância, à luz do Design, da IHC e da Pedagogia Com tais
procedimentos visa-se o desenvolvimento de interfaces
centradas no usuário e a melhoria dos padrões de ambientes
educacionais, tornando o aprendizado a distância mais
produtivo e interativo. Para a validação do guia, objeto da
presente dissertação, foi utilizado o ambiente Oficina
Projeto Didático, que é oferecida pela CCEAD, Coordenação
Central de Educação a Distância da PUC-Rio. Este, utiliza o
LMS (Learning Management System)denominado Aulanet. / [en] This study intends to put available a plan of direction to
a job line connecting of three areas: Graphic Design
Studies, Human-Computer Interaction (HCI) and Pedagogy. The
lack of researches that involves these three areas reveals
the lack of suitably defined criteria to build distance
learning support. This investigation analyses the designer
performance as an area that can make easy to understand
the information and the communication in the learning
environment mediated through internet. Information and
communication problems were considered essential factors
in the educational environment configuration for the studies
done in this present dissertation. This investigation
brought up the necessity to consider the use of Design
tools to configurate distance learning environments,
specially in this moment where information technology is
sensibly transforming individual`s enviroments and the
social relationship. This research presents a Guide to
Interface Design s analysis, the goal is to test usability
aspects in distance learning environments, under the focus
of Design, Human-Computer Interaction and Pedagogy. Such
procedures intend to develop the interfaces focused on the
user and enhance educational environments standards,
making the distance learning more productive and
interactive. The Guide validation, object of this present
dissertation, was done with the use of the environment
Oficina Projeto Didático, offered by CCEAD (Coordenação
Central de Educação a Distância da PUC-Rio, which uses
LMS (Learning Management System) denominated Aulanet.
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Contribuições do pensamento sistêmico no design contemporâneo / The contribution of systemic thought in the contemporary designPereira, Fabiano Virginio 06 June 2014 (has links)
A investigação a partir da perspectiva histórica torna possível identificar que o design, como área de estudo, vem promovendo constantes reflexões sobre as configurações das soluções presentes nas rotinas sociais. No entanto, em função do aumento da condição participativa social baseada nas atuais tecnologias de informação em rede, pode-se afirmar que as soluções disponíveis atualmente e suas relações com o campo do design passaram também por um processo de ampliação de sua abrangência sistêmica. Neste sentido, o objetivo deste trabalho é desenvolver um estudo sobre as aproximações entre o pensamento sistêmico e o campo do design no contexto atual, a partir da análise das características que se apresentam como demandas sociais emergentes no mundo complexo em que vivemos. Este estudo busca identificar as dimensões e abordagens do pensamento sistêmico orientado pelo design como interface para solução de problemas em múltiplos cenários. Como organização, este trabalho foi dividido em três capítulos que apresentam: estudo sobre o contexto contemporâneo e as demandas para soluções em design, as aproximações entre o pensamento sistêmico e o campo do design e por fim as relações entre design sistêmico e inovação social. Desta forma, o capítulo 1 estuda os atributos emergentes que caracterizam as relações entre as necessidades sociais atuais e o campo do design, a produção da informação em rede e as dimensões cognitivas e afetivas manifestadas pelos dispositivos tecnológicos de uso diário, além da cultura da mobilidade e a relação entre sua manifestação e as soluções de design. O capítulo 2 é dedicado à análise das relações entre as práxis da concepção sistêmica e do design, ao estudo sobre a perspectiva histórica do design, às propriedades do pensamento sistêmico e às aproximações entre a concepção sistêmica e o campo do design. O capítulo 3 consiste na apresentação de abordagens acerca dos envolvidos e impactados pela manifestação do design sistêmico, na identificação das relações entre a \"Inovação sociocultural\" e a concepção sistêmica no design, como processo de facilitação para soluções convergentes. Como conclusão, considerações que visam contribuir para a reflexão sobre a abrangência e os contornos acerca da manifestação do design sistêmico na contemporaneidade. / From the study of the historical perspective, it is possible to identify that the design fields is promoting constantly new approaches to settings solutions for the social routines. However, with the increase of social based on participatory condition of network information technologies, it can be stated that the solutions currently available and their relations with the design field, also passed by a process of systemic expansion of its range. In this sense, the objective of this study is to develop a study on the approximations between the systemic thought and the design field in the current context, from the analysis of the characteristics that present themselves as social demands emerging in the complex world that we live. This study seeks to identify the dimensions and approaches of systemic thought guided by design as interface for troubleshooting in multiple scenarios. As organization, this work was divided into three chapters that feature: study about the contemporary context and its demands for design solutions, the approximations between the systemic thought and the design field and finally the relationship between systemic design and social innovation. In this way, chapter 1 studies the emerging attributes that characterize the relations between the current social needs and the field of design, the production of the network information and the cognitive and affective dimensions expressed by technological devices for daily use, in addition to the culture of mobility and the relationship between its manifestation and the design solutions. Chapter 2 is dedicated to analyzing of relations between the praxis of systemic conception and design, this study on the historical perspective of the design, the properties of systemic thought and the approximations between the systemic conception and design field. Chapter 3 consists of the presentation of approaches about the involved and impacted by the manifestation of systemic design, on the identification of relations between \"Socialcultural Innovation\" and the systemic conception at design, as a process of facilitation for converged solutions. As a conclusion, this work presents considerations that aim to contribute to the reflection on the comprehensiveness and contours about the manifestation of systemic design in nowadays.
