首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
ABSTRACT

Mobile devices are becoming ubiquitous among older adults, but have also caused unprecedented challenges due to the high demands of interaction techniques and changeable design patterns found across various applications. This paper aims to investigate how older adults navigate with mobile interfaces and identify their potential usability challenges while navigating. To do so, we summarised six state-of-the-art mobile interface design patterns and conducted individual usability test and in-depth interview with 22 older adults. Participants were asked to perform 19 navigation tasks that contain these design patterns under realistic usage scenarios. Follow-up interviews were held to collect their detailed comments on usability issues regarding visual design, ease of understanding, and interaction and navigation of the design patterns, as well as their personal experience. The results found that overall older adults were able to navigate contents more effectively than menus and buttons. Participants experienced great challenges in directing their attention to the menus and buttons, understanding the meaning of icons, and interacting with these menu components. In contrast, the content-oriented navigation design performed better in understanding, navigation, and interaction, which could be a promising direction for elderly-friendly mobile application design. Design implications are further discussed for creating an elderly-friendly mobile interface.  相似文献   

2.
Interface icons are prevalent in various digital applications. Due to limited time and budgets, many designers rely on informal evaluation, which often results in poor usability icons. In this paper, we propose a unique human-in-the-loop framework that allows our target users, that is novice and professional user interface (UI) designers, to improve the usability of interface icons efficiently. We formulate several usability criteria into a perceptual usability function and enable users to iteratively revise an icon set with an interactive design tool, EvIcon. We take a large-scale pre-trained joint image-text embedding (CLIP) and fine-tune it to embed icon visuals with icon tags in the same embedding space (IconCLIP). During the revision process, our design tool provides two types of instant perceptual usability feedback. First, we provide perceptual usability feedback modelled by deep learning models trained on IconCLIP embeddings and crowdsourced perceptual ratings. Second, we use the embedding space of IconCLIP to assist users in improving icons' visual distinguishability among icons within the user-prepared icon set. To provide the perceptual prediction, we compiled IconCEPT10K, the first large-scale dataset of perceptual usability ratings over 10,000 interface icons, by conducting a crowdsourcing study. We demonstrated that our framework could benefit UI designers' interface icon revision process with a wide range of professional experience. Moreover, the interface icons designed using our framework achieved better semantic distance and familiarity, verified by an additional online user study.  相似文献   

3.
The growth usage of mobile technologies and devices such as smartphones and tablets, and the almost ubiquitous wireless communication set the stage for the development of novel kinds of applications. One possibility is exploiting this scenario in the field of education, so creating more intelligent, flexible and customizable systems. Mobile devices can be used to help students to learn, considering their learning styles, surroundings, devices and profiles. In this way, the main goal of this article is to propose EduAdapt, an architectural model for the adaptation of learning objects considering device characteristics, learning style and other student’s context information. To make this adaptation we used inferences and rules in a proposed ontology, named OntoAdapt. We believe that such ontology can help recommending learning objects to students or adapt these objects according to the context (context-aware computing). We evaluate this proposal in two ways. Firstly, we used scenarios and metrics to assess the ontology. Secondly, we developed a prototype of EduAdapt model and submitted to a class of 20 students with the intention of evaluating the usability and adherence to adapted objects, resulting in a 78 % of acceptance. In brief, the evaluation presented encouraging results, indicating that the proposed model would be useful in the learning process.  相似文献   

4.
This article presents a comprehensive literature review to investigate whether and why older adults accept handheld computers and how to design elderly-friendly handheld computers. Findings about acceptance, input devices, menu and functions, and output devices are summarized. First, older adults were under social pressure to use mobile phones, but they had low acceptance of advanced functions. Also, they had a different way to judge acceptance factors from younger adults. Second, older adults preferred the physical keyboard to the on-screen keyboard for text entry, whereas they preferred tapping the touch pad to the joystick and buttons for pointing tasks. Third, older adults had shallower mental representation of the mobile phone menus than younger adults. Navigation aids providing contextual information and large cognitive preview per screen could help them. Finally, recommended size and spacing for text and icons are presented.  相似文献   

5.
Metaphors could be used to help older adults build mental models of Information and Communication Technology (ICT) applications and services and thereby reduce the number of interaction problems, but currently, metaphors generally are not tailored to these older adults, and their construction remains vague. Inspired by concrete icons, this study proposes concrete metaphors to help novice older adults understand ICT applications and services and retains their knowledge over time. A new communication application based on concrete metaphors was designed, developed, and comparatively tested against another application based on abstract metaphors over a period of 9 days. The results indicated that the application with concrete metaphors contributed to fewer perception and cognition errors, higher usage intention, higher satisfaction, and higher preference compared to the application with abstract metaphors. In addition, the advantage of concrete metaphors was lasting, unlike concrete icons. These findings indicated that concrete metaphors could be an icebreaker or stepping stone to draw novice older adults into the information society. To further increase the impact of concrete metaphors, representing real-world operations is an essential challenge.  相似文献   

