This lecture discusses human computer interaction design processes and interface paradigms. It covers development methodologies like rapid contextual design and ease of use methods. The lecture also discusses the four pillars of design: user interface requirements, guidelines, processes, and interaction styles. Additionally, it examines interaction types like instructing, manipulating, conversing, and exploring. Finally, the lecture reviews interface paradigms from the 1980s through the 2000s including command line, WIMP/GUI, multimedia, web, speech, and mobile interfaces.
The document discusses Human Computer Interaction (HCI). It defines HCI as a discipline concerned with designing interactive computing systems for human use and studying phenomena around them. HCI draws from fields like computer science, behavioral sciences, and design. It aims to improve interactions between users and computers by making computers more usable and responsive to human needs. HCI involves methods for designing, implementing, and evaluating interfaces to minimize barriers between what users want to accomplish and how computers support users' tasks.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
This document summarizes the use of online focus groups for qualitative research. It discusses that online focus groups have advantages such as lower costs since participants can participate from anywhere without travel expenses. However, disadvantages include lack of control over who participates and potential for multitasking. The document then outlines the process for conducting an online focus group, including scheduling groups, creating a discussion guide, inviting participants, moderating the discussion, and reporting results. It provides an example of recruiting teenagers for a study on user-generated content and motivations for content creation.
This lecture provided an introduction to human-computer interaction and interaction design. It discussed the evolution of the field from its early focus on usability and methods to incorporating areas like groupware and media. The lecture also defined key concepts like the user, usability, and user experience. It emphasized that interaction design must consider the user, context of use, and universal usability principles to create quality experiences.
This lecture covered web accessibility and the WCAG initiative. It defined accessibility and discussed how a focus on presentation over content can negatively impact accessibility. The WCAG provides guidelines to make web content accessible, such as providing text alternatives for non-text content and ensuring users can navigate content in an intuitive order. Examples of accessibility issues included CAPTCHAs that are difficult for screen readers and drop-down menus that are not operable without a mouse. Testing tools like the web developer toolbar and Lynx browser were also introduced.
The process of interaction design involves four basic activities: 1) identifying user needs and requirements, 2) developing alternative designs, 3) building prototypes, and 4) evaluating designs. User-centered design is based on early focus on users and tasks, empirical measurement through user testing, and iterative design to address problems found. Various lifecycle models show how these activities relate over the course of a project, with user involvement and evaluation at the core.
This document discusses the use of probes and proxy technologies to better understand user experiences with emerging technologies. Probes and proxies are used in the early concept development phase to gain insights that cannot be obtained from final products that do not yet exist. The summary is:
Probes and proxy technologies are used in technology development to understand user experiences with concepts that have not yet been built. Low-fidelity probes use paper, pictures and scenarios while high-fidelity probes are early technological solutions. Proxy technologies are similar to envisioned technologies that are evaluated to forecast everyday uses. This research informs the design of technologies before full development.
Three types of evaluation:
1) Formative evaluation aims to improve a design during development.
2) Summative evaluation determines if a design is good, often for contractual or sales purposes.
3) Investigative/exploratory evaluation aims to gain understanding, typically for research purposes.
The document discusses Human Computer Interaction (HCI). It defines HCI as a discipline concerned with designing interactive computing systems for human use and studying phenomena around them. HCI draws from fields like computer science, behavioral sciences, and design. It aims to improve interactions between users and computers by making computers more usable and responsive to human needs. HCI involves methods for designing, implementing, and evaluating interfaces to minimize barriers between what users want to accomplish and how computers support users' tasks.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
This document summarizes the use of online focus groups for qualitative research. It discusses that online focus groups have advantages such as lower costs since participants can participate from anywhere without travel expenses. However, disadvantages include lack of control over who participates and potential for multitasking. The document then outlines the process for conducting an online focus group, including scheduling groups, creating a discussion guide, inviting participants, moderating the discussion, and reporting results. It provides an example of recruiting teenagers for a study on user-generated content and motivations for content creation.
This lecture provided an introduction to human-computer interaction and interaction design. It discussed the evolution of the field from its early focus on usability and methods to incorporating areas like groupware and media. The lecture also defined key concepts like the user, usability, and user experience. It emphasized that interaction design must consider the user, context of use, and universal usability principles to create quality experiences.
This lecture covered web accessibility and the WCAG initiative. It defined accessibility and discussed how a focus on presentation over content can negatively impact accessibility. The WCAG provides guidelines to make web content accessible, such as providing text alternatives for non-text content and ensuring users can navigate content in an intuitive order. Examples of accessibility issues included CAPTCHAs that are difficult for screen readers and drop-down menus that are not operable without a mouse. Testing tools like the web developer toolbar and Lynx browser were also introduced.
The process of interaction design involves four basic activities: 1) identifying user needs and requirements, 2) developing alternative designs, 3) building prototypes, and 4) evaluating designs. User-centered design is based on early focus on users and tasks, empirical measurement through user testing, and iterative design to address problems found. Various lifecycle models show how these activities relate over the course of a project, with user involvement and evaluation at the core.
This document discusses the use of probes and proxy technologies to better understand user experiences with emerging technologies. Probes and proxies are used in the early concept development phase to gain insights that cannot be obtained from final products that do not yet exist. The summary is:
Probes and proxy technologies are used in technology development to understand user experiences with concepts that have not yet been built. Low-fidelity probes use paper, pictures and scenarios while high-fidelity probes are early technological solutions. Proxy technologies are similar to envisioned technologies that are evaluated to forecast everyday uses. This research informs the design of technologies before full development.
