The Design Process of an Interactive Seat for Improving Workplace Productivity
Creative industries’ workers are becoming more prominent as countries move towards intellectual-based economies. Consequently, the nature and essence of the workplace needs to be reconfigured so that creativity and productivity can be better promoted at these spaces. Using a multidisciplinary approach and a user-centered methodology, combining product design, electronic engineering, software and human-computer interaction, we have designed and developed a new seat that uses embedded sensors and actuators to increase the overall well-being of its users, their productivity and their creativity. Our contribution focuses on the parameters that most affect the user’s work on these kinds of spaces, which are, according to our study, noise and temperature. We describe the design process for a new interactive seat targeted at improving workspace productivity.
Kinetic Façade Design Using 3D Scanning to Convert Physical Models into Digital Models
In designing a kinetic façade, it is hard for the designer to make digital models due to its complex geometry with motion. This paper aims to present a methodology of converting a point cloud of a physical model into a single digital model with a certain topology and motion. The method uses a Microsoft Kinect sensor, and color markers were defined and applied to three paper folding-inspired designs. Although the resulted digital model cannot represent the whole folding range of the physical model, the method supports the designer to conduct a performance-oriented design process with the rough physical model in the reduced folding range.
Evaluation of AR-4BL-MAST with Multiple Markers Interaction Technique for Augmented Reality Based Engineering Application
Augmented reality (AR) technology has the capability to provide many benefits in the field of education as a modern technology which aided learning and improved the learning experience. This paper evaluates AR based application with multiple markers interaction technique (touch-to-print) which is designed for analyzing the kinematics of 4BL mechanism in mechanical engineering. The application is termed as AR-4BL-MAST and it allows the users to touch the symbols on a paper in natural way of interaction. The evaluation of this application was performed with mechanical engineering students and human–computer interaction (HCI) experts to test its effectiveness as a tangible user interface application where the statistical results show its ability as an interaction technique, and it gives the users more freedom in interaction with the virtual mechanical objects.
Ubiquitous Life People Informatics Engine (U-Life PIE): Wearable Health Promotion System
Since Google launched Google Glass in 2012, numbers of commercial wearable devices were released, such as smart belt, smart band, smart shoes, smart clothes ... etc. However, most of these devices perform as sensors to show the readings of measurements and few of them provide the interactive feedback to the user. Furthermore, these devices are single task devices which are not able to communicate with each other. In this paper a new health promotion system, Ubiquitous Life People Informatics Engine (U-Life PIE), will be presented. This engine consists of People Informatics Engine (PIE) and the interactive user interface. PIE collects all the data from the compatible devices, analyzes this data comprehensively and communicates between devices via various application programming interfaces. All the data and informations are stored on the PIE unit, therefore, the user is able to view the instant and historical data on their mobile devices any time. It also provides the real-time hands-free feedback and instructions through the user interface visually, acoustically and tactilely. These feedback and instructions suggest the user to adjust their posture or habits in order to avoid the physical injuries and prevent illness.
A Model-Driven Approach of User Interface for MVP Rich Internet Application
This paper presents an approach for the model-driven
generating of Rich Internet Application (RIA) focusing on the
graphical aspect. We used well known Model-Driven Engineering
(MDE) frameworks and technologies, such as Eclipse Modeling
Framework (EMF), Graphical Modeling Framework (GMF), Query
View Transformation (QVTo) and Acceleo to enable the design and
the code automatic generation of the RIA. During the development of
the approach, we focused on the graphical aspect of the application
in terms of interfaces while opting for the Model View Presenter
pattern that is designed for graphics interfaces. The paper describes
the process followed to define the approach, the supporting tool and
presents the results from a case study.
From Modeling of Data Structures towards Automatic Programs Generating
Automatic program generation saves time, human resources, and allows receiving syntactically clear and logically correct modules. The 4-th generation programming languages are related to drawing the data and the processes of the subject area, as well as, to obtain a frame of the respective information system. The application can be separated in interface and business logic. That means, for an interactive generation of the needed system to be used an already existing toolkit or to be created a new one.
Toward a Measure of Appropriateness of User Interfaces Adaptations Solutions
The development of adaptive user interfaces (UI)
presents for a long time an important research area in which
researcher attempt to call upon the full resources and skills of several
disciplines, The adaptive UI community holds a thorough knowledge
regarding the adaptation of UIs with users and with contexts of use.
