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1.
This study investigated the practices and attitudes of novice designers toward user involvement in public symbol design at the conceptual design stage, i.e. the stereotype production method. Differences between male and female novice designers were examined. Forty-eight novice designers (24 male, 24 female) were asked to design public symbol referents based on suggestions made by a group of users in a previous study and provide feedback with regard to the design process. The novice designers were receptive to the adoption of user suggestions in the conception of the design, but tended to modify the pictorial representations generated by the users to varying extents. It is also significant that the male and female novice designers appeared to emphasize different aspects of user suggestions, and the female novice designers were more positive toward these suggestions than their male counterparts. The findings should aid the optimization of the stereotype production method for user-involved symbol design.  相似文献   

2.
Bay S  Ziefle M 《Human factors》2005,47(1):158-168
Differences in cellular phones' complexity and their impact on children's performance are under study in this experiment. Twenty children (age 9-14 years) solved tasks on two phones that were simulated according to existing models on a PC with a touch screen, holding constant display size, fonts, and colors. Actions were logged and analyzed regarding execution time, detour steps, and specific errors. Results show that children using the Siemens C35i with 25% higher complexity (with regard to number of required production rules) spent double the time solving tasks and undertook three times as many detour steps as children using the less complex Nokia 3210. A detailed analysis of user actions revealed that the number of production rules to be learned fails to account for most difficulties. Instead, ambiguous naming, poor categorization of functions, and unclear functionality of keys undermined performance. Actual or potential applications of this research include guidelines to improve the usability of all devices with small displays and hierarchical menu structures, such as cellular phones.  相似文献   

3.
Service robots have been developed to assist nurses in routine patient services. Prior research has recognized that patient emotional experiences with robots may be as important as robot task performance in terms of user acceptance and assessments of effectiveness. The objective of this study was to understand the effect of different service robot interface features on elderly perceptions and emotional responses in a simulated medicine delivery task. Twenty-four participants sat in a simulated patient room and a service robot delivered a bag of “medicine” to them. Repeated trials were used to present variations on three robot features, including facial configuration, voice messaging and interactivity. Participant heart rate (HR) and galvanic skin response (GSR) were collected. Participant ratings of robot humanness [perceived anthropomorphism (PA)] were collected post-trial along with subjective ratings of arousal (bored–excited) and valence (unhappy–happy) using the self-assessment manikin (SAM) questionnaire. Results indicated the presence of all three types of robot features promoted higher PA, arousal and valence, compared to a control condition (a robot without any of the features). Participant physiological responses varied with events in their interaction with the robot. The three types of features also had different utility for stimulating participant arousal and valence, as well as physiological responses. In general, results indicated that adding anthropomorphic and interactive features to service robots promoted positive emotional responses [increased excitement (GSR) and happiness (HR)] in elderly users. It is expected that results from this study could be used as a basis for developing affective robot interface design guidelines to promote user emotional experiences.  相似文献   

4.
This study examines the relationships among perceived usability before actual use, task completion time, and preference, and the effects of design attributes on user preference for e-commerce web sites. Nine online bookstore web sites were used by ten participants. Results indicate: (1) pre-use usability and task completion time were correlated; (2) the relationship between pre-use usability and preference was greater than that of task completion time and preference; (3) design attribute assessments after actual use were highly intercorrelated; and (4) organizational structure and layout had a greater effect on user preference than aesthetic aspects, such as color and typography. These findings can be used to construct a conceptual framework for understanding user preferences and to develop design guidelines to yield more highly preferred e-commerce web sites. Also, the methodology in this study can be applied to other computerized-applications.  相似文献   

5.
One of the critical problems in the design and use of advanced decision-support systems is their potential “brittleness”. This brittleness can arise because of the inability of the designer to anticipate and design for all of the scenarios that could arise during the use of the system. The typical “safety valve” to deal with this problem is to keep a person “in the loop”, requiring that person to apply his/her expertise in making the final decision on what actions to take. This paper provides empirical data on how the role of the decision support system can have a major impact on the effectiveness of this design strategy. Using flight planning for commercial airlines as a testbed, three alternative designs for a graphical flight planning tool were evaluated, using 27 dispatchers and 30 pilots as subjects. The results show that the presentation of a suggestion or recommendation by the computer early in the person's own problem evaluation can have a significant impact on that person's decision processes, influencing situation assessment and the evaluation of alternative solutions  相似文献   

