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1.
《Knowledge》2007,20(6):542-556
A recommender system’s ability to establish trust with users and convince them of its recommendations, such as which camera or PC to purchase, is a crucial design factor especially for e-commerce environments. This observation led us to build a trust model for recommender agents with a focus on the agent’s trustworthiness as derived from the user’s perception of its competence and especially its ability to explain the recommended results. We present in this article new results of our work in developing design principles and algorithms for constructing explanation interfaces. We show the effectiveness of these principles via a significant-scale user study in which we compared an interface developed based on these principles with a traditional one. The new interface, called the organization interface where results are grouped according to their tradeoff properties, is shown to be significantly more effective in building user trust than the traditional approach. Users perceive it more capable and efficient in assisting them to make decisions, and they are more likely to return to the interface. We therefore recommend designers to build trust-inspiring interfaces due to their high likelihood to increase users’ intention to save cognitive effort and the intention to return to the recommender system.  相似文献   

2.
Retailers increasingly use the Internet for supporting customer interaction in the delivery of products and services online, whilst simultaneously displacing direct communication to a seller with ‘faceless’ technology. Research has tended to marginalise the importance of this communication change, possibly because of the lack of appropriate models for evaluating communication effectiveness. This paper therefore seeks to develop and apply such an evaluative model, which is underpinned by communication theory. The context of application is e-mortgage lending – based on the selection of two banks’ interfaces – as evidence suggests that this type of e-commerce activity presents difficulties in electronic communication where, for example, the customer need for face-to-face mortgage advice prevails. Findings from the model’s application reveal that whilst users respond socially to the interfaces, a number of communication problems can be identified by theme. Reflection is provided on the model’s usefulness for evaluating the effectiveness of customers’ online communication experiences.  相似文献   

3.
This study presents an empirical investigation of employees’ extra-role behaviour in the information security context based on person – organisation fit theory. The perspective of fit evaluates the differences and similarities between information security policy makers and practitioners to provide employees with an approach to decide whether and how to participate in the implementation of extra security actions. We developed a research model and then conducted a survey and PLS-SEM analysis to test the corresponding hypothesis. The results illustrate that perceived demand – ability fit, perceived need – supply fit, and perceived value fit are effective in motivating security commitment. The empirical evidence shows that security commitment is a partial mediator between complementary fits (demand-ability fit and need-supply fit) and participation intention and is a full mediator between supplementary fit (value fit) and participation intention. In addition, apathy reduces motivation to engage in extra-role behaviour, while value fit and security commitment eliminate such apathy.  相似文献   

4.
This paper describes a novel method for browsing a large video collection. It links various forms of related video fragments together as threads. These threads are based on query results, the timeline as well as visual and semantic similarity. We design two interfaces which use threads as the basis for browsing. One interface shows a minimal set of threads, and the other as many as fit on the screen. To evaluate both interfaces we perform a regular user study, a study based on user simulation, and we participated in the interactive video retrieval task of the TRECVID benchmark. The results indicate that the use of threads in interactive video retrieval is beneficial. Furthermore, we found that in general the query result and the timeline are the most important threads, but having several additional threads improves the performance as it encourages people to explore new dimensions.   相似文献   

5.
Powerful microcontrollers are used as parts of most home and office appliances of today. Integrating web servers to these intelligent devices will aid in controlling them over the Internet and also in creating effective user interfaces in the form of web pages. Assigning multiple functionalities to a single button on an appliance help manufacturers economize user interfaces, but, this can easily create confusion for the users. Since the cost of web-based interfaces is considerably low, they can be used to provide the infrastructure for the design of simple and more user-friendly interfaces for household appliances. Also, a web page based interface is much easier to change, when needed, as compared to a hardware interface. This paper presents a novel approach to control devices with embedded web servers over the Internet and to form device networks such that their components can make use of one another's services and functions while improving the user interfaces. The main benefits of this approach include its lightweight design, automatic configuration, and, utilization of widely available and tested network protocols of TCP/IP and HTTP. The validity of the approach has been verified through a prototype system working with real appliances.  相似文献   