6.
This study examined the difference between younger adults and older adults in requirements for mobile phones and acceptance of new functions. A survey was conducted among 351 older adults and 140 younger adults in China. Four major findings were derived. Firstly, older adults perceived ease to understand manuals, font size, icon size, and feedback of the operation as more important compared with younger adults. Secondly, younger adults placed more emphasis on most non-visual aspects of mobile phones than older adults, while older adults placed more emphasis on visible attributes. Thirdly, the biggest age-related difference lays in connectivity. Younger adults perceived Internet access and the connection between mobile phones and other devices as much more important compared with older adults. Fourthly, older adults had more difficulties using soft keys and multi-tap than younger adults, which implied that smart phones with changing button labels and the touch & hold operation would be confusing for older adults. These results were interpreted in the context of the transition from feature phones to smart phones.  相似文献   

7.
现有的图标设计评价方法大多基于审美评价或可用性而展开,缺少对图标间的关 系及设计因素的研究。为此,提出了一种基于因子分析法的界面图标设计评价方法,通过选取 图标设计中的6 个设计元变量,对其展开意象评价统计并建立均值矩阵,使用因子分析法对其 进行计算分析及评价。最终将图标设计的影响因子提取为图标外形和图标内部两个主要因子, 从而方便研究人员评价系列图标设计中各图标之间的关系和各构成要素的相互作用。该方法具 有可靠性,评价结果与现有系列图标设计的视觉表现及其市场表现相符,并得出图标外形因子 对于图标设计效果的影响作用大于图标内部因子这一主要观点。  相似文献   

8.
Design guidelines and checklists are suggested as a useful tool in the development and evaluation of interface design of mobile phones for older adults. Given the intense evolution of mobile phone design, understanding how the design guidelines and checklists have taken into account the advances in mobile phone usability for older adults is important for their correct application and future development. Thus, this study explores the usability dimensions of mobile phone design for older adults and the related changes in terms of time and the type of device (feature phones vs. smartphones) based on an expert coding of the eight mobile phone design guidelines and checklists for older adults published between 2006 and 2014. The results of the expert coding show that design guidelines and checklists most frequently deal with visual and haptic issues (e.g., high contrast, button type, and button size), whilst they hardly ever address various elements of textual interface (e.g., ease of text entry, a button’s feedback, and font type). Over time, the design guidelines and checklists have become more complex in terms of the average number of included usability categories and dimensions. For smartphones, the guidelines, on average, put more emphasis on the screen, touchscreen, text, and exterior related issues, whereas the design guidelines for feature phones stress the usability of the keypad and menus. Besides revealing potential usability dimensions that could be further expanded in the guidelines, this study also highlights the need for research that would empirically validate the design guidelines and checklists in the future.  相似文献   

9.
We examined older adult comprehension and memory for medication schedules conveyed by different types of visual icons as well as text. Three icons were compared: a timeline, a pair of 12 h clocks (one for AM and one for PM hours) and a 24 h clock. In Experiment 1, older and younger participants paraphrased and then recalled schedules that were conveyed by the three icons or by text. Text and timeline schedules were paraphrased more accurately than either clock icon. Paraphrase errors suggested that subjects had trouble integrating schedule information across the two 12 h clocks. Analysis of paraphrase times showed that the text schedule was paraphrased most quickly, followed by the timeline, the 24 h clock and the 12 h clock. No differences were found for the accuracy of recalling the icon and text schedules. Experiment 2 examined free and cued recall after limited study time by older adults. Because text superiority in Experiment 1 may have reflected greater familiarity with text than with icons, recall was examined across four trials in Experiment 2. Text was recalled most accurately, followed by the timeline, the 24 h clock and the 12 h clock. Study-test trials did not influence recall. Text schedules may have been generally more effective than the icons because of their greater familiarity. The timeline may have been the most effective icon because it was more compact and familiar than the clock icons used in the study. The findings suggest that including such icons in medication instructions requires training.  相似文献   

10.
Book Review     
In this experiment, older and younger novice mobile phone users were examined when using handsets of different complexity. The independent variables were user age (young: 20 – 35 years; old: 50 – 64 years) and cognitive complexity of two mobile phones (Nokia 3210; Siemens C35i). The cognitive complexity of the phones was defined by the number of production rules applied when processing the four experimental tasks. Dependent variables were effectiveness and efficiency as taken from user protocols and the reported ease of use. The less complex phone (Nokia) performed significantly better than the complex one (Siemens). However, the benefit from the lower complexity was much larger than theoretically predicted. Thus, defining cognitive complexity of technical devices by the number of production rules does not account for the real difficulties which users experience. Older users had a lower navigation performance than younger users, however their performance matched younger users' when using mobiles with low complexity.  相似文献   