6.
This paper reports on an innovative human–machine interaction methodology adopted to assess the case, role and requirements for a new ground collision awareness technology. Specifically, this paper reports on the analysis of ground collision incident data and the subsequent advancement of user scenarios and bow-ties based on this data analysis, for the purpose of generating preliminary user and design requirements for this technology. In so doing, the requirements elicitation and validation methods used in this research are framed from an epistemological perspective. Accordingly, the particular methods adopted are presented and discussed in terms of concepts of evidence, bearing witness and the distinction between facts and values. As such, this paper promotes thinking about evidence-based design practices. Overall, this evidence-based approach aims to improve the development of scenarios and associated problem solving around technology cases, user requirements and user interface design features. The proposed method is useful in terms of bridging the gap from data analysis to design, and validating design decisions. In this regard, it is argued that the generation of user scenarios based on the analysis of incident data (i.e. data coding and statistical analysis), and the reframing of such scenarios in terms of bow-ties for the purpose of requirements/design envisionment, extends existing scenario-based design approaches. Although the use of bow-ties is not new, the advancement of bow-ties from data-driven scenarios is. Specifically, the bow-tie method was applied in a design context, to support problem solving around design decisions, as opposed to formal risk analysis.  相似文献   

7.
As a smart phone becomes a daily necessity, mobile services are springing up. A mobile user should be authenticated and authorized before accessing these mobile services. Generally, mobile user authentication is a method which is used to validate the legitimacy of a mobile login user. As the rapid booming of computer networks, multi-server architecture has been pervasive in many network environments. Much recent research has been focused on proposing password-based remote user authentication protocols using smart cards for multi-server environments. To protect the privacy of users, many dynamic identity based remote user authentication protocols were proposed. In 2009, Hsiang and Shih claimed their protocol is efficient, secure, and suitable for the practical application environment. However, Sood et al. pointed out Hsiang et al.’s protocol is susceptible to replay attack, impersonation attack and stolen smart card attack. Moreover, the password change phase of Hsiang et al.’s protocol is incorrect. Thus, Sood et al. proposed an improved protocol claimed to be practical and computationally efficient. Nevertheless, Li et al. found that Sood et al.’s protocol is still vulnerable to leak-of-verifier attack, stolen smart card attack and impersonation attack and consequently proposed an improvement to remove the aforementioned weaknesses. In 2012, Liao et al. proposed a novel pairing-based remote user authentication protocol for multi-server environment, the scheme based on elliptic curve cryptosystem is more secure and efficient. However, through careful analyses, we find that Liao et al.’s protocol is still susceptible to the trace attack. Besides, Liao et al.’s protocol is inefficient since each service server has to update its ID table periodically. In this paper, we propose an improved protocol to solve these weaknesses. By enhancing the security, the improved protocol is well suited for the practical environment.  相似文献   

8.
《Ergonomics》2012,55(11):1483-1498
Systems analysis and design methods (SADMs), such as Jackson system development (JSD), have been proposed as a means of improving software quality. This is contrasted with the role of improving software usability proposed for human factors (HF). The paper argues the need for an explicit user interface specification stage in system development to ensure the usability of proposed systems. It is suggested that JSD supplemented by the specialist knowledge of HF can support such a specification stage. For HF and JSD to be successfully integrated, contributions from both need to be appropriately timed and structured. A model of the system development process that incorporates HF contributions is proposed. A means by which the HF contributions, in the form of a user interface specification, can be integrated with the JSD specification is developed and illustrated through examples.  相似文献   