6.
Understanding how similar design appears is a key element to understanding companies’ design strategies. However, it is difficult to evaluate companies’ design strategies with conventional style measurement methods since they only taxonomically measure whether a specific characteristic is included in a specific style. This study numerically measured car design similarities to synthesize and analyze car brand styles, thereupon discovering the design trends among car brands for strategic design positioning. This paper aims to find methods for quantifying style differences and identifying unique design elements of car designs among 23 automobile manufacturers based on design similarities of a large quantity of car designs (N = 119). To achieve this goal, a hybrid style quantification methodology – a mixture of Fourier decomposition, eye tracker, and shape grammar – was created to evaluate similarities, visual significance, and combinations of 19 car design elements. Fourier decomposition was incorporated to find the quantifiable values of design similarities of car design elements. Visual significance analysis was also conducted for each car design element through eye tracker to measure the importance of certain design elements for weighting factors. Then, each combination of design elements was compared with car design elements of other cars for similarity calculations. Finally, car design alternatives were synthesized, and transitions of design positioning were analyzed based on the similarity values weighed by the visual significance results. Using the suggested methods, alternate designs can be synthesized while preserving brands’ design styles, and design trends can be analyzed for strategic evaluation.  相似文献   

7.
Parkinson’s disease (PD) is often responsible for difficulties in interacting with smartphones; however, research has not yet addressed these issues and how these challenge people with Parkinson’s (PwP). This paper specifically investigates the symptoms and characteristics of PD that may influence the interaction with smartphones to then contribute in this direction. The research was based on a literature review of PD symptoms, eight semi-structured interviews with healthcare professionals and observations of PwP, and usability experiments with 39 PwP. Contributions include a list of PD symptoms that may influence the interaction with smartphones, a set of experimental results that evaluated the performance of four gestures tap, swipe, multiple-tap, and drag and 12 user interface design guidelines for creating smartphone user interfaces for PwP. Findings contribute to the work of researchers and practitioners’ alike engaged in designing user interfaces for PwP or the broader area of inclusive design.  相似文献   

8.
《Ergonomics》2012,55(11):1298-1315
Optimising sensory product qualities is a priority for automotive manufacturers when developing human–machine interfaces, as user experience frameworks consider sensory aesthetics to be a main influencing factor of the overall judgement of product appeal. This empirical study examines whether users’ overall judgements of product appeal can be predicted from measures of non-visual aesthetic qualities. Ninety-one UK owners of Supermini segment cars assessed five examples of rotary temperature dials. Factor analysis gave four clear factors common across all samples, of which ‘unrefined loudness’ and ‘positivity/precision’ predicted up to 26% variance in the hedonic score; both factors were similarly important in the regression models. Significant differences in appeal were observed between the samples; however, there were no effects due to age or gender.

Practitioner Summary: The research shows that the overall appeal of automotive rotary dials is partially predicted by their non-visual aesthetics. These findings are applicable to the design of any products where improving the user experience is a goal, as it demonstrates that user experience models are applicable to product domains other than computing and information technology.  相似文献   

9.
As the use of mobile touch devices continues to increase, distinctive user experiences can be provided through a direct manipulation. Therefore, the characteristics of touch interfaces should be considered regarding their controllability. This study aims to provide a design approach for touch-based user interfaces. A derivation procedure for the touchable area is proposed as a design guideline based on input behavior. To these ends, two empirical tests were conducted through a smart phone interface. Fifty-five participants were asked to perform a series of input tasks on a screen. As results, touchable area with a desirable hit rate of 90% could be yielded depending on the icon design. To improve the applicability of the touchable area, user error was analyzed based on omission-commission classification. The most suitable design had a hit rate of 95% compared to 90 and 99%. This study contributes practical implications for user interaction design with finger-based controls.Relevance to industryThis research describes a distinctive design approach that guarantees the desired touch accuracy for effective use of mobile touch devices. Therefore, the results will encourage interface designers to take into account the input behavior of fingers from a user-centered perspective.  相似文献   

10.
The interaction with in-car interfaces is becoming complex and multidimensional due to the addition of more and more technologies and functionalities, which can have a negative impact on driving safety. The hand exploratory behavior of in-car interfaces has been studied aiming to minimize the mental overload of the driver when looking for radio functions. Also, the subjective and emotional values associated with the interface have been considered. However, the identification and translation of these needs into design specifications is problematic. The objective of this paper is to contribute to a better understanding of these issues by studying the relationships between users' preferences and engineering parameters of in-car radio buttons and, on the other hand, the identification of the more important engineering parameters for a better definition of the in-car interface requirements. The research was done based on an empirical study and the analysis combined exploratory statistics of preference ratings and qualitative content analysis, with partial least squares regressions and artificial neural networks to link the preferences with the buttons’ engineering parameters.Relevance to industryThis paper proposes a set of haptic engineering parameters for in-car interface buttons in order to help the manufacturers and their clients to better define interface requirements related to subjective needs of the user, and so, with a positive impact on product development costs and delays. The developed methodology can be also used in other products.  相似文献   