11.
With the rapid development of the mobile app market, understanding the determinants of mobile app success has become vital to researchers and mobile app developers. Extant research on mobile applications primarily focused on the numerical and textual attributes of apps. Minimal attention has been provided to how the visual attributes of apps affect the download behavior of users. Among the features of app “appearance”, this study focuses on the effects of app icon on demand. With aesthetic product and interface design theories, we analyze icons from three aspects, namely, color, complexity, and symmetry, through image processing. Using a dataset collected from one of the largest Chinese Android websites, we find that icon appearance influences the download behavior of users. Particularly, apps with icons featuring higher colorfulness, proper complexity, and slight asymmetry lead to more downloads. These findings can help developers design their apps.  相似文献   

12.
Mobile electronic products have recently become very popular because of their portable convenience and versatile functions. The personal digital assistant (PDA) can even access the Internet. However, there is still plenty of room for improvement in the PDA interface. This research proposes a systematic approach to analyze, generate and evaluate a PDA integrated menu–icon interface design for the DigitHub Company based on customer requirements.Hierarchical clustering analysis (HCA) is incorporated with the analytic hierarchy process (AHP) to identify and categorize functional PDA menus and their corresponding icons. We evaluate the importance of each of the different functional menus and categories. We generate five PDA menu–icon interface design alternatives that meet the proposed design guidelines, and we evaluate each for their respective feasibilities. The technique for order preference by similarity to ideal solution (TOPSIS) method is applied to measure the overall operating performance of the five PDA menu–icon interface design alternatives. The evaluation results show that the preferred design is option PDA5, a hierarchical and separated menu–icon layout style that features a two-layer menu structure.We expect that the proposed development procedure for the generation and evaluation of PDA menu–icon design alternatives based on customer requirements will be of interest to interface designers who wish to focus on mobile products.

Relevance to industry

This paper proposes an integrated procedure for designing PDA menu–icon interfaces. Our methodology should help in the creation and optimization of screen layouts for mobile phones, global positioning system (GPS) navigation devices, digital cameras and related screen interfaces.  相似文献   

13.
移动设备的智能化为人们的生活、工作提供了一个新的媒介平台,大量的、具有各种功能性的应用软件出现在这一领域。启动图标是应用软件的主要入口,能直接引导用户下载并使用应用程序。而且图标的外观会影响该应用软件的下载量,甚至会导致平台所有者拒绝发布该产品,所以对启动图标进行研究是十分必要的。文章通过分析目前国内外移动设备中应用软件的图标呈现的现状,探讨科学的设计方法和设计流程,为应用软件的图标设计提供可行性参考。  相似文献   

14.
To help design an environment in which professionals without legal training can make effective use of public sector legal information on planning and the environment – for Add-Wijzer, a European e-government project – we evaluated their perceptions of usefulness and usability. In concurrent think-aloud usability tests, lawyers and non-lawyers carried out information retrieval tasks on a range of online legal databases. We found that non-lawyers reported twice as many difficulties as those with legal training (p = 0.001), that the number of difficulties and the choice of database affected successful completion, and that the non-lawyers had surprisingly few problems understanding legal terminology. Instead, they had more problems understanding the syntactical structure of legal documents and collections. The results support the constraint attunement hypothesis (CAH) of the effects of expertise on information retrieval, with implications for the design of systems to support the effective understanding and use of information.  相似文献   

15.
The goal of the present work is to investigate the potential acceptance of a set of web interaction aids by older adults, in order to help them overcome difficulties associated with ageing and help them continue using the web as a source of information, communication and services. This paper presents a survey with older adults concerning their perceptions about a set of web interaction aids defined after a field observation study, a study with questionnaires and user tests of web applications. The survey involved 313 participants, of which about 44 % were older adults and elderly users. The results showed that the use of aids to support the interaction of older adults with the web promotes improvements in the interaction of older adults and younger users alike, which supports the argument for enhanced universal usability. Finally, it was possible to diagnose barriers that still remain and which aids had best acceptance by older adults.  相似文献   

