interface design
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2022 ◽  
Vol 29 (2) ◽  
pp. 1-22
Author(s):  
Andrea Gauthier ◽  
Kaska Porayska-Pomsta ◽  
Iroise Dumontheil ◽  
Sveta Mayer ◽  
Denis Mareschal

The human–computer interaction (HCI) design of educational technologies influences cognitive behaviour, so it is imperative to assess how different HCI strategies support intended behaviour. We developed a neuroscience-inspired game that trains children's use of “stopping-and-thinking” (S&T)—an inhibitory control-related behaviour—in the context of counterintuitive science problems. We tested the efficacy of four HCI features in supporting S&T: (1) a readiness mechanic, (2) motion cues, (3) colour cues, and (4) rewards/penalties. In a randomised eye-tracking trial with 45 7-to-8-year-olds, we found that the readiness mechanic increased S&T duration, that motion and colour cues proved equally effective at promoting S&T, that combining symbolic colour with the readiness mechanic may have a cumulative effect, and that rewards/penalties may have distracted children from S&T. Additionally, S&T duration was related to in-game performance. Our results underscore the importance of interdisciplinary approaches to educational technology research that actively investigates how HCI impacts intended learning behaviours.


2022 ◽  
Vol 54 (8) ◽  
pp. 1-38
Author(s):  
Lik-Hang Lee ◽  
Tristan Braud ◽  
Simo Hosio ◽  
Pan Hui

Interaction design for Augmented Reality (AR) is gaining attention from both academia and industry. This survey discusses 260 articles (68.8% of articles published between 2015–2019) to review the field of human interaction in connected cities with emphasis on augmented reality-driven interaction. We provide an overview of Human-City Interaction and related technological approaches, followed by reviewing the latest trends of information visualization, constrained interfaces, and embodied interaction for AR headsets. We highlight under-explored issues in interface design and input techniques that warrant further research and conjecture that AR with complementary Conversational User Interfaces (CUIs) is a crucial enabler for ubiquitous interaction with immersive systems in smart cities. Our work helps researchers understand the current potential and future needs of AR in Human-City Interaction.


2022 ◽  
Vol 4 (1) ◽  
Author(s):  
Fatima Isiaka ◽  
Zainab Adamu ◽  
Muhammad A. Adamu

The paper seeks to demonstrates the likelihood of embedding a 3D gaze point on a 3D visual field, the visual field is inform of a game console where the user has to play from one level to the other by overcoming obstacles that will lead them to the next level. Complex game interface is sometimes difficult for the player to progress to next level of the game and the developers also find it difficult to regulate the game for an average player. The model serves as an analytical tool for game adaptations and also players can track their response to the game. Custom eye tracking and 3D object tracking algorithms were developed to enhance the analysis of the procedure. This is a part of the contributions to user interface design in the aspect of visual transparency. The development and testing of human computer interaction uses and application is more easily investigated than ever, part of the contribution to this is the embedding of 3-D gaze point on a 3-D visual field. This could be used in a number of applications, for instance in medical applications that includes long and short sightedness diagnosis and treatment. Experiments and Test were conducted on five different episodes of user attributes, result show that fixation points and pupil changes are the two most likely user attributes that contributes most significantly in the performance of the custom eye tracking algorithm the study. As the advancement in development of eye movement algorithm continues user attributes that showed the least likely appearance will prove to be redundant.


2022 ◽  
Vol 2 (1) ◽  
pp. 60-72
Author(s):  
Ismail Arifin ◽  
Niska Ramadani ◽  
Iin Desmiany Duri