11.
ABSTRACT

This study proposes an adaptive alarm interface, which is supposed to have the good features of both alarm–tile interfaces that are typical in nuclear power plants (NPPs), and alarm–bar interfaces that use changing bars to indicate the current condition of an NPP and its abnormalities. Depending on the situation, the alarm management system will decide whether the alarm–tile or the alarm–bar interface should be presented to operators. To validate the usability of the adaptive alarm interface, it was compared against both the alarm–tile and alarm–bar interfaces through laboratory experiments with 45 participants. The results demonstrated that the adaptive alarm interface not only allowed the understanding of parameter trending, which was a distinguishing feature of the alarm–bar interface, but also improved the alarm detection, which was one advantage of the alarm–tile interface. However, the situation awareness level of the adaptive alarm interface was insufficient compared to the alarm–tile and bar interfaces possibly due to distraction from interface swapping.  相似文献   

12.
Wrong-patient errors from inadvertent menu selections while using computerized provider order entry (CPOE) systems could have fatal consequences. This study investigated whether the manipulation of CPOE interface design could improve healthcare providers’ ability to recognize patient selection errors and also decrease the time to error recognition. Using a 2 × 2 design, 120 participants were randomly assigned to one of four groups, interacting with different versions of a simulated CPOE: (1) control – standard version; (2) highlighted selection – the selected patient row was highlighted for 2 s, by blanking the rest of the screen; (3) photo – photographs of patients’ faces were displayed in all screens; (4) combined – with photo and highlighted selection. Each participant navigated through five order scenarios. On the last scenario, an error was simulated by directing the participant to a wrong patient. Recognition rates of the wrong-patient error and times to error recognition were significantly improved for the highlighted selection, photo, and combined groups, relative to the control group. These results suggest that the addition of patient photos and highlighted selection could substantially reduce errors in CPOE systems and other applications.  相似文献   

13.
User interface design and coding can be complex and messy. We describe a system that uses code search to simplify and automate the exploration of such code. We start with a simple sketch of the desired interface along with a set of keywords describing the application context. If necessary, we convert the sketch into a scalable vector graphics diagram. We then use existing code search engines to find results based on the keywords. We look for potential Java-based graphical user interface solutions within those results and apply a series of code transformations to the solutions to generate derivative solutions, aiming to get solutions that constitute only the user interface and that will compile and run. We run the resultant solutions and compare the generated interfaces to the user’s sketches. Finally, we let programmers interact with the matched solutions and return the running code for the solutions they choose. The system is useful for exploring alternative interfaces to the initial and for looking at graphical user interfaces in a code repository.  相似文献   

14.
Online self-customization (OSC) enables customers to design a product tailored to their preferences and needs via the online platform. This study mainly argues that a successful OSC experience goes beyond simply increasing a consumer’s preference fit; it provides an opportunity to develop a meaningful relationship with customers by allowing them to embed their sense of self into the customized products and thus identify themselves with the products. Consumer-customized product identification (C-C identification) was proposed as central to our understanding of why and under what conditions OSC processes enable consumers articulate their identities. This study is theoretically based on internal motivations from social identity theory and identification literature to develop a model. The model was tested using a scenario-based survey with respondents collected from Amazon’s Mechanical Turk. Structural equation modeling analyses showed that value congruence and distinctiveness of the customized products positively influenced C-C identification, which in turn positively influenced attitudinal responses. The results further showed that the relative impact of two antecedents on C-C identification varies with a consumer’s product involvement. A similar pattern of results was obtained in two product categories. Theoretical and managerial implications for OSC marketers are also discussed.  相似文献   

15.
According to the vision of Ambient Intelligence, technology will seamlessly merge into people’s everyday activities and environments. A challenge facing designers of such systems is to create interfaces that fit in people’s everyday contexts and incorporate the values of daily life. This paper focuses on tangible expressive interaction as one possible approach towards linking everyday experiences to intuitive forms of interaction and presents a number of principles for expressive interaction design in this field. A case study of a tangible expressive interface to control a living room atmosphere projection system (orchestrating living room lighting, audio and video-art) is presented to illustrate and reflect upon the design principles. Furthermore, the case study describes possible techniques towards integrating the design principles into a design method.  相似文献   

