TL;DR: A unified understanding of context-sensitive user interfaces is attempted rather than a prescription of various ways or methods of tackling different steps of development, which structures the development life cycle into four levels of abstraction: task and concepts, abstract user interface, concrete user interface and final user interface.
TL;DR: This work outlines the psychological theory that explains why Personas are more engaging than design based primarily on scenarios and provides a conduit for conveying a broad range of qualitative and quantitative data.
Abstract: i Personasi is an interaction design technique with considerable potential for software product development. In three years of use, our colleagues and we have extended Alan Cooperis technique to make Personas a powerful complement to other usability methods. After describing and illustrating our approach, we outline the psychological theory that explains why Personas are more engaging than design based primarily on scenarios. As Cooper and others have observed, Personas can engage team members very effectively. They also provide a conduit for conveying a broad range of qualitative and quantitative data, and focus attention on aspects of design and use that other methods do not.
TL;DR: The concept of being always best connected is described, the user experience and business relationships in an ABC environment are discussed, and the different aspects of an ABC solution that will broaden the technology and business base of 3G are outlined.
Abstract: Over the last few years, we have experienced a variety of access technologies being deployed. While 2G cellular systems evolve into 3G systems such as UMTS or cdma2000, providing worldwide coverage, wireless LAN solutions have been extensively deployed to provide hotspot high-bandwidth Internet access in airports, hotels, and conference centers. At the same time, fixed access such as DSL and cable modem tied to wireless LANs appear in home and office environments. The always best connected (ABC) concept allows a person connectivity to applications using the devices and access technologies that best suit his or her needs, thereby combining the features of access technologies such as DSL, Bluetooth, and WLAN with cellular systems to provide an enhanced user experience for 2.5G, 3G, and beyond. An always best connected scenario, where a person is allowed to choose the best available access networks and devices at any point in time, generates great complexity and a number of requirements, not only for the technical solutions, but also in terms of business relationships between operators and service providers, and in subscription handling. This article describes the concept of being always best connected, discusses the user experience and business relationships in an ABC environment, and outlines the different aspects of an ABC solution that will broaden the technology and business base of 3G.
TL;DR: The Elements of User Experience: User-Centered Design for the Web isJesse James Garrett's book on user-centered design for the web and its applications in the digital age.
Abstract: The Elements of User Experience: User-Centered Design for the WebJesse James GarrettNew Riders, 2003 ISBN 0735712026 $29.99
TL;DR: In this article, the authors discuss why research is good and how it fits into product development, and how to balance needs through iterative development, contextual inquiry, task analysis, card sorting, and focus groups.
Abstract: Part I: Why Research is Good and How It Fits Into Product Development 1. Typhoon: A Fable 2. Do a Usability Test Now! 3. Balancing Needs Through Iterative Development 4. The User Experience Part II: User Experience Research Techniques 5. The Research Plan 6. Universal tools: Recruiting and Interviewing 7. User Profiles 8. Contextual Inquiry, Task Analysis, Card Sorting 9. Focus Groups 10. Usability Tests 11. Surveys 12. Ongoing Relationship 13. Log Files and Customer Support 14. Competitive Research 15. Others' Hard Work: Published Information and Consultants 16. Emerging Techniques Part III: Communicating Results 17. Reports and Presentations 18. Creating a User-Centered Corporate Culture Appendices A. The Budget Research Lab B. Common Survey Questions C. Observer Instructions Bibliography Index About the Author
TL;DR: The book examines the different facets of the concept of presence and suggestions concerning possible evolutions of this concept allowed by the diffusion of ambient intelligence and 3G portable communication are presented.