Three types of evaluation:
1) Formative evaluation aims to improve a design during development.
2) Summative evaluation determines if a design is good, often for contractual or sales purposes.
3) Investigative/exploratory evaluation aims to gain understanding, typically for research purposes.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
This lecture covers various methods for prototyping and testing user interfaces, including paper prototyping, wireframing, and usability testing techniques like heuristic evaluation and cognitive walkthrough. Low-fidelity prototyping allows for early user feedback, while high-fidelity prototyping tests detailed tasks and processes. The lecture also discusses iterative design, with prototypes refined based on user testing to develop the final design.
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
This document provides an introduction to usability and related topics. It defines usability, user experience, and user-centered design. It explains how these concepts fit together and discusses evaluation methods like expert evaluations, usability testing, and web analytics. Examples of usability studies are also provided. The document is intended to give an overview of key concepts in human factors, ergonomics, and usability for designers and researchers.
This document discusses interaction design basics and provides guidance on screen design and layout principles. It recommends grouping related items logically and physically close together, ordering items in a natural sequence, using alignment and white space to make screens readable, and considering both local and global navigation structures. The document emphasizes understanding users and scenarios to design effective interactions rather than just interfaces.
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
1. The document provides an overview of how to plan, run, analyze and report on a usability study. It discusses where usability testing fits in with other qualitative research methods and what can be tested.
2. The major phases of a usability study are planning, running the study, analyzing results, and reporting results. Planning is very involved and includes setting objectives, recruiting, creating task lists, and managing logistics.
3. Running a study follows a structured process of establishing rapport, background questions, the usability test, and debrief. Both quantitative and qualitative data are collected, such as task success rates, times, and participant comments.
On Tuesday, December 13th, Bill Albert, co-author of Beyond the Usability Lab, and one of the most knowledgable experts in Remote Usability Testing, presented an update on Remote User Testing methods and tools to optimize your UX Roadmap. If you were not able to attend the live webinar please feel free to view the slideshare below!
The webinar was co-hosted with 3 special guests:
Dave Garr, Co-Founder, UserTesting.com
Andrew Mayfield, CEO, Optimal Workshop
Matt Paulus, Director of US Sales, UserZoom
The document discusses various methods for testing and evaluating user interfaces, including expert review, heuristic evaluation, cognitive walkthrough, usability testing, surveys, acceptance tests, and automated evaluation. It provides details on each method, such as when they are used, how they are conducted, their benefits and limitations. The goal of evaluation and testing is to improve interfaces and ensure they meet user needs.
This document discusses user-centered design and prototyping. It defines user-centered design as an approach that focuses on understanding users, their goals, tasks, and environment. Prototyping is described as an essential part of user-centered design. Prototypes allow designers to evaluate designs with users early in the design process to identify and address issues before final development. The document outlines different types of prototypes including low-fidelity prototypes using simple materials and high-fidelity prototypes that more closely resemble the final product. Both have benefits and limitations for gathering feedback.
Towards an Agile approach to building application profilesPaul Walk
The document discusses taking an Agile approach to developing application profiles. It involves bringing potential users into the process early through techniques like prototyping and user testing. The goal is to iteratively develop application profiles based on evidence from user engagement to complement the Singapore Framework. By testing and receiving feedback early, costly mistakes can be avoided and user requirements can evolve with changing needs. Tools like MrVobi support collecting user input through activities like free listing, card sorting, and storyboarding to develop a shared understanding and iteratively refine domain models and functional requirements.
The document discusses the user experience group at Webroot Software. It describes the cross-functional team that focuses on user-centered design. The group ensures the best user interaction with Webroot products through approaches like usability testing and prototyping. The document outlines various user experience methodologies used by the group like task analysis, storyboarding, cognitive walkthroughs and usability testing to improve user experience.
The document discusses guidelines, principles, and theories for human-computer interaction design. It provides examples of usability guidelines for designing interfaces, such as ensuring consistency and providing feedback. Theories described include those that are descriptive of user behaviors, explanatory of causes and effects, and predictive for comparing proposed design executions.
The document discusses guidelines, principles, and theories for human-computer interaction design. It provides examples of usability guidelines for designing interfaces, such as ensuring consistency and providing feedback. Theories described include those that are descriptive of user behaviors, explanatory of causes and effects, and predictive for comparing proposed designs.
1) The document discusses guidelines, principles, and theories for human-computer interaction design. It provides examples of guidelines for navigating interfaces and organizing displays.
2) Core principles like visibility, consistency, and feedback are explained. The "10 Golden Rules" of interface design are also introduced.
3) Theories help explain user behavior and allow designers to evaluate designs. Descriptive theories define terminology while predictive theories like Fitts' Law estimate task times.
This document discusses different methods for testing and evaluating user interfaces, including expert reviews, heuristic evaluations, cognitive walkthroughs, usability testing, and surveys. It describes the following key points:
- Expert reviews involve having experts examine an interface and provide feedback, while heuristic evaluations involve having experts evaluate an interface against established usability principles or heuristics.
- Usability testing involves observing real users interacting with an interface to identify usability issues. Different types of usability testing are discussed, including discount usability testing and competitive usability testing.
- Surveys can be used to collect feedback from users on their experiences, preferences, and satisfaction. Common survey methods include questionnaires with Likert scales and bipolar
This document provides an overview of interaction design and the process of establishing software requirements from user needs. It discusses:
1. What interaction design is, including the importance of involving users and taking a user-centered approach.
2. Practical issues in requirements gathering such as identifying users, understanding needs, generating alternatives, and choosing among alternatives.