16.
This article presents the results from research in which 3 different remote control interfaces were compared to assess the impact of interface structure on the performance of the operator for remotely controlled mobile inspection robots. The primary control interface of a mobile robot consists of a head-mounted display, data gloves for gripper control, joystick for movement control of the robot platform, and a motion tracking system for measuring head orientation and hand position. In order to compare different control interfaces, an additional system, based on a Liquid Crystal Display monitor and joystick, was prepared. Results of this study show that the use of virtual reality techniques in the interfaces of mobile inspection robots increases operator productivity, the level of spatial presence, and distance evaluation while facilitating the execution of tasks, as well as improving and speeding up their execution and reducing the operator’s time needed to adapt to the control interface. The latter is achieved with the increased level of intuitive control while ensuring comfort.  相似文献   

17.
Designing the instructional interface is a challenging endeavor requiring knowledge and skills in instructional and visual design, psychology, human-factors, ergonomic research, computer science and editorial design. While numerous design guidelines are available to assist the designer, many do not fit the specific needs of an instructional environment. The designer is also faced with a challenging design environment. Rapid application development (RAD) settings in which instructional interfaces are developed are characterized by intense production schedules and limited resources. In these environments learning goals may often be bypassed in favor of aesthetics or technical needs. This paper describes the instructional interface, the challenges of its development, and an instructional systems approach to its design that integrates principles of message design, information design, and systems design.  相似文献   

18.
The human‐machine interface design is not a new problem; however, existing knowledge appears to be focused either on interface conceptual design, which determines what information at what time needs to be displayed, or on interface detailed design, which determines the form of display elements. This article presents a study on interface layout design. Three interface layout designs were proposed based on the proximity compatibility priniciple, which were on the same interface conceptual design. In particular, the first interface layout design is with the highest degree of proximity cognition and the second and third with a reduced degree of proximity cognition. They are called sophisticated, semisophisticated, and nonsophisticated interfaces, respectively. An experiment with a simple process plant was conducted to understand user behaviors on the three interfaces. It is noted that in order to provide an unbiased comparative evaluation of these interfaces the same application problem and similar look‐and‐feel forms of interfaces were designed. In the experiment, three general classes of tasks were considered, namely, normal control operation, fault detection (or monitoring), and fault diagnosis. Two categories of measures were used: the performance measure and the subjective measure. The major results obtained from the experiment are 1) the nonsophisticated interface is the best for fault detections in terms of performance measure; besides, this interface has the lowest mental workload for fault detection; 2) the sophisticated interface is the best for normal operation in terms of performance measure; 3) there appears no significant difference for fault diagnosis in terms of performance measures for all these three interfaces; 4) for normal operation and fault diagnosis, the mental workloads for the three interfaces have no significant difference. Overall, the experiment suggests that the nonsophisticated interface be used in practice with additional two reasons: 1) most of time in the chemical process plant today is the fault detection or operation monitoring task, and 2) it is relatively easier for the nonsophisticated interface to adapt to changes in the chemical process plant design, which are common in today's manufacturing environments.  相似文献   

19.
Emotion is a key aspect of user experience. To design a user interface for positive emotional experience, the affective quality of the user interface needs to be carefully considered. A major factor of affective quality in today's user interface for digital media is interactivity, in which motion feedback plays a significant role as an element. This role of motion feedback is particularly evident in touchscreen user interfaces that have been adopted rapidly in mobile devices. This paper presents two empirical studies performed to increase our understanding of motion feedback in terms of affective quality in mobile touchscreen user interfaces. In the first study, the relationships between three general motion properties and a selected set of affective qualities are examined. The results of this study provide a guideline for the design of motion feedback in existing mobile touchscreen user interfaces. The second study explores a new dimension of interactivity that is the Weight factor of Laban's Effort system. To experiment the Weight factor in a mobile touchscreen user interface, a pressure sensitive prototype was developed to recognize the amount of force applied by the user's finger action. With this prototype, the effects of implementing pressure requirements on four different types of user interfaces were examined. Results show that implementing the Weight factor can significantly influence the affective quality and complement the physical feel of a user interface. The issues to consider for effective implementation are also discussed.  相似文献   

20.
This research investigated the language differences between English and Chinese and the implication on the design of menu presentations for computer interfaces. Eighty Chinese subjects and twenty American subjects participated in this experiment. The results of this research indicated that the menu layout should be congruent with the language being used. Horizontal English menus result in better performance than vertical English menus. However, vertical Chinese menus result in better performance than horizontal Chinese menus. It is important to design menus based on the language being used rather than the linguistic traditions of the population using the interface. The effects of menu layout also depend on whether the search task items were presented in English or Chinese.  相似文献   

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