9.
It is assumed that the usability of direct manipulation user interfaces is influenced by a number of design aspects. In this experimental study, the order of command specification and the type of function activation were manipulated in a 2 × 2 factorial design, in order to test hypotheses H1, that object-function specification contributes more to usability than function-object specification; and H2. that the type of function activation (clicking vs. dragging) will influence the usability of direct manipulation user interfaces. Sixty-four subjects, balanced by sex, without computer experience, were assigned randomly to the four experimental conditions. The dependent variables include performance data such as time, efficiency and error rates (logfile-recording), and subjective user rating of the user interface (questionnaire). Whereas HI had to be rejected in this general form, a more elaborated analysis showed significant differences between the factor levels in terms of performance time and syntactically correct actions. Furthermore, the results of the study demonstrated evidence for H2.  相似文献   

10.
Abstract. We have found two main causes of inadequacies in a decision support system designed by us. They are, in general, the lack of direct user participation and the lack of designer accountability in the design process. In an attempt to solve the problem, we develop a new design method, the User Participation and Designer Accountability (UPDA) method. It involves users' direct manipulation of colour cards, which contain the contents of simple design charts. These cards are also made accessible to everyone involved in the design process and form the basis upon which the designer can be questioned. We have applied the UPDA method and so far the reactions are very positive.  相似文献   

11.
With the advent of Web 2.0, the number of IT systems used in university courses is growing. Yet research consistently shows that a significant proportion of students are anxious about computer use. The quality of first experience with computers has been consistently mentioned as a significant contributor to anxiety onset. However the effect of users’ first experience on system related anxiety has not to the authors’ knowledge been researched using controlled experiments. Indeed little experiment based research has been conducted on the wiki user experience, specifically users’ evaluations and emotional reactions towards editing. This research uses usability engineering principles to engineer four different wiki experiences for novice wiki users and measures the effect each has on usability, anxiety during editing and on anxiety about future wiki editing. Each experience varied in the type of training spaces available before completing six live wiki editing tasks. We found that anxiety experienced by users was not related to computer anxiety but was wiki specific. Users in the in-built tutorial conditions also rated the usability of the editing interface higher than users in the non-tutorial conditions. The tutorial conditions also led to a significant reduction in wiki anxiety during interaction but did not significantly affect future editing anxiety. The findings suggest that the use of an in-built tutorial reduces emotional and technological barriers to wiki editing and that controlled experiments can help in discovering how aspects of the system experience can be designed to affect usability and anxiety towards editing wikis.  相似文献   

12.
A new procedure for evaluating symbol comprehension, the phrase generation procedure, was assessed with 52 younger and 52 older adults. Participants generated as many phrases as came to mind when viewing 40 different safety symbols (hazard alerting, mandatory action, prohibition, and information symbols). Symbol familiarity was also assessed. Comprehension rates for both groups were lower than the 85% level recommended by the American National Standards Institute. Moreover, older participants' comprehension was significantly worse than younger participants', and the older adults also generated significantly fewer phrases. Generally, prohibition symbols were comprehended best and hazard alerting symbols worst. In addition, symbol familiarity was positively correlated with symbol comprehension. These findings indicate that important safety information depicted on signs and household products may be misunderstood if presented in symbolic form. Furthermore, certain types of symbols may be better understood (e.g., prohibition symbols) than other types (e.g., hazard alerting symbols) by both younger and older individuals. These findings signify the utility of the phrase generation procedure as a method for evaluating symbol comprehension, particularly when it is not possible or desirable to provide contextual information. Actual or potential applications of this research include using the phrase generation approach to identify poorly comprehended symbols, including identification of critical confusions that may arise when processing symbolic information.  相似文献   

13.
When a user interface needs to be designed for a task that depends on information integration, such as navigation, very few theoretical tools are available. Cognitive task analysis (CTA) and hierarchical task analysis (HTA) are the basic analysis techniques. A choice between them depends on the type of task or objective at hand. In this article, it is argued that for interface design a combination of CTA and HTA forms the basis of the interface definition. When this expanded to a full cognitive work analysis (CWA), it will form the human-factors analysis required for the user-interface design.  相似文献   

14.
The paper describes the experience in developing and supporting the user interface of RFX, one of the large nuclear fusion experiments of the co-ordinated nuclear fusion experiment programme of the European Community. The aim of this work is to present the problems and some possible solutions when developing user interfaces in a scientific environment, especially in large physics experiments. An overview of the current state of interface technology in such an environment is first provided. The control and data acquisition system of the RFX experiment is then introduced and its user interface described in greater detail. Finally, our experience both in maintaining the system interface and in training its users is described.  相似文献   