3. Common techniques for gathering and analyzing user data to establish requirements, including interviews, questionnaires, observation, personas, task analysis, and hierarchical task analysis.
The document emphasizes the importance of understanding user needs through direct involvement and observing users' tasks in order to develop an accurate set of requirements for software.
The document discusses several key aspects of managing the user interface design process, including gathering user requirements, conducting ethnographic observations, developing guidelines and standards, and using participatory design. It emphasizes the importance of involving users and stakeholders throughout the process to create a successful system that meets needs and has buy-in. Legal and social impact considerations are also important factors to address early in the design process.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
This lecture covers various methods for prototyping and testing user interfaces, including paper prototyping, wireframing, and usability testing techniques like heuristic evaluation and cognitive walkthrough. Low-fidelity prototyping allows for early user feedback, while high-fidelity prototyping tests detailed tasks and processes. The lecture also discusses iterative design, with prototypes refined based on user testing to develop the final design.
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
This document provides an introduction to usability and related topics. It defines usability, user experience, and user-centered design. It explains how these concepts fit together and discusses evaluation methods like expert evaluations, usability testing, and web analytics. Examples of usability studies are also provided. The document is intended to give an overview of key concepts in human factors, ergonomics, and usability for designers and researchers.
This document discusses interaction design basics and provides guidance on screen design and layout principles. It recommends grouping related items logically and physically close together, ordering items in a natural sequence, using alignment and white space to make screens readable, and considering both local and global navigation structures. The document emphasizes understanding users and scenarios to design effective interactions rather than just interfaces.
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
1. The document provides an overview of how to plan, run, analyze and report on a usability study. It discusses where usability testing fits in with other qualitative research methods and what can be tested.
2. The major phases of a usability study are planning, running the study, analyzing results, and reporting results. Planning is very involved and includes setting objectives, recruiting, creating task lists, and managing logistics.
3. Running a study follows a structured process of establishing rapport, background questions, the usability test, and debrief. Both quantitative and qualitative data are collected, such as task success rates, times, and participant comments.
On Tuesday, December 13th, Bill Albert, co-author of Beyond the Usability Lab, and one of the most knowledgable experts in Remote Usability Testing, presented an update on Remote User Testing methods and tools to optimize your UX Roadmap. If you were not able to attend the live webinar please feel free to view the slideshare below!
The webinar was co-hosted with 3 special guests:
Dave Garr, Co-Founder, UserTesting.com
Andrew Mayfield, CEO, Optimal Workshop
Matt Paulus, Director of US Sales, UserZoom
The document discusses various methods for testing and evaluating user interfaces, including expert review, heuristic evaluation, cognitive walkthrough, usability testing, surveys, acceptance tests, and automated evaluation. It provides details on each method, such as when they are used, how they are conducted, their benefits and limitations. The goal of evaluation and testing is to improve interfaces and ensure they meet user needs.
This document discusses user-centered design and prototyping. It defines user-centered design as an approach that focuses on understanding users, their goals, tasks, and environment. Prototyping is described as an essential part of user-centered design. Prototypes allow designers to evaluate designs with users early in the design process to identify and address issues before final development. The document outlines different types of prototypes including low-fidelity prototypes using simple materials and high-fidelity prototypes that more closely resemble the final product. Both have benefits and limitations for gathering feedback.
Towards an Agile approach to building application profilesPaul Walk
The document discusses taking an Agile approach to developing application profiles. It involves bringing potential users into the process early through techniques like prototyping and user testing. The goal is to iteratively develop application profiles based on evidence from user engagement to complement the Singapore Framework. By testing and receiving feedback early, costly mistakes can be avoided and user requirements can evolve with changing needs. Tools like MrVobi support collecting user input through activities like free listing, card sorting, and storyboarding to develop a shared understanding and iteratively refine domain models and functional requirements.
The document discusses the user experience group at Webroot Software. It describes the cross-functional team that focuses on user-centered design. The group ensures the best user interaction with Webroot products through approaches like usability testing and prototyping. The document outlines various user experience methodologies used by the group like task analysis, storyboarding, cognitive walkthroughs and usability testing to improve user experience.
The document discusses guidelines, principles, and theories for human-computer interaction design. It provides examples of usability guidelines for designing interfaces, such as ensuring consistency and providing feedback. Theories described include those that are descriptive of user behaviors, explanatory of causes and effects, and predictive for comparing proposed design executions.
The document discusses guidelines, principles, and theories for human-computer interaction design. It provides examples of usability guidelines for designing interfaces, such as ensuring consistency and providing feedback. Theories described include those that are descriptive of user behaviors, explanatory of causes and effects, and predictive for comparing proposed designs.
1) The document discusses guidelines, principles, and theories for human-computer interaction design. It provides examples of guidelines for navigating interfaces and organizing displays.
2) Core principles like visibility, consistency, and feedback are explained. The "10 Golden Rules" of interface design are also introduced.
3) Theories help explain user behavior and allow designers to evaluate designs. Descriptive theories define terminology while predictive theories like Fitts' Law estimate task times.
This document discusses different methods for testing and evaluating user interfaces, including expert reviews, heuristic evaluations, cognitive walkthroughs, usability testing, and surveys. It describes the following key points:
- Expert reviews involve having experts examine an interface and provide feedback, while heuristic evaluations involve having experts evaluate an interface against established usability principles or heuristics.
- Usability testing involves observing real users interacting with an interface to identify usability issues. Different types of usability testing are discussed, including discount usability testing and competitive usability testing.