Abstract: Presence , the sense of being there in a mediated environment, has been applied to describe the user experience when interacting with advanced media interfaces such as virtual environments. Why examine the concept of presence? There are compelling practical and theoretical reasons. The definition of the construct of presence is of particular interest today because it has the potential relevance for the design and evaluation of a broad range of interactive and non-interactive media and applications in several areas such as medicine, entertainment, education and training. An enhanced sense of presence plays an important role in technologies such as the video telephone, high definition television (HDTV), 3G portable phones, home and arcade video games, the World Wide Web, and more. The book examines the different facets of the concept of presence. It begins by noting practical and theoretical reasons for studying this concept. Different theories of presence are identified and a detailed description of the concepts included in these conceptualizations is presented. Then, existing research about the factors that encourage or discourage a sense of presence in media users as well as the physiological and psychological effects of presence are outlined. Finally, suggestions concerning possible evolutions of this concept allowed by the diffusion of ambient intelligence and 3G portable communication are presented.
TL;DR: Observing the User Experience: A Practitioner's Guide to User Research aims to bridge the gap between what digital companies think they know about their users and the actual user experience.
Abstract: The invention relates to detecting or control devices for the control of utilization circuits particularly by handicapped persons who can move only their jaws. By squeezing action of the mouth, signal lines in a pressurized fluid deformable control member are selectively controlled to perform needed control functions.
TL;DR: It is proposed that it needs to acknowledge, first, the role of design in HCI conduct, and second, the difference between the knowledge-generating Design-oriented Research and the artifact-generate conduct of Research-oriented Design.
Abstract: We argue that HCI has emerged as a design-oriented field of research, directed at large towards innovation, design, and construction of new kinds of information and interaction technology. But the understanding of such an attitude to research in terms of philosophical, theoretical, and methodological underpinnings seems however relatively poor within the field. This paper intends to specifically address what design 'is' and how it is related to HCI. First, three candidate accounts from design theory of what design 'is' are introduced; the conservative, the romantic, and the pragmatic. By examining the role of sketching in design, it is found that the designer becomes involved in a necessary dialogue, from which the design problem and its solution are worked out simultaneously as a closely coupled pair. In conclusion, it is proposed that we need to acknowledge, first, the role of design in HCI conduct, and second, the difference between the knowledge-generating Design-oriented Research and the artifact-generating conduct of Research-oriented Design.
TL;DR: In this paper, a content-targeting ad system is provided with a user behavior (e.g., selection, click, conversion, etc.) feedback mechanism, and the performance of individual ads, or groups of ads, may be tracked on a per document or per host basis.
Abstract: A content-targeting ad system is provided with a user behavior (e.g., selection (e.g., click), conversion, etc.) feedback mechanism. The performance of individual ads, or groups of ads, may be tracked on a per document (e.g. per URL) and/or on a per host (e.g. per Website) basis. The performance of ad targeting functions may also be tracked on a per document, and/or per host basis. Such user behavior feedback data may be processed (e.g., aggregated) into useful data structures. Such user behavior feedback data (raw or processed) may then be used in a content-targeting ad system to improve ad quality, improve user experience, and/or maximize revenue.
TL;DR: The results suggest that web designers may need to pay attention to both visual appeal and usability, and the extent to which satisfaction rating scales capture the same interface qualities as uncovered in self-reports of interactive experiences.
TL;DR: This editorial paper introduces an emerging area for human–computer interaction research, which concerns interaction design and children, and discusses some perspectives on their development, their use of technology for entertainment and education and how to involve children in the various stages of the design process.
TL;DR: It is proposed that these problems of the inability to form a schema and disorientation with the human–computer interface are worth researching, not only for better retention, but also for increased satisfaction among users.
TL;DR: The purpose of this paper is to clarify how user experience can be evaluated in adaptive mobile applications and presents the analysis of the test methods for further user experience evaluations.
Abstract: Today’s applications such as ubiquitous systems are more and more aware of user’s habits and the context of use. The features of products and the context of use will affect the human’s experiences and preferences about the use of device. Thus, user experience in user-product interaction has been regarded as an important research topic in the mobile application design area. The purpose of this paper is to clarify how user experience can be evaluated in adaptive mobile applications. The user experience evaluations were performed through interviews and observation while test users were using PDA-based adaptive mobile application prototypes. As a result, this paper presents the analysis of the test methods for further user experience evaluations. CR Categories: J.m [Computer Applications]: Miscellaneous; Experimentation; Human Factors
TL;DR: This paper investigates how Pattern Languages in Interaction Design can be structured in a meaningful and practical way, where a top-down approach is taken where patterns for Inter interaction Design are organized hierarchically.
