Visual Innovations for Product Search Interfacesvisea_mk
presentation @ 1st International Workshop on Future Search Engines at INFORMATIK 2014, September 22, 2014, Stuttgart (Germany)
Keck, M., Herrmann, M., Henkens, D., Taranko, S., Nguyen, V., Funke, F., Schattenberg, S., Both, A., Groh, R.: Visual Innovations for Product Search Interfaces, 1st International Workshop on Future Search Engines at INFORMATIK 2014, 2014
http://visea-project.de/
Visual Innovations for Product Search Interfacesvisea_mk
presentation @ 1st International Workshop on Future Search Engines at INFORMATIK 2014, September 22, 2014, Stuttgart (Germany)
Keck, M., Herrmann, M., Henkens, D., Taranko, S., Nguyen, V., Funke, F., Schattenberg, S., Both, A., Groh, R.: Visual Innovations for Product Search Interfaces, 1st International Workshop on Future Search Engines at INFORMATIK 2014, 2014
http://visea-project.de/
A Usability Evaluation carried out on my second year Brunel Group project.
A.R.C. (Augmented Reality Communicator), is an augmented reality social networking application , designed and built for my second year group project at Brunel University.
Research paper - Brand engagement through participatory mediaHelen Mitchell
This research paper (2006) examines the influence that participatory media such as blogs, online social networks and virtual worlds can have on the effectiveness of an organisation’s branding strategies. It considers the history and suitability of the web for participation and the relevance of participatory media for branding, particularly in a highly competitive and media-fragmented environment. It explores the shifts in consumer behaviour, technology and the growth of online communities that are driving the changes to a ‘participatory culture’.
Study of different approaches to Out of Distribution GeneralizationMohamedAmineHACHICHA1
Deep learning models perform well when the new data is within the scope of its training. When faced with novel examples that are significantly different, these models often struggle. These models excel at interpolating and only generalize well to examples that stay within the limits of the training data.
Two elegant frameworks to address this issues are causal inference and domain adaptation. They both intend to learn models capable of generalizing outside of the training distribution. However, they differ in their assumptions and points of view. This work will thus try to introduce both the notion of causality and domain adaptation.
New Era of Teaching Learning : 3D Marker Based Augmented Realityijistjournal
The main objective of this paper is to provide clarity of concepts to the students in a real like environment through 3d visual aids that may be used to clarify or enhance understanding of a concept or process. As a student said, “Tell me and I forget. Show me and I remember, Involve me and I understand” This paper focuses on involving the children in understanding of the concepts in 3D environment. The traditional method includes concept deliverance not based on visual aids. Now the modern teaching methodology includes visual aids such as projector, transparent slides, and models in 2d environment. If visual aids are converted from 2D to 3D environment, the student will have a live environment to understand the concepts. Visual aids tools are available to teachers to add reality, clarity, and variety to the drill which is necessary for students at the earlier stages of language learning. Augment Reality Development Lab is such a nice direction to go in incorporating technology in the classroom, because it makes *learning+ more interactive,” Sloan said. “The kids love it because they are active.
Assignment of Design Research Method (Chen Mengdie)cocoachen1992
The assignment of Design Research Method is based on the book "Delft Design Guide". Pro. Tan, the tutor of this course, asked each students to chose a method from this book and then make a presentation about the design selected method. Besides, we were also asked to find at least three academic papers related to the method accordingly. What I'm focus on is Three-dimensional Models, which are also called prototypes. The whole presentation could be divided to six parts, as following.
Part 1: What Are Three-dimensional?
Part 2: When Can We Use Three-dimensional Models?
Part 3: How to Use Three-dimensional Models?
Part 4: Why Do We Use Three-dimensional Model during Design Process?
Part 5: Three related papers/case studies, which is FingerReader, LaserOrigami and FaBrickation. All the three papers come from the CHI conference.
Part 6: Design thinking and my own design brief by using this method.
A Usability Evaluation carried out on my second year Brunel Group project.
A.R.C. (Augmented Reality Communicator), is an augmented reality social networking application , designed and built for my second year group project at Brunel University.
Research paper - Brand engagement through participatory mediaHelen Mitchell
This research paper (2006) examines the influence that participatory media such as blogs, online social networks and virtual worlds can have on the effectiveness of an organisation’s branding strategies. It considers the history and suitability of the web for participation and the relevance of participatory media for branding, particularly in a highly competitive and media-fragmented environment. It explores the shifts in consumer behaviour, technology and the growth of online communities that are driving the changes to a ‘participatory culture’.
Study of different approaches to Out of Distribution GeneralizationMohamedAmineHACHICHA1
Deep learning models perform well when the new data is within the scope of its training. When faced with novel examples that are significantly different, these models often struggle. These models excel at interpolating and only generalize well to examples that stay within the limits of the training data.