- Surveys can be used to collect feedback from users on their experiences, preferences, and satisfaction. Common survey methods include questionnaires with Likert scales and bipolar
This document provides an overview of interaction design and the process of establishing software requirements from user needs. It discusses:
1. What interaction design is, including the importance of involving users and taking a user-centered approach.
2. Practical issues in requirements gathering such as identifying users, understanding needs, generating alternatives, and choosing among alternatives.
3. Common techniques for gathering and analyzing user data to establish requirements, including interviews, questionnaires, observation, personas, task analysis, and hierarchical task analysis.
The document emphasizes the importance of understanding user needs through direct involvement and observing users' tasks in order to develop an accurate set of requirements for software.
The document discusses several key aspects of managing the user interface design process, including gathering user requirements, conducting ethnographic observations, developing guidelines and standards, and using participatory design. It emphasizes the importance of involving users and stakeholders throughout the process to create a successful system that meets needs and has buy-in. Legal and social impact considerations are also important factors to address early in the design process.
Recently was invited by Scott Abel and Rahel Baillie to do a workshop at Content Strategy Workshops in Portland, Or. Here's the presentation that helped guide our 2 -1/2 hour work session.
The document discusses usability and how it can be effectively incorporated into agile development processes, noting that user experience work should be done early and iteratively through techniques like design studios, prototyping, and usability testing to evolve the user interface alongside development in short iterations. It provides guidelines for usability best practices like optimizing the user experience, effective navigation and page design, screen controls, and testing to ensure the user interface is easy to use.
Be respectful, patient and supportive
25
Test: Observe and record data
- Record audio and video if possible
- Take detailed notes on:
- Tasks completed successfully
- Errors, problems, frustrations
- Comments, feedback
- Time on task
- Paths, clicks, scrolls
- Use of accessibility features
- Satisfaction ratings
- Note body language, facial expressions
- Ask follow up questions
26
Test: Ask satisfaction questions
- Overall satisfaction with the site
- Ease of completing tasks
- Frustration level
- Likes/dislikes
- Suggestions for improvement
- Preferred features
Information architecture is the structural design of shared information environments. It involves organizing systems of information to help users find what they need. Key aspects of information architecture include site navigation systems, labeling schemes, search, and the relationships between different types of content. Information architecture provides an underlying framework that guides how users interact with and move through an information space.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
The goal of this presentation is to give attendees a deeper understanding of usability testing so they can leverage it in their own work. The material will shed light on what is important to the research buyer and will help the research provider to better understand how to plan, moderate, and report on a usability study. It will also provide information on where they can go to learn more about this very practical qualitative method.
Kay will cover what a usability test is and when to use it, the key planning steps, the language around it, and the unique insights this method produces. She will also discuss the various approaches a market researcher can take when running a usability study at different points in a product’s development (e.g., concept, early prototype, released product).
Evaluation techniques can be used at all stages of the design process to test interfaces and identify problems. There are two main categories of evaluation: expert analysis and user participation. Expert analysis includes cognitive walkthroughs, heuristic evaluations, and review-based evaluations. User participation evaluations involve testing with users and can be done in laboratories, fields studies, or experiments. A variety of techniques exist within each category to gather both qualitative and quantitative feedback. Choosing an evaluation method depends on factors like the design process stage, desired objectivity, and available resources.
This document discusses various methods for testing and evaluating user interfaces, including:
1) Expert review involves having design experts evaluate the interface against guidelines. Heuristic evaluation involves experts evaluating it based on established heuristics like Nielsen's.
2) Usability testing observes real users performing tasks while thinking aloud. It is conducted in labs and can use remote or discount testing.
3) Surveys collect user feedback through questionnaires with Likert scales.
4) Field studies and logging actual usage after release provide continuous evaluation of how users interact with the system in natural settings.
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
This document lists the names of 5 individuals: Webuilt.it Rollen Gomes Liu Tianwei Heng Weijian. It does not provide any other context or information about these people.
1) Lamp Post Games is developing their first mobile game titled "Spells versus Bullets", a tower defense game modeled after Plants vs Zombies, to target the African market.
2) The free-to-download game will generate revenue through optional in-game purchases using M-PESA mobile payments and advertisements within the game and on the game's website.
3) The game will be localized to Arabic for Egypt and Morocco and distributed through the Nokia Ovi Store, targeting lower-end Nokia phones that are prevalent in Africa.
Douyak is an online karaoke service that allows users to sing karaoke anytime, anywhere by streaming music videos from sources like YouTube. Through customer discovery and iterations based on user feedback, Douyak has improved its search functionality, user interface, playlist features, and social integration. It currently generates revenue through advertising but plans to license content regionally and monetize the service. Douyak is seeking $2 million in funding over 5 years to further develop its product and acquire customers internationally.
This document outlines a peer-to-peer (P2P) communication framework developed for the Android platform as an alternative to traditional mobile networks. It discusses the motivation to lower infrastructure costs, proposes a solution using an open-source P2P framework, and recaps the work done including server implementation and literature reviews. The document then covers design decisions around using the Android platform, hardware limitations, and a modified Gnutella network design. It presents implementation results and performance metrics and demonstrates the framework through use cases and key features. Limitations and future work are also discussed.
The document discusses a peer-to-peer (P2P) communication framework for Android devices. It aims to explore alternatives to traditional network architectures and leverage the built-in hardware capabilities of mobile devices (3G, WiFi, Bluetooth) without requiring developers to deal with underlying networking implementations. The framework allows developers to easily build P2P applications on Android to take advantage of growing smartphone usage. It seeks to address limitations of traditional networks that may not support huge numbers of increasingly data-hungry mobile devices.