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電子報總覽目錄與結構知識對瀏覽行為與態度之影響 / How design of news index affect audience in reading electronic newspapers? Interface, Structural knowledge, and Advance organizer黃瑞斌, Huang, Ruei-Bin Unknown Date (has links)
個人結構知識是區辨閱聽人讀取電子報介面效能的重要因素之一。結構知識較豐富的閱聽人,使用總覽目錄選取電子報內容的時間和正確性較高。反之,結構知識程度較低者,瀏覽時間較多、正確性較低。但是如果設計者能夠利用總覽目錄作為先導組體理論,讓閱聽人透過總覽目錄,而增進他們對電子報內容結構的認識。那麼,原先結構知識程度較低的閱聽人,或許可以減少他們的閱讀時間,或提高檢索正確度。
本研究使用實驗法,企圖證明上述假設。研究人員模擬一份電子報,設計兩種不同介面:具有總覽功能的下拉式選單目錄,以及不具總覽功能的階層式目錄。研究人員透過電腦紀錄與紙面問卷蒐集103位受試者的使用時間和答題內容,並進行統計分析。
研究結果發現,總覽目錄設計有助於減少「瀏覽頁數」的數量,使用者藉由總覽目錄設計,能有效減少其瀏覽電子報時的點選次數。但是在資料正確程度和態度方面則未發現顯著差異。 / Designing effective and efficient user interface is one of the most important issues for the designers of electronic newspapers. Audience with better structural knowledge may use news index more effective and efficient than those with poorer structural knowledge. With this thread, news index with multiple-layer, pull-down menu bars may serve as "advance organizer." Therefore, this study hypothesized that the audience with poorer structural knowledge may improve their performance in using news index by taking advantage of "advance organizer."
An experiment was performed to test the hypothesis. The 103 college students were directed to "read" the a web-based electronic newspaper. Two set of stimuli were used: pull-down news indexes and non pull-down ones. Data were collected through computer logs and survey questionale. The result indicated that subject indexes design to serve as "advance organizer" may reduce the time audience spent. However, the subjects no significant difference in terms of the accuracy.
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Att visualisera en utställning på Internet i Flash : <em>- ett arbete för Norrköpings Visualiseringscenter C</em> / To visualize an exhibition on Internet in Flash : <em>- a work for Norrköping Visualization Center C</em>Kulin, Hanna January 2010 (has links)
<h2><em>Sammanfattning</em></h2><p>Syftet med detta examensarbete har varit att, genom att kombinera kunskaperna inom interaktionsdesign med kunskaperna inom visuell kommunikation, ta fram en designlösning åt Norrköpings Visualiseringscenter C som presenterar innehållet i deras utställning “Att visa det man inte kan se“ på deras hemsida.</p><p>För att nå detta syfte har utvalda teorier och metoder använts och i uppsatsen beskrivs designprocessen steg för steg - hela vägen från uppdragsbeskrivning, genom teorier och metoder till den färdiga designlösningen.</p><p>Teorierna i denna uppsats handlar om interaktionsdesign, gränssnittsdesign, användbarhet, visuell kommunikation och teknik. Metoderna för att få reda på användarnas åsikter behandlar användartester, Card sorting, LoFi- och HiFi-prototyper.</p><p>Resultatet av rapporten beskriver hur Adobe Flash kan användas för att skapa en interaktiv design för en webbsideapplikation med kontroll över interaktion, visuell kommunikation och användbarhet.</p><p>Resultatet visar också hur användarnas återkoppling under användartesten påverkade slutresultatet. Resultatet visar även att en designprocess är olik från gång till gång men att det finns vissa riktlinjer som kan hjälpa en designer genom processen på ett kontrollerat sätt.</p> / <h2><em>Abstract</em></h2><p>The goal of this thesis is to combine knowledge from interaction design with knowledge from visual communication in order to create a design solution for Norrköping Visualization Center C and their exhibition “To show what can’t be seen“ for their website.</p><p>To reach this goal, theories and methods have been used and in this thesis the design process is described - step by step - all the way from the clients brief to the final design solution.</p><p>The theories in this thesis are concerned with interaction design, interface design, usability, visual communication and technology. The methods employed are usability tests, card sorting, and LoFi- and HiFi-prototypes.</p><p>This thesis report describes how Adobe Flash can be used to create an interactive design for a website application that establishes control over the interaction, visual communication and usability. It also shows how the users feedback on the user tests affected the end result.</p><p>This thesis also shows that a design process can vary from time to time but there are some guidelines that can help a designer through the process in a controlled way.</p>
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Supporting flexible workflow processes with a progression modelStavness, Nicole Ann 02 March 2005