Background: Progressing technology in the world need to fast and accurate information in the hospital agencies as the basis for appropriate making decision. The inpatient daily census reporting of system Bhayangkara Hospital Bengkulu don't have utilized the Inpatient Daily census system electronically and still uses a manual system, so that the processing of report data is less than optimal. There are still a lot of inputting errors, inaccurate data, and inefficient time and energy. This study to aim design system information inpatient daily census reporting application at the Bhayangkara hospital to existing problems solving.Methods: The method used in designing and making this application is by utilizing software development methods, namely the waterfall method which includes identification, analysis, design or design, implementation and maintenance of the system.Results: The results this study is creation of an application to facilitys the processing of data into an inpatient daily census report that is needed and to overcome the problems that arise because of the report processing system manually. Design and Creation of Inpatient Daily Census Applications with Visual Basic 6.0 Programming at Bhayangkara Bengkulu Hospital have been made with the results of an analysis of existing systems and according to the method used, and the design of the forms that have been made in accordance with the manual form or home party needs sick and can simplify filling out forms and processing the data.Conclusions: At Bhayangkara Bengkulu Hospital still uses a manual inpatient daily census system, and not on time for reporting daily cencus patient data. The data structure contained in the ledger consists of patient identity, patient diagnosis, and others. There are three processes in the stage of analyzing the needs of the inpatient daily census system, namely the data input process, data processing and data output processes. ledger, patient data consisting of patient identity, doctor's name, patient diagnosis, treatment room, and treatment class. In designing the daily inpatient census system at Bhayangkara Bengkulu Hospit consists of patient data forms, incoming patients, outgoing patients, and patients moving. The implementation of the daily inpatient census system at the Bhayangkara Bengkulu Hospital  has carried out socialization and discussions about the user interface design to officers or users of the electronic daily census system. And the maintenance of the daily inpatient census system is carried out in several stages (1) corrective, by correcting design and errors in the program, (2) adaptive, by modifying the system according to user needs, (3) perfective, namely processing census data computerized.


10.2196/30565 ◽  
2022 ◽  
Vol 6 (1) ◽  
pp. e30565
Author(s):  
Anne-Marie Burn ◽  
Tamsin J Ford ◽  
Jan Stochl ◽  
Peter B Jones ◽  
Jesus Perez ◽  
...  

Background Secondary schools are an ideal setting to identify young people experiencing mental health difficulties such as anxiety or depression. However, current methods of identification rely on cumbersome paper-based assessments, which are lengthy and time-consuming to complete and resource-intensive for schools to manage. Artemis-A is a prototype web app that uses computerized adaptive testing technology to shorten the length of the assessment and provides schools with a simple and feasible solution for mental health assessment. Objective The objectives of this study are to coproduce the main components of the Artemis-A app with stakeholders to enhance the user interface, to carry out usability testing and finalize the interface design and functionality, and to explore the acceptability and feasibility of using Artemis-A in schools. Methods This study involved 2 iterative design feedback cycles—an initial stakeholder consultation to inform the app design and user testing. Using a user-centered design approach, qualitative data were collected through focus groups and interviews with secondary school pupils, parents, school staff, and mental health professionals (N=48). All transcripts were thematically analyzed. Results Initial stakeholder consultations provided feedback on preferences for the user interface design, school administration of the assessment, and outcome reporting. The findings informed the second iteration of the app design and development. The unmoderated usability assessment indicated that young people found the app easy to use and visually appealing. However, school staff suggested that additional features should be added to the school administration panel, which would provide them with more flexibility for data visualization. The analysis identified four themes relating to the implementation of the Artemis-A in schools, including the anticipated benefits and drawbacks of the app. Actionable suggestions for designing mental health assessment apps are also provided. Conclusions Artemis-A is a potentially useful tool for secondary schools to assess the mental health of their pupils that requires minimal staff input and training. Future research will evaluate the feasibility and effectiveness of Artemis-A in a range of UK secondary schools.