Several solutions, models, formalisms, techniques and mechanisms
were proposed to develop adaptive UI. In this paper, we propose an
approach based on the fuzzy set theory for modeling the concept of
the appropriateness of different solutions of UI adaptation with
different situations for which interactive systems have to adapt their
Producing Graphical User Interface from Activity Diagrams
Graphical User Interface (GUI) is essential to
programming, as is any other characteristic or feature, due to the fact
that GUI components provide the fundamental interaction between
the user and the program. Thus, we must give more interest to GUI
during building and development of systems. Also, we must give a
greater attention to the user who is the basic corner in the dealing
with the GUI. This paper introduces an approach for designing GUI
from one of the models of business workflows which describe the
workflow behavior of a system, specifically through Activity
Design of Permanent Sensor Fault Tolerance Algorithms by Sliding Mode Observer for Smart Hybrid Powerpack
In the SHP, LVDT sensor is for detecting the length
changes of the EHA output, and the thrust of the EHA is controlled by
the pressure sensor. Sensor is possible to cause hardware fault by
internal problem or external disturbance. The EHA of SHP is able to
be uncontrollable due to control by feedback from uncertain
information, on this paper; the sliding mode observer algorithm
estimates the original sensor output information in permanent sensor
fault. The proposed algorithm shows performance to recovery fault of
disconnection and short circuit basically, also the algorithm detect
various of sensor fault mode.
Delineato: Designing Distraction-Free GUIs
A large amount of software products offer a wide
range and number of features. This is called featuritis or creeping
featurism and tends to rise with each release of the product. Feautiris
often adds unnecessary complexity to software, leading to longer
learning curves and overall confusing the users and degrading their
experience. We take a look to a new design approach tendency that
has been coming up, the so-called “What You Get is What You
Need” concept that argues that products should be very focused,
simple and with minimalistic interfaces in order to help users conduct
their tasks in distraction-free ambiences. This isn’t as simple to
implement as it might sound and the developers need to cut down
features. Our contribution illustrates and evaluates this design method
through a novel distraction-free diagramming tool named Delineato
Pro for Mac OS X in which the user is confronted with an empty
canvas when launching the software and where tools only show up
when really needed.
MATLAB-Based Graphical User Interface (GUI) for Data Mining as a Tool for Environment Management
The application of data mining to environmental monitoring has become crucial for a number of tasks related to emergency management. Over recent years, many tools have been developed for decision support system (DSS) for emergency management. In this article a graphical user interface (GUI) for environmental monitoring system is presented. This interface allows accomplishing (i) data collection and observation and (ii) extraction for data mining. This tool may be the basis for future development along the line of the open source software paradigm.
Issues in the User Interface Design of a Content Rich Vocational Training Application for Digitally Illiterate Users
This paper discusses our preliminary experiences in the design of a user interface of a computerized content-rich vocational training courseware meant for users with little or no computer experience. In targeting a growing population with limited access to skills training of any sort, we faced numerous challenges, including language and cultural differences, resource limits, gender boundaries and, in many cases, the simple lack of trainee motivation. With the size of the unskilled population increasing much more rapidly than the numbers of sufficiently skilled teachers, there is little choice but to develop teaching techniques that will take advantage of emerging computer-based training technologies. However, in striving to serve populations with minimal computer literacy, one must carefully design the user interface to accommodate their cultural, social, educational, motivational and other differences. Our work, which uses computer based and haptic simulation technologies to deliver training to these populations, has provided some useful insights on potential user interface design approaches.
FITTER - A Framework for Integrating Activity Tracking Technologies into Electric Recreation for Children and Adolescents
Encouraging physical activity amongst children and adolescents is becoming an increasingly relevant issue in modern society. Studies have shown that involving children and adolescents in physical activity is essential for their physical, mental and social development. However, with technology playing an increasingly important role in reducing physical work it is becoming more critical to incorporate adequate physical activities into our lives. One way to overcome this problem is to harness technology so that it promotes physical activities, for example, by motivating children and adolescents to exercise more. This paper describes a promising solution to the question of how to increase levels of physical activity in children and adolescents by combining gaming technologies with exercise tracking goals. This research describes a framework called FITTER (Framework for Integrating activity Tracking Technologies for Electronic Recreation) that combines video game play with more traditional, non-computer physical activities.
Utilizing Adaptive Software to Enhance Information Management
The task of strategic information technology
management is to focus on adapting technology to ensure
competitiveness. A key factor for success in this sector is awareness
and readiness to deploy new technologies and exploit the services
they offer. Recently, the need for more flexible and dynamic user
interfaces (UIs) has been recognized, especially in mobile
applications. An ongoing research project (MOP), initiated by TUT
in Finland, is looking at how mobile device UIs can be adapted for
different needs and contexts. It focuses on examining the possibilities
to develop adapter software for solving the challenges related to the
UI and its flexibility in mobile devices. This approach has great
potential for enhancing information transfer in mobile devices, and
consequently for improving information management. The
technology presented here could be one of the key emerging
technologies in the information technology sector in relation to
mobile devices and telecommunications.