Two elegant frameworks to address this issues are causal inference and domain adaptation. They both intend to learn models capable of generalizing outside of the training distribution. However, they differ in their assumptions and points of view. This work will thus try to introduce both the notion of causality and domain adaptation.
New Era of Teaching Learning : 3D Marker Based Augmented Realityijistjournal
The main objective of this paper is to provide clarity of concepts to the students in a real like environment through 3d visual aids that may be used to clarify or enhance understanding of a concept or process. As a student said, “Tell me and I forget. Show me and I remember, Involve me and I understand” This paper focuses on involving the children in understanding of the concepts in 3D environment. The traditional method includes concept deliverance not based on visual aids. Now the modern teaching methodology includes visual aids such as projector, transparent slides, and models in 2d environment. If visual aids are converted from 2D to 3D environment, the student will have a live environment to understand the concepts. Visual aids tools are available to teachers to add reality, clarity, and variety to the drill which is necessary for students at the earlier stages of language learning. Augment Reality Development Lab is such a nice direction to go in incorporating technology in the classroom, because it makes *learning+ more interactive,” Sloan said. “The kids love it because they are active.
Assignment of Design Research Method (Chen Mengdie)cocoachen1992
The assignment of Design Research Method is based on the book "Delft Design Guide". Pro. Tan, the tutor of this course, asked each students to chose a method from this book and then make a presentation about the design selected method. Besides, we were also asked to find at least three academic papers related to the method accordingly. What I'm focus on is Three-dimensional Models, which are also called prototypes. The whole presentation could be divided to six parts, as following.
Part 1: What Are Three-dimensional?
Part 2: When Can We Use Three-dimensional Models?
Part 3: How to Use Three-dimensional Models?
Part 4: Why Do We Use Three-dimensional Model during Design Process?
Part 5: Three related papers/case studies, which is FingerReader, LaserOrigami and FaBrickation. All the three papers come from the CHI conference.
Part 6: Design thinking and my own design brief by using this method.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
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- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
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Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
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Approach to Mobile Design
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Revisiting Graspable User Interfaces: A Design Process for Developing User Interface Metaphors
1. HCII 2014 Interface Design Methods for novel Interactive Systems
Revisiting Graspable User Interfaces
A Design Process for Developing User Interface Metaphors
THU, 26 JUNE 2014
Chair of Media Design
Technische Universität DresdenMandy Keck, Esther Lapczyna, Prof. Rainer Groh
2. Structure
Motivation............................................................................................................................3
Types of User Interface Metaphors.....................................................................................4
Method.................................................................................................................................6
Gestalt- and Problem Analysis.............................................................................................7
Model Generation & Fusion...............................................................................................11
Prototyping.........................................................................................................................13
Examples............................................................................................................................15
Conclusion & Outlook.........................................................................................................16
3. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 3 | 18
Motivation
«The essence of metaphor is understanding and experiencing one
kind of thing in terms of another» (Lakoff & Johnson 1980)
Metaphor
4. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 4 | 18
Types of User Interface Metaphors
Barr et al. (BARR et al. 2002) Morville & Rosenfeld
(MORVILLE & ROSENFELD, 2006)
Groh et al. (GROH et al. 2012)
Orientational Metaphor
Structural Metaphor
Ontological Metaphor
Organizational Metaphor
Orientational Metaphor
Operation MetaphorFunctional MetaphorProcess Metaphor
Element Metaphor
5. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 5 | 18
Operation Metaphor & Orientational Metaphor (GROH 2008)
Abbildung 1: Die Interaktionsformen Operieren und OrientierenAbbildung 1: Die Interaktionsformen Operieren und Orientieren
Operating Hand – magnifying glass
Operating
Emersion
Reading, Scanning
Operation Metaphor
Running, Driving
Orientational Metaphor
Immersion
Form of Interaction