This document summarizes a research paper on developing a peer-to-peer communication framework for Android devices. The framework allows developers to leverage built-in communication capabilities like WiFi, Bluetooth, and 3G without dealing with underlying networking implementations. The framework is based on a modified Gnutella peer-to-peer architecture and implements features like packet routing, flow control, and automatic device discovery. Experimental results show the framework can achieve throughput rates of around 54kbps for nodes more than one hop away. The framework provides an open-source platform for building scalable, decentralized mobile applications using peer-to-peer networking.
The document summarizes a Singapore-based gaming company's plans to target the African mobile gaming market. The company will develop its first casual mobile game over 6 months, aiming to emulate Plants vs Zombies. It will target Nokia feature phones initially and analyze smartphone trends. The game will use virtual currencies and in-app purchases. Marketing will include Facebook ads and collaborations. Financial projections estimate breaking even by the 12th month with a target payment volume of $20,070 per month from 5 African countries.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. They have not conducted a similar project before.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. They have not conducted a similar project before.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This document lists the names of 5 individuals: Webuilt.it Rollen Gomes Liu Tianwei Heng Weijian. It does not provide any other context or information about these people.
This document lists the names of 5 individuals: Webuilt.it Rollen Gomes Liu Tianwei Heng Weijian. It does not provide any other context or information about these people.
Webuilt.it is a company founded by Rollen Gomes, Liu Tianwei, Heng Weijian. The company was started to provide software development services and solutions to clients. Rollen, Liu, and Heng bring different skills and experiences that complement each other for running the business.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. They have not conducted a similar project before.
This document discusses EON Reality, a company that provides virtual and augmented reality solutions. It introduces EON Interact, their Kinect-based solution. EON Reality was founded in 1999 and provides 3D visualization software, online meetings, immersive display systems, and customized development services. Their solutions are used for training, sales and marketing, and product development in industries such as aerospace, defense, energy, and manufacturing. The document discusses challenges with traditional training and how virtual reality can help address them by improving engagement, retention, reducing costs and timelines. It also discusses how virtual worlds can improve training retention compared to traditional methods.
1. CS3240 - Human Computer Interaction
Lecture 3 : Managing Design Processes
Lecturer : Dr Bimlesh Wadhwa
dcsbw@nus.edu.sg
dcsb @n s ed sg
2. Content
• Development Methodologies
p g
– Rapid Contextual Design & Ease of Use
Method
• Four pillars of Design
– 1 User Interface Requirements
• Users, Requirements, Collection methods
– 2 Guidelines, Documents & Process
,
• Refer previous Lecture
• Interface and Interaction Styles
1-2
3-2
3. Development Methodologies
• Rapid Contextual Design - RCD
– Holzblatt et al 2005
• Ease of Use Method
– IBM
• Others
– GUIDE, STUDIO, OVID
, ,
1-3
3-3
4. Rapid Contextual Design
Contextual Inquiry
Interpretation Sessions and work modeling
Model Consolidation and Affinity diagram Building
Personas
Visioning
Storyboarding
User E i
U Environment Design
tD i
Paper prototypes and mock-up interviews
1-4
3-4
5. Rapid Contextual Design
Talk to customers, while they work
Interpret the data; create a shared perspective
I t t th d t t h d ti
Consolidate; create visual representation of work
Develop Personas
Review & ‘walk’ the consolidated vision
Use i
U pics and graphs to describe concepts; storyboarding
d h t d ib t t b di
Single representation of users and the work; built from from
storyboards
1-5
Conduct interviews and tests with actual users; provide
verification of design before committing to code 3-5
8. Users or Stakeholders
• Who are they?
• What are their abilities ?
• Th i t k and E i
Their tasks d Environment ?t
1-8
3-8
9. Users or Stakeholders
Check out
Check-out operators
• Suppliers
•LLocal shop
l h
owners
Customers 1-9
Managers and owners
10. Users - categories
• primary: frequent hands-on
• secondary: occasional or via someone else
• tertiary: affected by its introduction, or will
influence its purchase
f
1-10
11. Users - capabilities
•size of hands may affect the size and positioning of
input buttons motor abilities may affect the
i t b tt t biliti ff t th
suitability of certain input and output devices
• height if designing a physical kiosk
• strength - a child’s toy requires little strength to
operate,
operate but greater strength to change batteries
• disabilities(e.g. sight, hearing, dexterity)
1-11
12. Personas
• Generally personas are synthesized from
Generally,
data collected from interviews with users.
– a name and picture
p
– demographics (age, education, ethnicity,
family status)
– job title and major responsibilities
– goals and tasks in relation to your site
– environment ( h i l social,
i t (physical, i l
technological)
1-12
13. Users -Tasks
• Tasks:
– their context
– what information do they require?
y q
– who collaborates to achieve the task?
– why i the task achieved the way it is?
h is th t k hi d th i ?
1-13
14. Users - Environment
Environment or context of use:
— physical: dusty, noisy, vibration, light, heat,
humidity, ..
— social: sharing of files, of displays, in paper,
ff f
across great distances, work individually, privacy
for clients
— organisational: hierarchy, IT department’s
attitude and remit user support communications
remit, support,
structure and infrastructure, availability of
trainingg
1-14
15. Examples
Interactive system for food stalls in a university’s self-
service cafeteria
Users : under 25 , comfortable dealing with technology
Function : calculates total cost of purchases.
Environmental : noisy and b
E i t l i d busy; users lik l t b t lki
likely to be talking
with friends and colleagues while using the system.
1-15
16. Interactive system for control of functioning of
nuclear power plant
plant.