Magnetic Field Based Near Surface Haptic and Pointing Interface
In this paper, we are presenting a new type of pointing interface for computers which provides mouse functionalities with near surface haptic feedback. Further, it can be configured as a haptic display where users may feel the basic geometrical shapes in the GUI by moving the finger on top of the device surface. These functionalities are achieved by tracking three dimensional positions of the neodymium magnet using Hall Effect sensors grid and generating like polarity haptic feedback using an electromagnet array. This interface brings the haptic sensations to the 3D space where previously it is felt only on top of the buttons of the haptic mouse implementations.
Augmenting Use Case View for Modeling
Mathematical, graphical and intuitive models are often
constructed in the development process of computational systems.
The Unified Modeling Language (UML) is one of the most popular
modeling languages used by practicing software engineers. This
paper critically examines UML models and suggests an augmented
use case view with the addition of new constructs for modeling
software. It also shows how a use case diagram can be enhanced. The
improved modeling constructs are presented with examples for
clarifying important design and implementation issues.
Tablet Computer as a User Interface: Intelligent Solutions for Multifunctional Hardcopy Devices
Tablet computers and Multifunctional Hardcopy Devices (MHDs) are common devices in daily life. Though, many scientific studies have not been published. The tablet computers are straightforward to use whereas the MHDs are comparatively difficult to use. Thus, to assist different levels of users, we propose combining these two devices to achieve straightforward intelligent user interface (UI) and versatile What You See Is What You Get (WYSIWYG) document management and production. Our approach to this issue is to design an intelligent user dependent UI for a MHD applying a tablet computer. Furthermore, we propose hardware interconnection and versatile intelligent software between these two devices. In this study, we first provide a state-of-the-art survey on MHDs and tablet computers, and their interconnections. Secondly we provide a comparative UI survey on two state-of-the-art MHDs with a proposal of a novel UI for the MHDs using Jakob Nielsen-s Ten Usability Heuristics Evaluation.
The Study on the Conversed Remediation between Old and New Media in Case of Smart Phone and PC in South Korea
After Apple's first introduction its smart phone, iPhone
in the end of 2009 in Korea, the number of Korean smarphone users
had been rapidly increasing so that the half of Korean population
became smart phone users as of February, 2012. Currently, smart
phones are positioned as a major digital media with powerful
influences in Korea. And, now, Koreans are leaning new information,
enjoying games and communicating other people every time and
everywhere. As smart phone devices' performances increased, the
number of usable services became more while adequate GUI
developments are required to implement various functions with smart
phones. The strategy to provide similar experiences on smart phones
through familiar features based on employment of existing media's
functions mostly contributed to smart phones' popularization in
connection with smart phone devices' iconic GUIs.
The spread of Smart phone increased mobile web accesses.
Therefore, the attempts to implement PC's web in the smart phone's
web are continuously made. The mobile web GUI provides familiar
experiences to users through designs adequately utilizing the smart
phone's GUIs. As the number of users familiarized to smart phones
and mobile web GUIs, opposite to reversed remediation from many
parts of PCs, PCs are starting to adapt smart phone GUIs.
This study defines this phenomenon as the reversed remediation,
and reviews the reversed remediation cases of Smart phone GUI'
characteristics of PCs. For this purpose, the established study issues
are as under:
· what is the reversed remediation?
· what are the smart phone GUI's characteristics?
· what kind of interrelationship exist s between the smart phone and
PC's web site?
It is meaningful in the forecast of the future GUI's change by
understanding of characteristics in the paradigm changes of PC and
smart phone's GUI designs. This also will be helpful to establish
strategies for digital devices' development and design.
Audio User Interface for Visually Impaired Computer Users: in a Two Dimensional Audio Environment
In this paper we discuss a set of guidelines which
could be adapted when designing an audio user interface for the
visually impaired. It is based on an audio environment that is
focused on audio positioning. Unlike current applications which only
interpret Graphical User Interface (GUI) for the visually impaired,
this particular audio environment bypasses GUI to provide a direct
auditory output. It presents the capability of two dimensional (2D)
navigation on audio interfaces. This paper highlights the significance
of a 2D audio environment with spatial information in the context
of the visually impaired. A thorough usability study has been conducted
to prove the applicability of proposed design guidelines for
these auditory interfaces. While proving these guidelines, previously
unearthed design aspects have been revealed in this study.