16.
In the area of product design and usability, most products are developed for the mass-market by technically oriented designers and developers for use by persons who themselves are also technically adept by today's standards. The demands of older people are commonly not given sufficient consideration within the early developmental process. In the present study, the usability and acceptability of four different devices meant to be worn for the measurement of heart rate or ECG were analyzed on the basis of qualitative subjective user ratings and structured interviews of twelve older participants. The data suggest that there was a relatively high acceptance concerning these belts by older adults but none of the four harnesses was completely usable. Especially problematic to the point of limiting satisfaction among older subjects were problems encountered while adjusting the length of the belt and/or closing the locking mechanism. The two devices intended for dedicated heart rate recording yielded the highest user ratings for design, and were clearly preferred for extended wearing time. Yet for all the devices participants identified several important deficiencies in their design, as well as suggestions for improvement. We conclude that the creation of an acceptable monitoring device for older persons requires designers and developers to consider the special demands and abilities of the target group.  相似文献   

17.
Icon plays a critical role in computer interface design. Studies on icon taxonomy explain the way in which various types of icon represent the objects and provide designers creation rules by which icons are more in line with users’ cognitive psychology. However, along with larger and larger use of icons, the previous classification criterion causes the boundary between categories blur. What’s more, Single classification standard is not able to well illustrate the icons applied in today’s computer applications. The purpose of this paper is to present an objective-oriented icon taxonomy which proposes to categorize icons into action icon and knowledge icon. To assess this proposition, we analyzed a sample of icons that applied in computer interface and suggest precise application domains to both action icon and knowledge icon categories. The results of this practice manifested that action icon and knowledge icon implied a high relation with applied environment and explicated the development trace of computer icons. This work is one of the first to point out the notion of knowledge icon and to highlight the importance of objective of icon application. Findings in this paper could enrich icon use in computer interface design, especially provides possible way to improve online knowledge sharing by visual tool like icon.  相似文献   

18.
Teachers spend considerable amount of time keeping students with autism “on task” giving away prompts and rewards and maintaining a detailed record of students’ progress during the object discrimination training. We hypothesize that tangible computing, in particular smart objects, could help teachers cope with the problems faced during the object discrimination training of students with autism. In this paper, we describe design principles for smart objects to support the object discrimination training and present several example prototypes. First, we present the design and implementation of “Things that think” (T3), a smart device that converts traditional objects into smart objects that promote interactivity with a playful and engaging interaction, and are capable of the automatic recording of students’ progress. Then, we present four T3 smart objects assembled in a board. The results of a 7-week deployment study of the use of such smart objects in three classrooms of students with autism (n = 25, 7 teachers and 18 students with autism) demonstrate T3 smart objects reduce the workload of teachers, ease the record-keeping and increase its reliability, and reduce students’ behavioral problems while improving their cognitive efficacy. We close discussing directions for future work.  相似文献   

19.
Currently, no approved standards exist to aid authors in designing usable multimedia documents. Sites exist on the Internet offering style guides which are often very detailed. In most cases, only the most determined of authors will wade their way through such sites for advice. Icon bars contribute a great deal to resolving usability problems. Standard Internet browsers have an icon bar, which this paper refers to as a ‘Site level icon bar’, due to the functions of its buttons—they control functions of the browser which do not belong to the viewed document but rather to the Internet sites visited. This paper argues that major usability problems (i.e. in relation to authoring and navigation of Web documents) can be overcome by introducing another type of icon bars, i.e. a ‘Document level icon bar’—for which the functions are directly relevant to the document being viewed, rather than to the site visited as in the first type. A programmable document level icon bar would enable the authoring of a range of standard navigational buttons which in turn would increase the speed of document transmission. Furthermore, widespread adoption of this icon bar will reduce the total burden on the bandwidth of the Internet as a whole. A prototype tool, called WebCheck, has been developed with a programmable document level icon bar to demonstrate this idea.  相似文献   

20.
The present study evaluated the effects of the three perceptual complexity factors: number of elements, colour variety, and graphical background clutter level, on older and younger adults’ target acquisition time within a computer display. Experiment 1 manipulated the total number of icons, Experiment 2 manipulated the variety of icon colours, and Experiment 3 manipulated the clutter level of the graphical background on the display. In each experiment, 12 older and 12 younger adults were asked to move a cursor to a target icon on the display as quickly and accurately as possible. Target size and distance to the cursor were also manipulated to yield different difficulties of targets. Target acquisition time and Fitts’ law slope were analysed. Results showed that target acquisition time increased for more difficult targets under all the three complexity factors. The amount of increase was more evident for the factors of colour variety and graphical background clutter than for the number of icons. Older participants performed more slowly than younger participants did, particularly for more difficult targets. However, the impact of the three complexity factors on acquisition time appeared to be comparable for both age groups. The results suggest that implementations of colour varieties and graphical backgrounds on interfaces should be restricted, especially when icon acquisition is a common activity involved in interacting with an interface.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号