Abstract: Now that individual patterns for Interaction Design have started to appear, the issue of structuring collections of patterns into Pattern Languages becomes relevant, both from a theoretical and a practical perspective. In this paper, we investigate how Pattern Languages in Interaction Design can be structured in a meaningful and practical way. A top-down approach is taken where patterns for Interaction Design are organized hierarchically, from high-level design problems to low-level design problems. In addition, the usefulness of additional views and classifications for practical use are discussed.
TL;DR: Validation exercises suggest the development of a multi-criteria assessment technique, the Multicriteria Assessment of Usability for Virtual Environments (MAUVE) system, provides a structured approach for achieving usability in VE system design and evaluation.
Abstract: Designing usable and effective interactive virtual environment (VE) systems is a new challenge for system developers and human factors specialists In particular, traditional usability principles do not consider characteristics unique to VE systems, such as the design of wayfinding and navigational techniques, object selection and manipulation, as well as integration of visual, auditory and haptic system outputs VE designers must enhance presence, immersion, and system comfort, while minimizing sickness and deleterious after effects Through the development of a multi-criteria assessment technique, the current effort categorizes and integrates these VE attributes into a systematic approach to designing and evaluating VE usability Validation exercises suggest this technique, the Multicriteria Assessment of Usability for Virtual Environments (MAUVE) system, provides a structured approach for achieving usability in VE system design and evaluation Applications for this research include military, entertainment, and any other interactive system that seeks to provide an enjoyable and effective user experience
TL;DR: In this paper, the authors explore the challenges for building security and privacy into pervasive computing environments, describe their prototype implementation that addresses some of these issues, and propose some directions for future work.
Abstract: Pervasive computing environments with their interconnected devices and services promise seamless integration of digital infrastructure into our everyday lives. While the focus of current research is on how to connect new devices and build useful applications to improve functionality, the security and privacy issues in such environments have not been explored in any depth. While traditional distributed computing research attempts to abstract away physical location of users and resources, pervasive computing applications often exploit physical location and other context information about users and resources to enhance the user experience. The need to share resources and collaborate introduces new types of interaction among users as well as between the virtual and physical worlds. In this context, it becomes difficult to separate physical security from digital security. Existing policies and mechanisms may not provide adequate guarantees to deal with new exposures and vulnerabilities introduced by the pervasive computing paradigm. In this paper we explore the challenges for building security and privacy into pervasive computing environments, describe our prototype implementation that addresses some of these issues, and propose some directions for future work.
TL;DR: This article describes how the authors designed experiments to answer important questions from their own research and offers suggestions and lessons learned about experimental design.
Abstract: User studies offer a scientifically sound method to measure a visualization's performance. Reasons abound for pursuing user studies, particularly when evaluating the strengths and weaknesses of different visualization techniques. A good starting point in any study is the scientific or visual design question to be examined. This drives the process of experimental design. A poorly designed experiment will yield results of only limited value. Although a comprehensive discussion of experimental design is beyond the scope of the article, we offer suggestions and lessons learned. We also describe how we designed experiments to answer important questions from our own research.
TL;DR: The next generation of interfaces for Ubiquitous Web Access will have to be designed and tested on a much larger scale to provide real-time information about what is available on the web.
Abstract: s of Invited Talks Adaptive Interfaces for Ubiquitous Web Access . . . . . . . . . . . . . . . . . . . . . . . 1
TL;DR: This paper surveys a decade's work on customization and adaptation at the University of Washington, distilling the lessons the authors have learned.