AI & Society ◽  
2022 ◽  
Author(s):  
Sebastian Vehlken

AbstractThis article examines the connecting lines between the Chilean Project Cybersyn’s interface design, the German Hochschule für Gestaltung Ulm and its cybernetically inspired approaches towards information design, and later developments in interaction design and the emerging field of Human–Computer Interaction in the USA. In particular, it first examines how early works of designers Tomàs Maldonado and Gui Bonsiepe on operative communication, that is, language-independent (and thus internationalizable) pictogram systems and visual grammars for computational systems, were intertwined with attempts to ground industrial design in a scientific methodology, to address an era of computing machines, and to develop the concept of the interface as a heuristic for a renovated design thinking. It thereby also reconstructs further historical vanishing lines—e.g. the pictorial grammar of Otto Neurath’s ISOTYPE—of the development of the ‘ulm model’ of design. Second, the article explores how an apprehension of first-order cybernetics in West Germany—e.g. represented by hfg ulm staff like Max Bense or Abraham Moles, merged with Cybersyn’s second-order cybernetics ideas, as represented by Stafford Beer’s Viable System Model. And third, it asks about a further conceptual turn regarding an understanding of design which resulted in a focus on communicative interaction, e.g. in the later works of Fernando Flores and Terry Winograd on HCI, or in Beer’s Team Syntegrity approach. As an effect, the text will explore a specific and international network of cybernetic thinking between Latin America, Europe, and North America which emerged around Project Cybersyn, and which was occupied with questions of HCI, a democratization of design, and intelligence amplification.


SinkrOn ◽  
2022 ◽  
Vol 7 (1) ◽  
pp. 120-127
Author(s):  
Mariza Devega

Increasing patient satisfaction in this case, especially Puskesmas as the government agency that provides health services for the community, will certainly have an impact on the quality of service from the Puskesmas Itself. One of them with an efficient queuing system.  A good queue will support regularity in an agency. Previously, analysis and calculation of queuing time had been carried out using the Kolgomorov-Smirnov compatibility test at the Puskesmas Siak Hulu I Kabupaten Kampar- Riau, and the results obtained an average of six working hours of patient care. This research is a pilot project that was carried out as a form of increasing effectiveness and efficiency in Puskesmas. The research has been completed and the results are the basis for this research and further research. The purpose of the current research is to make an online queuing system design, where later the results of this design are used to create a web-based online queuing system. The design is adapted to the existing queuing model at the Puskesmas, namely the Sigle Channel-Multi Steps queuing model. System development using System Development Life Cycle (SDLC) consisting of, analysis, design, implementation, and maintenance. The design phase is carried out in three stages, namely conceptual modeling, database design, and interface design. The design starts from making the proposed Rich-Picture, then carries out the predetermined design stages. With this design, it is hoped that in the future it will facilitate the process of developing a web-based online queuing system.


2022 ◽  
pp. 152747642110594
Author(s):  
Yoav Halperin

This article examines a new form of resistance to right-wing populist discourse on social media which I define as counter-populist algorithmic activism. Practitioners of this type of activism exploit platforms’ automated ranking mechanisms and interface design to bolster the online visibility of counter-populist voices. By so doing, activists seek to stymie the digitally mediated spread of right-wing populist rhetoric and advance an alternative, non-exclusionary vision of “the people.” To explore this nascent form of resistance, this study draws on a year-long online ethnography of a Facebook group of Israeli activists called Strengthening the Left Online. Through an observation of the group’s activities during 2017, as well as interviews with its main administrator and other left-wing Facebook users, I elucidate the distinctive nature of the motivations, strategies, and goals that guide counter-populist algorithmic activists.


Author(s):  
Ala' Hasan Saleh ◽  
Rasimah Che Mohd Yusoff ◽  
Nur Azaliah Abu Bakar ◽  
Roslina Ibrahim

Website is a necessity for organizations to enable users worldwide to access their information and gain a competitive edge over others. The diversity of websites makes assessing website quality a difficult task. The aim of this paper is to identify the issues faced in the quality evaluation of university websites, the models and the factors used for evaluating university website quality. Systematic literature review was used to identify and synthesize related scholarly research papers. Findings show that there is a lack of study on university website quality compared to business websites; website designers did not have the appropriate knowledge on the interface design; and the website quality evaluation is complex since there is no specific evaluation model. Webqual 4.0 model was used to evaluate the quality of universities' websites. From 24 studies, initially 79 quality factors were extracted. After performing comparison, filtration and memoing, six quality factors were identified: information quality, specific content, usability, web appearance, service interaction quality, and functionality. This study makes a useful contribution in developing university website quality model by extending the Webqual 4.0 model.


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