Users : well trained engineer or scientist competent to
handle technology
Function : monitors the temperature of the reactors
p
Environmental : uncluttered restrictive , might need to
uncluttered,
wear protective clothing
1-16
17. Interactive system to support distributed design teams
e.g. f car d i
for design
Users : professional designer, prepared to learn system to
g y
make his job better; likely to be multi-lingual
Functional : communicates information between remote
sites
Environmental : physically di t ib t d over wide area, fil
E i t l h i ll distributed id files
to be shared, product to comply with network technologies
and communication protocols
1-17
18. Methods to collect User Information
Interviews
Questionnaires
(Personal, Focus
(Survey )
Group)
Observation Participatory
(Ethnographic) Design
Qualitative and Quantitative 1-18
19. Interviews
Personal & Focus Group interviews
• Immediate responses
• Allows users to express themselves in own words
• Allows collection of a large volume of rich data
• Allows discussion, probing and unexpected insights
• Useful in Investigating problems
1-19
20. Interviews - guidelines
• Prepare and distribute agenda, outline of topic and
p g p
questions that will be asked
• Ensure that each question is open ended, unambiguous
and contains only one idea
• Use skilled interviewers with good listening skills
• Ensure interviews last no longer than 30‐60 minutes,
depending on type
• Select a comfortable and neutral setting and ensure
p
participation by all
p y
• Include highest level of management available if possible
• Record interviews rather than relying on memory
1-20
21. Questionnaires
• Qualitative & quantitative sections
• Manual or electronic distribution
• Quick & Cheap distribution
• Good reachability
• Relatively low resource consumption - human and
financial
1-21
22. Questionnaires - guidelines
• “Sell” importance before distribution and provide an incentive.
• Keep them short, structured and grouped according to purpose.
• Let respondents know the number of questions.
• Give clear instructions, appropriate time and due date for return.
• Use terminology or language familiar to your users
users.
• Use “satisfactory,”“unsatisfactory” scale, rather than
“1,2,3”ranking.
• Allow flexibility to go back change “skip” or “save” responses
back, change, skip save responses.
• Avoid surveying for information you can find another way.
• Test or pilot to a sample group before distribution
www.surveymonkey.com , www.polldaddy.com , www.zoomerang.com
www.statpac.com, www.vovici.com, www.researchexec.com
www.snapsurveys.com, www.surveycrafter.com, www.coolsurveys.com
www snapsurveys com www surveycrafter com www coolsurveys com
www.objectplanet.com, www.pollpro.com, www.esurveyspro.com, 1-22
www.questionpro.com
http://oldwww.acm.org/perlman/question.html
24. Observation - guidelines
• Segment the g p from which y want feedback
g groups you
• Try to understand each group’s goals and interests
thoroughly.
• Record your observations. Take careful note of all
informal information gathering.
• Use open‐ended questions when you interview verbally
verbally.
• Avoid putting your own bias on observations. Consider a
neutral third party if impossible
• Allow sufficient time for observation.
1-24
27. Participatory Design
• Origin: Scandinavia,
Scandinavia
– named Cooperative Design.
‘Good systems cannot be built by design experts
who proceed with only limited input from
users…’
1-27
3-27
28. Participatory Design
Durin’s
D i ’ model of th f
d l f the four l
levels of user participation
l f ti i ti
1-28
3-28
29. Scenario Development
Day-in-the-life scenarios:
• characterize what happens when users perform typical
tasks
• can be acted out as a form of walkthrough
• may be used as basis for videotape
• useful tools
– table of user communities & tasks
– table of task sequences
– flowchart or transition diagram
1-29
3-29
31. Data Collection
Potential pitfalls
• Representative Sample
p p
–Small, good enough, wrong
• Bias
-Outside consultant or third party
• Wrong methodology
–QQualitative or quantitative data
•Timeline
–Be realistic
Be realistic.
1-31
33. Data Analysis
• Data processing or preparation plan
–T
Transcription of interviews and observation fi di
i ti fi t i d b ti findings
–Editing responses
–Coding responses
Coding
•Data entry
y
•Data analysis
1-33
34. Data Analysis
• Recording and Presenting Survey Results
Descriptive summary
•Text or tabular (including cross‐tabulation)
( g )
Descriptive statistics
•Frequency counts, ranges, measures of central tendency
Graphical
G hi l representation
t ti
•Charts, graphs, histograms
1-34
35. Quantitative Data Analysis
• Averages
• Mean: add up values and divide by number of
data points
• Median: middle value of data when ranked
• Mode: figure that appears most often in the data
• Percentages
• Graphical representations give overview of data
Number of errors made
N b f d Internet use Number of errors made
10 4.5
mber of errors made
mber of errors made
< once a day 4
8 3.5
3
6 once a day
2.5
4 2
once a week 1.5
2 1
Num
Num
0.5
2 or 3 times a week
0 0
0 5 10 15 20 1 3 5 7 9 11 13 15 17
User
once a month
User 1-35
36. Qualitative Data Analysis
“ I am thinking it’s j
g just a lot of information to absorb
from the screen. I just I don’t concentrate very well
when I’m looking at the screen . I have a very clear
idea of what I ‘ve read so far but it s because of
ve far… it’s
the headings I know OK ….there is so much
reference to all those previously said like ……maybe
it would be nice to have this navigation, extra links
…”
Verbalisations show evidence of dissatisfaction, confusions,
, ,
and that user is having problem in achieving overall task goal.
1-36
37. Summary –
Development Methodologies
User Interface Requirements
• Development methodologies help offer validated
processes with predictable schedules and meaningful
deliverables.