Abstract: Todays computer interfaces are one-size-fits-all. Users with little programming experience have very limited opportunities to customize an interface to their task and work habits. Furthermore, the overhead induced by generic interfaces will be proportionately greater on small form-factor PDAs, embedded applications and wearable devices. Automatic personalization may greatly enhance user productivity, but it requires advances in customization (explicit, user-initiated change) and adaptation (interface-initiated change in response to routine user behavior). In order to improve customization, we must make it easier for users to direct these changes. In order to improve adaptation, we must better predict user behavior and navigate the inherent tension between the dynamism of automatic adaptation and the stability required in order for the user to predict the computers behavior and maintain control. This paper surveys a decade's work on customization and adaptation at the University of Washington, distilling the lessons we have learned.
TL;DR: An integrated power management approach that unifies low level architectural optimizations, OS power-saving mechanisms, and adaptive middleware techniques that supports tight coupling of inter-level parameters can enhance user experience on a handheld substantially is proposed.
Abstract: Optimizing user experience for streaming video applications on handheld devices is a significant research challenge In this paper, we propose an integrated power management approach that unifies low level architectural optimizations (CPU, memory, register), OS power-saving mechanisms (Dynamic Voltage Scaling) and adaptive middleware techniques (admission control, optimal transcoding, network traffic regulation) Specifically, we identify interaction parameters between the different levels and optimize them to significantly reduce power consumption With knowledge of device configurations, dynamic device parameters and changing system conditions, the middleware layer selects an appropriate video quality and fine tunes the architecture for optimized delivery of video Our performance results indicate that architectural optimizations that are cognizant of user level parameters(eg transcoded video quality) can provide energy gains as high as 575% for the CPU and memory Middleware adaptations to changing network noise levels can save as much as 70% of energy consumed by the wireless network interface Furthermore, we demonstrate how such an integrated framework, that supports tight coupling of inter-level parameters can enhance user experience on a handheld substantially
TL;DR: This paper analyzed several current game interfaces looking for ideas that could be applied more widely to general UIs and presents four of these: effortless community, learning by watching, deep customizability, and fluid system-human interaction.
Abstract: Computer games are one of the most successful application domains in the history of interactive systems. This success has come despite the fact that games were ‘separated at birth’ from most of the accepted paradigms for designing usable interactive software. It is now apparent that this separate and less-constrained environment has allowed for much design creativity and many innovations that make game interfaces highly usable. We analyzed several current game interfaces looking for ideas that could be applied more widely to general UIs. In this paper we present four of these: effortless community, learning by watching, deep customizability, and fluid system-human interaction. These ideas have arisen in games because of their focus on user performance and user satisfaction, and we believe that they can help to improve the usability of other types of applications.
TL;DR: Universal Access and Design for All Assistive Technologies Mobile and Ubiquitious Interaction Adaptation and Personalization Access to Information User Diversity Accessibility and Usability Applications and Services Non-Visual Interaction Interaction Devices, Techniques and Modalities Design and Evaluation Tools.
Abstract: Universal Access and Design for All Assistive Technologies Mobile and Ubiquitious Interaction Adaptation and Personalization Access to Information User Diversity Accessibility and Usability Applications and Services Non-Visual Interaction Interaction Devices, Techniques and Modalities Design and Evaluation Tools.
TL;DR: The usability design process as mentioned in this paper integrates user-centered design in the software development process to integrate user centred systems design into the software design process, and integrates user centric design with usability design.
Abstract: The Usability Design Process : Integrating User-Centred Systems Design in the Software Development Process
TL;DR: This chapter describes three general categories of work when creating a user experience—information architecture, interaction design, and identity design by focusing on the research needs, tools, and titles of the people engaged in doing these things.
Abstract: For Web sites, (and other information management products) there are three general categories of work when creating a user experience—information architecture, interaction design, and identity design. Information architecture is the process of creating an underlying organization system for the information the product is trying to convey. Interaction design is the way that structure is presented to its users; and identity design amplifies the product's personality and attraction. This chapter describes these facets by focusing on the research needs, tools, and titles of the people engaged in doing these things. The most abstract level on which people experience a Web site is the information architecture. It is the information architect's job to make the implicit architecture explicit so that it matches what the users need, expect, and understand. The architect makes it possible for the users to navigate through the information and comprehend what they see. Knowing exactly who is going to be using the product is often a critical part of creating information architecture.