15.
肖科  许晓东  肖叶 《微计算机信息》2007,23(33):100-102
网络管理中实现用户IP快速定位,从而获得用户上网的交换机端口,以便对用户的网络行为进行监测控制,有着重要的意义。一般需要通过网管人员手工在交换机上查询。文中指出了在思科网络环境下利用思科设备CDP协议并结合交换机ARP表和桥接表使用多表映射方法实现用户IP定位。在其基础上进一步提出了多种设备混合网络中的定位方案,并用代码实现。最后根据实际网络中运行时的稳定性,可靠性,兼容性,独立性问题提出了一些看法。  相似文献   

16.
《Information & Management》2006,43(3):378-394
Self-managed learning is the normal way that users learn to work with software within organizations. To be effective, self-managed, learning requires individuals to self-assess their IT knowledge; accurate self-assessment helps them optimize the capabilities they possess and be aware of those they do not. This study demonstrated that, in general, individuals did not accurately self-assess their knowledge of the software they used. However, we also found that the accuracy of self-assessment increased with greater experience in, and better understanding of, IT domains.Organizations need to recognize the self-assessment problem to facilitate effective software learning and to gain the most from their software investments.  相似文献   

17.
An empirical study examined the impact of prototype fidelity on user behaviour, subjective user evaluation and emotion. The independent factors of prototype fidelity (paper prototype, computer prototype, fully operational appliance) and aesthetics of design (high vs. moderate) were varied in a between-subjects design. The 60 participants of the experiment were asked to complete two typical tasks of mobile phone usage: sending a text message and suppressing a phone number. Both performance data and a number of subjective measures were recorded. The results suggested that task completion time may be overestimated when a computer prototype is being used. Furthermore, users appeared to compensate for deficiencies in aesthetic design by overrating the aesthetic qualities of reduced fidelity prototypes. Finally, user emotions were more positively affected by the operation of the more attractive mobile phone than by the less appealing one.  相似文献   

18.
Users’ desire to view additional content while watching TV has increased significantly in recent years. This study investigates the optimal way to show supplementary content and evaluates the types of additional information that should be provided. We conduct two 2 (single screen vs. second screen) × 2 (providing additional content with congruent goals vs. incongruent goals) between-subjects design experiments, one with news information (utilitarian content) and the other with soft drama programming (hedonic content). The results showed that viewing supplemental content with related information on a different screen strengthens user perceptions of both news and drama. However, the interaction effect of second-screen viewing and the goals of additional content differed across the main types of TV content. The results of this study are relevant to both scholars and practitioners who seek ways to enhance the effectiveness of second-screen usage.  相似文献   

19.
The DCOC method developed recently by Zhou and Rozvany (1992, 1993) has been shown to highly improve the efficiency of optimality criteria methods. In the present paper, the application of this method to plates and shells is discussed. High efficiency of DCOC is guaranteed by the fact that the computational expense of DCOC is only influenced by the number of active displacement constraints, which is usually very small for the considered problem.  相似文献   

20.
The effects of age on symbol comprehension in central rail hubs in Taiwan   总被引:1,自引:0,他引:1  
Liu YC  Ho CH 《Applied ergonomics》2012,43(6):1016-1025
The purpose of this study was to investigate the effects of age and symbol design features on passengers' comprehension of symbols and the performance of these symbols with regard to route guidance. In the first experiment, 30 young participants and 30 elderly participants interpreted the meanings and rated the features of 39 symbols. Researchers collected data on each subject's comprehension time, comprehension score, and feature ratings for each symbol. In the second experiment, this study used a series of photos to simulate scenarios in which passengers follow symbols to arrive at their destinations. The length of time each participant required to follow his/her route and his/her errors were recorded. Older adults experienced greater difficulty in understanding particular symbols as compared to younger adults. Familiarity was the feature most highly correlated with comprehension of symbols and accuracy of semantic depiction was the best predictor of behavior in following routes.  相似文献   

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