Visualization Technologies
Navigation
Metaphor
Orientating Eye – cross hair
Orientating
6. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 6 | 18
Method
Model
Generation
varation
artistic operations
Layout Algorithm
graphs of order
systematization
of the structure
visual grammar
elements, relations,
pattern
narrative + functional structure
ANALYSIS
Abstraction
SYNTHESIS
TARGET DOMAIN
Problem Analysis
SOURCE DOMAIN
Gestalt Analysis
methodology for
user-centered
functional analysis
gestalt categories
gestalt characteristics
methodology for
formal analysis
Fusion to an
Operation Metaphor
intelligent and
transparent Interface
Form Meaning
System
Element
System
Module
System Model
Prototype
Archive
surplus of ideas
Underlying Hypothesis
«Every morphologically
limited metaphor is suit
able to every limited
gestalt (in terms of an unit
object with known states)»
7. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 7 | 18
Gestalt- and Problem Analysis
8. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 8 | 18
Gestalt Analysis I (SOURCE DOMAIN)
«By “experiment”, we mean the process
of examining a form, material, or process
in a methodical yet open-ended way
(LUPTON & PHILLIPS 2008:10)»
Open-ended Experiments
Fig. 01 ex
plore Table
(BRADE et al. 2011)
9. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 9 | 18
Gestalt Analysis II (SOURCE DOMAIN)
10. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 10 | 18
Problem Analysis (TARGET DOMAIN)
11. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 11 | 18
Model Generation & Fusion
12. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 12 | 18
Model Generation & Fusion
movement grid hierarchyform
The fusion maps a shape to a set of
properties of the data structures
Fig. 02 Model variations (left) and
an example for a morpho-
logical box (ZWICKY 1969;
GERSTNER 2007) (right)
13. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 13 | 18
Prototyping
×
14. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 14 | 18
Prototyping
Fig. 03 Workshop Paper Prototyping (KNÖFEL et al. 2013)
Fig. 04 Stop-Motion Animation (still)
Fig. 05 First ‘dynamic’ test runs with
the interaction concept
15. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 15 | 18
Examples
Fig. 06 tANGibLE (DE ALMEIDA MADEIRA CLEMENTE et al. 2013)
Fig. 07 Depth Touch (PESCHKE et al. 2012)
Fig. 08 echtScharf (KAMMER et al. 2013)
16. HCII 2014 26 June 2014 Mandy Keck, Esther Lapczyna, Prof. Rainer Groh 16 | 18
Conclusion & Outlook
__ methodological toolbox for developing novel interfaces metaphors
__ method developed with a strong focus on didactic aspects
__ merges several interdisciplinary methods of the field of human-computer
interaction and traditional design
__ method separates the metaphor generation process into 2 subproblems:
analysis and abstraction of the source domain and the target domain
__ well-suited for Operation Metaphors because the experimental setup supports
finding of affordances that invite to manual interaction
__ Future Work: extension of methodological toolbox for Orientational Metaphor
17. References
BARR, P., BIDDLE, R. & NOBLE, J.: A taxonomy of user-interface metaphors. In Proceedings of the SIGCHI-NZ Symposium on
Computer-Human Interaction (CHINZ ‚02). ACM, New York, NY, USA, 25-30 (2002)
BRADE, M., KAMMER, D., KECK, M., GROH, R.: Immersive Data Grasping Using the eXplore Table, Proceedings of the Fifth International
Conference on Tangible, Embedded,; Embod-ied Interaction. Funchal – Portugal (2011)
DE ALMEIDA MADEIRA CLEMENTE, MIRKO; HERRMANN, MARTIN; KECK, MANDY & GROH, RAINER: tANGibLE: a Smart Tangible Home
Controller. In Boll, Susanne; Maaß, Susanne & Malaka, Rainer (ed.), Mensch & Computer 2013 - Workshopband. München: Oldenbourg Verlag. 523-526 (2013)
GERSTNER, K.: Designing programmes. Baden: Müller (2007)
GROH, R.: Vom Operieren und Orientieren – zu den Grundformen der Interaktion in 3D-Szenen. In Netsch, N.; Kranke, G.;Wölfel, C. (ed.), Industriedesign und Ingeni-
eurswissenschaften. Technisches Design in Forschung, Lehre und Praxis. Dresden: S. 95-106 (2008)
GROH, R., GRÜNDER, T., KECK, M.: Production of Metaphors for Graspable User Interfaces (Metaphernproduktion für Begreifbare
Benutzerschnittstellen). i-com: Zeitschrift für interaktive und kooperative Medien Vol.: 11 Nr.: 2 (2012)
KAMMER, D., SCHMIDT, D., KECK, M., GROH, R.: Developing Mobile Interface Metaphors and Gestures, Proceedings of the 15th international conference on
Human-computer inter-action with mobile devices and services companion, MobileHCI‘13 New York, NY, USA: ACM (2013)
KNÖFEL, A., KOALICK, G., LAPCZYNA, E., GROH, R.: Pimp your prototype. Proc. 5th International Scientific Conference on Print;
Media Technology. Chemnitz, D: VWB - Verlag für Wissenschaft und Bildung. 131-136 (2013)
MORVILLE, P. & ROSENFELD, L.: Information Architecture for the World Wide Web: Design-ing Large-Scale Web Sites, O‘Reilly Media;
3rd edition (2006)
PESCHKE, J., GÖBEL, F., GRÜNDER, T., KECK, M., KAMMER, D., GROH, R.: DepthTouch: An Elastic Surface for Tangible Computing.
In Proceedings of the International Working Con-ference on Advanced Visual Interfaces (S. 770–771). New York, NY, USA (2012)
ZWICKY, F.: Discovery, Invention, Research Through the Morphological Approach, First american ed., MacMillan (1969)