TL;DR: The KidReporter method's main strengths are that it combines many techniques for eliciting information from children, such as interviews, drawing and making pictures, and what it would do differently next time.
TL;DR: Two user centred methods applied in concept design: observation and probes are discussed and compared and a framework of user experience qualities was generated from the point of view of concept design.
Abstract: In this paper, we discuss and compare two user centred methods applied in concept design: observation and probes. The comparison is based on findings from two case studies. In these studies, user data was first inquired and then interpreted by a multidisciplinary design team, in order to support early user centered concept creation phase. The gathered user data and the current understanding of user experience served as a base for this reflection. In order to compare the findings, a framework of user experience qualities was generated from the point of view of concept design.
TL;DR: A theory-based approach to user interface design that surveys the cognitive psychology background of human-computer interaction, and then introduces design models for applying psychological knowledge are explored.
Abstract: From the Publisher:
"This book is about the design of advanced user interfaces. Three themes are explored: First, a theory-based approach to user interface design that surveys the cognitive psychology background of human-computer interaction, and then introduces design models for applying psychological knowledge. These models expand on Norman's gulfs of interaction framework. The second theme is multimedia interface design: models, principles and a design process for multimedia presentation and dialogue. Cognitive psychology is woven into the design guidelines as a basis for attracting user's attention, matching media to the message and preventing information overloading. The multimedia section also reviews the aesthetics of design and extracts basic principles for designing attractive and engaging user interfaces." "The third theme, virtual reality, is introduced using the same approach whereby theory motivates the design method. Guidelines cover the design of user presence, social agents, virtual environments, and user support. Evaluation methods and techniques for multisensory interfaces form a separate chapter that introduces new variations on the heuristic evaluation theme while also describing additional methods containing more precise diagnostic guidance for evaluation." The final chapter surveys multisensory design issues in ubiquitous computing and anticipates the future development of interactive technology.
TL;DR: This paper proposes a set of techniques to intelligently select what information to elicit from the user in situations in which the user may be particularly motivated to provide such information, and argues that the resulting interaction improves the user experience.
Abstract: Current recommender systems, based on collaborative filtering, implement a rather limited model of interaction. These systems intelligently elicit information from a user only during the initial registration phase. Furthermore, users tend to collaborate only indirectly. We believe there are several unexplored opportunities in which information can be effectively elicited from users by making the underlying interaction model more conversational and collaborative. In this paper, we propose a set of techniques to intelligently select what information to elicit from the user in situations in which the user may be particularly motivated to provide such information. We argue that the resulting interaction improves the user experience. We conclude by reporting results of an offline experiment in which we compare the influence of different elicitation techniques on both the accuracy of the systems predictions and the users effort
TL;DR: A novel image viewing technique based on an adaptive attention shifting model and a presentation technique named rapid serial visual presentation (RSVP), borrowed from the UI community, is used to simulate the attention shifting process.
Abstract: Images have become more and more common in mobile communications. People now can easily take and exchange pictures on the move using their mobile devices and digital cameras. However, a crucial challenge is to provide a better user experience for browsing large images on limited and heterogeneous screen sizes of mobile devices. In this paper, we propose a novel image viewing technique based on an adaptive attention shifting model. A presentation technique named rapid serial visual presentation (RSVP), borrowed from the UI community, is used to simulate the attention shifting process. We show a prototype image viewer developed for pocket PC and conduct some evaluations to demonstrate the effectiveness of our approach.
TL;DR: This paper addresses how traditional usability techniques can be extended to include accessibility issues by considering the spread of user functional capabilities across the population.
Abstract: It is known that many people are being excluded unnecessarily from using products, services and environments that are essential for supporting independence and quality of life. Such exclusion often arises from designers taking inadequate account of the end user's functional capabilities when making design decisions. This paper addresses how traditional usability techniques can be extended to include accessibility issues by considering the spread of user functional capabilities across the population. A series of measures for evaluating the level of design exclusion based on those capabilities is also presented.