<body>Users require flexibility when interacting with information systems to contend with changing business processes and to support diverse workflow. Model-based user interface design can accommodate flexible business processes by integrating workflow modelling with other modelling approaches. We present a workflow model, the progression model, to help in developing systems that support flexible business processes. <p>
The progression model tracks a users interaction with an application as a set of data elements we refer to as a workflow transaction. The steps a user takes to create a workflow transaction and the state of the workflow transaction at each step is made explicit. By making the workflow status and workflow transaction state explicit, the user can change the order of the steps in a process, manage multiple workflow transactions, keep track of data as it is accumulated, and so on. The intent
is to provide the user with a mechanism to deal with partial information, interrupted and concurrent workflow transaction entry, and the processing of multiple workflow transactions. <p>
This thesis describes the progression model, an XML-compliant notation to specify the progression model, and a prototype system.
</body>
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Supporting flexible workflow processes with a progression modelStavness, Nicole Ann 02 March 2005 (has links)
<body>Users require flexibility when interacting with information systems to contend with changing business processes and to support diverse workflow. Model-based user interface design can accommodate flexible business processes by integrating workflow modelling with other modelling approaches. We present a workflow model, the progression model, to help in developing systems that support flexible business processes. <p>
The progression model tracks a users interaction with an application as a set of data elements we refer to as a workflow transaction. The steps a user takes to create a workflow transaction and the state of the workflow transaction at each step is made explicit. By making the workflow status and workflow transaction state explicit, the user can change the order of the steps in a process, manage multiple workflow transactions, keep track of data as it is accumulated, and so on. The intent
is to provide the user with a mechanism to deal with partial information, interrupted and concurrent workflow transaction entry, and the processing of multiple workflow transactions. <p>
This thesis describes the progression model, an XML-compliant notation to specify the progression model, and a prototype system.
</body>
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Schnittstelle SpielerPiehler, Robert 01 August 2008 (has links) (PDF)
Die Qualität der Schnittstelle eines Videospiels kann wesentlich zu dessen kommerziellen Erfolg beitragen. Dennoch beschränkt sich die entsprechende Evaluation primär auf die Auswertung qualitativer Daten, die etwa in Nutzertests erhoben werden. Inferenzstatistische Verfahren kommen bisher mangels theoretischer Grundlagen kaum zum Einsatz. Die vorliegende Arbeit stellt daher ein theoretisches Framework zur quantitativen Analyse verschiedener Dimensionen der Schnittstellengestaltung in Videospielen zur Verfügung. Dabei wird ausgehend von spielwissenschaftlichen Überlegungen und einer Erweiterung von Huizingas Konzept des „magic circle“ ein Bogen von perzeptiven, psychologischen und soziologischen bis hin zu kulturellen Aspekten gespannt. Methodisch handhabbar wird dieses Konstrukt durch eine Ausrichtung am Genre-Begriff, der für den Bereich der Videospiele diskutiert wird. So entsteht ein ganzheitliches Modell, das den Grundstein zu einem zielgruppenspezifischen und quantitativen Messinstrument für Interfaces in Videospielen legt. / The quality of a videogame’s interface is a decisive factor to its commercial success. However, the current evaluation methods focus primarily on qualitative research data like those generated in usability tests. Methods of inferential statistics are not common yet because of a lack of theoretical fundamentals. To address this issue, this paper provides a theoretical framework for quantitative analysis on different dimensions of interface design in videogames. Aspects of perception, psychology, sociology as well as culture are dealt with in this context and the associated scientific concepts are conflated by a theoretical extension of Huizinga’s “magic circle”. The technical term “genre” in regard to videogames is also discussed in this paper and it proves to be a basis for connecting the various concepts methodically. As a result, this paper presents a holistic model, which can be applied in future audience-specific and quantitative measuring instruments for interfaces in videogames.