• Collecting User Interface Requirements can be
notoriously difficult but well-documented success stories
inform and inspire.
inspire
• Ethnographic observation can provide information to
guide task analysis.
• Scenarios are useful for managerial and customer
presentations, and helps to plan usability tests.
1-37
3-37
38. Guidelines documents and processes
– Terminology (objects and actions), abbreviations, and
capitalization
– Words, icons and graphics
– Screen-layout issues
y
– Input and output devices
– Direct-manipulation clicking, dragging, dropping, and
g
gestures
– Error handling and recovery procedures
– Online help and tutorials
– Training and reference materials
1-38
3-38
39. Conceptualize
Interaction
Interface Interaction
Metaphor
Type Type
42. Instructing
• Users give instructions to a system
– Typing commands
– Selecting options from menu
g p
– Speaking aloud commands
– Pressing buttons
– Using fn-keys
• quick, efficient, repetitive action
ff
1-42
44. Manipulating
The central ideas of user control:
• Visibility of Object and Actions
• Rapid, reversible, incremental actions
• Replacement of complex command-language syntax
command language
with direct, visual manipulation of the object of
interest.
1-44
46. Conversing
• User & system as dialog partners
• Good for cases where user needs to find information
or discuss issues
– Advisory systems
– Help facilities
• Simple Voice recognition, menu-driven to natural
language based systems
1-46
47. Conversing-Examples
• Ik help centre
Ikea h l t
…… ………. An unedited conversation
Ben: no one does. i hate you.
Anna: If I have unintentionally offended you then I apologise If
apologise.
you think that I am not providing you with useful information about
IKEA you can contact the Customer Service at your nearest IKEA
Store.
Ben: and what will they do? hmm? they can’t sack someone that’s
not real. you get away with murder. who do you answer to? is
there a virtual boss somewhere sitting in his virtual office?
Anna: As I am only an advanced computer program, I cannot
answer more than one sentence at a time. Please simplify and
repeat the most important question within your previous input and
input,
I will try to reply as accurately as possible. I am opening a page
1-47
now which you can use if you wish to contact Customer Services.
Thank you very much!
49. Exploring
• Enables users to explore and interact with
p
environment
• Users move through virtual or physical environments
• Context aware systems – based on location and/or
Context-aware
presence of people in the vicinity of sensing device.
1-49
50. Exploring - example
CAVE project
p j
http://graphics.cs.brown.edu/research/cave/home.html
1-50
51. Exploring - example
Ambient Wood project
http://www.informatics.sussex.ac.uk/research/groups/interact/projects/Equator/ambient_wood.htm
1-51
53. Interface Paradigms
1980s interfaces
• 80 – single user
80s i l Command
desktop apps WIMP/GUI
1990s interfaces
Advanced graphical (multimedia, virtual reality,
information visualization)
• 90s – multimedia apps, Web
Speech (voice)
web interface Pen, gesture, and touch
Appliance
2000s interfaces
Mobile
• 2000s– robotics, Multimodal
Shareable
mobile interfaces Tangible
Augmented and mixed reality
Wearable
Robotic
1-53
54. Recent shifts
• How to enable people to access and interact with
p p
information in their work, social, and everyday lives
• Designing user experiences for people using interfaces
that are part of the environment with no controlling
devices.
• What form to provide contextually-relevant information
to people at appropriate times and places
• Ensuring that information, that is passed around via
interconnected displays devices and objects is secure
displays, devices, objects,
and trustworthy. 1-54
57. Windows
• Windows were invented to overcome
physical constraints of a computer
display, enabling more information to be
p y g
viewed and tasks to be performed.
• Scroll bars within windows also enable
more information to be viewed.
1-57
58. Menus
Flat , drop down, pop up, contextual, and expanding.
drop-down, pop-up,
• Flat menus
– good at displaying a small number of options
at the same time and where the size of the
display is small
– Nested lists of options require several steps to
get to the desired option
1-58
59. Menus
• Contextual menu
– P id access t often-used commands th t make
Provides to ft d d that k
sense in the context of a current task.
• right-click
1-59
60. Menus
• Expanding menus
– Enables more options to be shown on a single
screen th i possible with a single fl t menu .
than is ibl ith i l flat
– More flexible navigation, allowing for selection of
options to be done in the same window
– M t popular are cascading ones
Most l di
• primary, secondary and even tertiary menus
• downside is that they require precise mouse
control
• can result in overshooting or selecting wrong
options
1-60
61. Icons
• black and white -> color, shadowing, photorealistic
images,
images 3D rendering, and animation
rendering
• very detailed and animated -> visually attractive and
informative, inviting, emotionally appealing, and f l alive
i f ti i iti ti ll li d feel li
• The mapping between the representation and underlying
referent can be:
– similar (e.g., a picture of a file to represent the object
file),
file)
– analogical (e.g., a picture of a pair of scissors to
represent ‘cut’)
– arbitrary (e.g., the use of an X to represent ‘delete’) 1-61
62. Multimedia
• Combines different media within a
single interface with various forms of
y
interactivity
– graphics, text, video, sound, and animations
1-62
64. Multimedia - Characteristics
• Facilitates rapid access to multiple representations of
p p p
information.
• Provide better ways of presenting information than can
either one alone.
• Enable easier learning, better understanding, more
engagement, and more pleasure.
• E
Encourage users t explore e.g. diff
to l different parts of a
t t f
game or story.
• Users develop tendency to play video clips and
y y
animations, while skimming through accompanying text
or diagrams.
1-64
65. Virtual reality and virtual environments
• Computer-generated g p
p g graphical simulations p providing:
g
– “the illusion of participation in a synthetic environment
rather than external observation of such an
environment
environment” (Gigante, 1993)
• provide new kinds of experience, enabling users to
interact with objects and navigate i 3D space
i t t ith bj t d i t in
• Create highly engaging user experiences
http://www.openskies.net/gorilla/ 1-65
65
66. Web interfaces
• Early websites were largely text-based,
text based,
providing hyperlinks
• Concern was with how best to structure
information at the interface to enable users to
navigate and access it easily and quickly
• Nowadays, more emphasis on making pages
distinctive, striking, and pleasurable.
1-66
69. Usability versus attractiveness
• Vanilla or multi-flavor design?
g
– Ease of finding something versus aesthetic and
enjoyable experience
• Users read the web like a:
– “billboard going by at 60 miles an hour” (Krug
billboard hour (Krug,
2000)
• Need to determine how to brand a web page
to catch and keep ‘eyeballs’
1-69
70. Speech interfaces
• Where a person talks with a system that has a
spoken language application, e.g., timetable, travel
planner
l
• Used most for inquiring about very specific
information, e.g., flight times or to perform a
transaction, e.g., buy a ticket
• Also used by people with disabilities
– e.g., speech recognition word processors, page
h iti d
scanners, web readers, home control systems
1-70
70
71. Speech interfaces
• Directed dialogs
– where the system is in control of the conversation
– Ask specific questions and require specific responses
• Flexible systems allow the user to take the initiative:
– e.g., “I’d like to go to Paris next Monday or two
weeks.
weeks.”
– Guided prompts can help callers back on track
• e.g., “Sorry I did not get all that. Did you say you wanted to fly
next Monday?”
Monday?
1-71
72. Mobile interfaces
• Handheld devices intended to be used while
on the move, e.g., PDAs, cell phones
• Applications running on handhelds have
greatly expanded, e.g.,
– used in restaurants to take orders
– car rentals to check in car returns
– supermarkets for checking stock
k t f h ki t k
– in the streets for multi-user gaming
1-72
73. Mobile interfaces
• Small screens, small number of keys and restricted
y
number of controls.
• Innovative designs including:
– roller wheels, rocker dials, 2-way and 4-way
directional keypads, softkeys
• Usability and preference for these control devices varies
– depends on the dexterity and commitment of the user
1-73
74. Shareable interfaces
• Shareable interfaces are designed for more than one
g
person to use
– provide multiple inputs and sometimes allow
simultaneous input by co located groups
co-located
– large wall displays where people use their own pens
or gestures
–i t
interactive tabletops where small groups i t
ti t bl t h ll interact
t
with information using their fingertips, e.g., Mitsubishi’s
DiamondTouch and Sony’s Smartskin
1-74
77. Tangible interfaces
• Type of sensor-based interaction, where physical
yp , p y
objects, e.g., bricks, are coupled with digital
representations
• When a person manipulates the physical object/s it
causes a digital effect to occur, e.g. an animation
g g
• Digital effects can take place in a number of media
and places or can b embedded i th physical
d l be b dd d in the h i l
object
1-77
78. Tangible interfaces
Examples
• Chromarium cubes
– when turned over digital animations of color are mixed
on an adjacent wall
• Flow Blocks
– depict changing numbers and lights embedded in the
blocks
• Urp
– physical models of buildings moved around on
tabletop
Beat Blocks : http://www.youtube.com/watch?v=Jug3iYAuJes&feature=related 1-78
Candy Sequencer :http://www.youtube.com/watch?v=ziIdjrR_MRs&feature=related
79. Wearable interfaces
• First developments was head- and eyewear-mounted
cameras that enabled user to record what seen and to
access digital information.
• Since jewelery head mounted caps smart fabrics
Since, jewelery, head-mounted caps, fabrics,
glasses, shoes, and jackets have all been used
– provide the user with a means of interacting with digital
information while on the move
http://www.youtube.com/watch?v=LoyNqCsksdg&feature=related
http://www.youtube.com/watch?v=zr1kqL08uj4&p=F6267412D11E8EC9&playnext=1
1-79
&index=19
80. Steve Mann - pioneer of wearables
http://www.youtube.com/watch?v=DiFtmrpuwNY&p=F282F7FBBB11F57E 1-80
&playnext=1&index=2
81. Robotic interfaces
• Four types
yp
– remote robots used in hazardous settings
– domestic robots helping around the house
– pet robots as human companions
– sociable robots that work collaboratively with
humans, and communicate and socialize with them –
,
as if they were our peers
1-81
82. Which interface?
• Is multimedia better than tangible interfaces for
learning?
• Is speech as effective as a command-based interface?
• Is a multimodal interface more effective than a mono-
modal interface?
• Will wearable interfaces be better than mobile interfaces
for helping p p find information in foreign cities?
p g people g
• Are virtual environments the ultimate interface for
playing games?
• Will shareable interfaces be better at supporting
communication and collaboration compared with using
networked desktop PCs?
et o ed des top Cs
1-82
83. Summary
• Much system development for the PC platform will
continue to use advanced GUIs, in the form of multimedia,
web-based interfaces, and virtual 3D environments
• Mobile interfaces have come of age
– Increasing number of applications and software toolkits
available
• Speech interfaces also being used much more for a
variety of commercial services
• Appliance and vehicle interfaces becoming more
pp g
important
• Shareable and tangible interfaces entering our homes,
schools, public p
p places, and workplaces
p
• An important concern that underlies the design of any
kind of interface is how information is represented to
the user so they can carry out ongoing activity or
y y g g y
task. 1-83