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以使用性工程建構行動個人化數位攝影註釋系統 / Building a Mobile Personal Digital Photograph Annotation System Based on Usability Engineering陳柏諺, Chen, Po Yen Unknown Date (has links)
隨著數位相機、智慧型手機等影像記錄產品的普及,人們可以隨時隨地按下快門,使得個人相片的數量不斷的增長。倘若照片中缺少了註釋,進行搜尋檢索大量的個人照片是困難的。雖然如此,人們卻會因為繁瑣累人的照片註釋工作而缺乏意願。
本研究藉由Kuo所發展出的PARIS (Personal Archiving and Retrieving Image System)作為來源系統架構,其系統解決了大部分個人數位影像語義標註的困難,也利用半自動註記方法減少使用者註釋負擔。但由於過去缺乏行動載具,PARIS並未開發一個現代化的行動註釋系統,來協助一般使用者進行個人影像註釋。
為了解決此問題,本研究利用使用性工程進行系統的建構,以設計及開發出一套現代化的行動影像註釋系統iPARIS (Integrated Personal Archiving and Retrieving Image System)。iPARIS擴展了PARIS設計出符合行動載具的後設資料結構與本體,包含將PARIS所定義的DDDC後設資料標準擴充為得以群眾註記之社群媒體地理標籤的iDDDC (Integrated Dozen Dimensional Digital Content),以及在既有的STO (Spatial and Temporal Based Ontology)的空間架構中加入更具彈性的地理標籤關聯方法GRO (Geotag Related Ontology)。iPARIS並利用工作流程設計、介面線稿設計、視覺設計、系統實作、使用者參與設計等步驟來設計及開發系統,再以迭代設計方法不斷地改善系統的使用者介面及使用者體驗。iPARIS在建置完成後利用參與啟發式評估量表、手勢次數、操作時間、操作路徑、錯誤次數進行使用性測試,而其測試結果也達預期的使用性目標。更進一步,透過分析使用者操作系統的實際行為來找出系統存在的使用性問題,並提出未來系統的改進方式。
透過完整的規劃與適切的設計系統介面,讓使用者在拍照、註釋、組織及管理照片都可以在行動應用程式上完成,並使此系統能滿足具有效率、具學習性、具記憶性、低錯誤率及高滿意度等Nielsen所提出的使用性標準,以降低個人影像註釋時的負擔,並增加使用者註釋個人照片的意願,以應付日益增長地個人數位影像資料的管理需求。 / With the widespread use of photograph recording products, such as digital camera and smartphone, people take photographs easily so that the number of personal photographs increases unceasingly. If photographs are lacking of annotation, searching and retrieving the large number of personal photographs become difficult. However, people are usually reluctant to the cumbersome and exhausted annotation work.
In 2004, Kuo et al. developed PARIS (Personal Archiving and Retrieving Image System) to solve these problems. Based on MPEG-7, PARIS resolved most difficulties of personal digital image semantic annotation and lightened users’ annotation burdens by semi-automatic annotation methods. However, because of the lack of mobile device at that time, PARIS did not develop a modern mobile annotation system to help ordinary people annotate personal photographs.
Therefore, this thesis builds a system with usability engineering as well as designs and develops a modern mobile image annotation system iPARIS (Integrated Personal Archiving and Retrieving Image System). iPARIS expands PARIS architecture to add the support for mobile. It expands PARIS DDDC metadata standard to iDDDC (Integrated Dozen Dimensional Digital Content) which is a crowdsourcing annotation enabled by third party social networking services, and provides STO’s spatial ontology a more flexible geo-information description methodology GRO (Geotag Related Ontology). iPARIS also takes the steps of workflow design, wireframe design, visual design, system implementation, participatory design to build the system; moreover, it keeps improving the user interface and user experience by iterative design. After implementing iPARIS, we conduct usability testing including participatory heuristic evaluation, gesture times, operation time, gesture path, error times, and interview. The test results reach the expected usability goals. Furthermore, the thesis finds some usability problems by analyzing users’ behaviors when they are using the application and brings future improvement for the system.
By integral planning and appropriate interface design, this system lets user take, annotate, organize, and mange personal photos in a mobile application. We hope that iPARIS can meet the usability index to lighten the burdens of personal photograph annotation, arousing users’ desire to annotate personal photographs, and meet the growing needs for the management of personal digital photograph information.
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