Mining and Visual Management of XML-Based Image Collections
This article describes Uruk, the virtual museum of
Iraq that we developed for visual exploration and retrieval of image
collections. The system largely exploits the loosely-structured
hierarchy of XML documents that provides a useful representation
method to store semi-structured or unstructured data, which does not
easily fit into existing database. The system offers users the
capability to mine and manage the XML-based image collections
through a web-based Graphical User Interface (GUI). Typically, at an
interactive session with the system, the user can browse a visual
structural summary of the XML database in order to select interesting
elements. Using this intermediate result, queries combining structure
and textual references can be composed and presented to the system.
After query evaluation, the full set of answers is presented in a visual
and structured way.
Strongly Adequate Software Architecture
Components of a software system may be related in a
wide variety of ways. These relationships need to be represented in
software architecture in order develop quality software. In practice, software architecture is immensely challenging, strikingly
multifaceted, extravagantly domain based, perpetually changing,
rarely cost-effective, and deceptively ambiguous. This paper analyses
relations among the major components of software systems and
argues for using several broad categories for software architecture for
assessment purposes: strongly adequate, weakly adequate and
functionally adequate software architectures among other categories.
These categories are intended for formative assessments of
Development of Optimized User Interface of Public Transit Navigator for a Smartphone
We develop a new interface for Bus-Net which is
optimized for a smartphone. We are continuing to develop the shortest
path planning system of public transportation called "Bus-Net" in
Tottori prefecture as web application to improve the usability of
public transportation. Recent trend of computing platform, however
has shifted to an advanced mobile device called a smartphone such as
iPhone and Android in Japan. A smartphone has different characters
with existing feature phone in terms of OS, large touche panel, and
several other features. We derive a guideline to design the new interface
for a smartphone to full use of the functionality. The guideline is
about simplicity of user-s operation, location awareness and usability.
We developed the new interface for “Bus-Net" on iPhone referring
to the guideline. Due to the evaluation, the application interface we
developed is better than the existing web-based interface in terms of
Development of User Interface for Path Planning System for Bus Network and On-demand Bus Reservation System
Route bus system is one of fundamental transportation device for aged people and students, and has an important role in every province. However, passengers decrease year by year, therefore the authors have developed the system called "Bus-Net" as a web application to sustain the public transport. But there are two problems in Bus-Net. One is the user interface that does not consider the variety of the device, and the other is the path planning system that dose not correspond to the on-demand bus. Then, Bus-Net was improved to be able to utilize the variety of the device, and a new function corresponding to the on-demand bus was developed.
Development of User Interface for Multiple Devices Connecting Path Planning System for Bus Network
Recently, web services to access from many type devices
are often used. We have developed the shortest path planning
system called "Bus-Net" in Tottori prefecture as a web application
to sustain the public transport. And it used the same user interface
for both devices. To support both devices, the interface cannot use
Thus, we developed the method that use individual user interface
for each device type to improve its convenience. To be concrete,
we defined formats of condition input to the path planning system
and result output from it and separate the system into the request
processing part and user interface parts that depend on device types.
By this method, we have also developed special device for Bus-Net
An AR/VR Based Approach Towards the Intuitive Control of Mobile Rescue Robots
An intuitive user interface for the teleoperation of mobile rescue robots is one key feature for a successful exploration of inaccessible and no-go areas. Therefore, we have developed a novel framework to embed a flexible and modular user interface into a complete 3-D virtual reality simulation system. Our approach is based on a client-server architecture to allow for a collaborative control of the rescue robot together with multiple clients on demand. Further, it is important that the user interface is not restricted to any specific type of mobile robot. Therefore, our flexible approach allows for the operation of different robot types with a consistent concept and user interface. In laboratory tests, we have evaluated the validity and effectiveness of our approach with the help of two different robot platforms and several input devices. As a result, an untrained person can intuitively teleoperate both robots without needing a familiarization time when changing the operating robot.
A Universal Approach for the Intuitive Control of Mobile Robots using an AR/VR-based Interface
Mobile robots are used in a large field of scenarios,
like exploring contaminated areas, repairing oil rigs under water,
finding survivors in collapsed buildings, etc. Currently, there is no
unified intuitive user interface (UI) to control such complex mobile
robots. As a consequence, some scenarios are done without the
exploitation of experience and intuition of human teleoperators.
A novel framework has been developed to embed a flexible and
modular UI into a complete 3-D virtual reality simulation system.
This new approach wants to access maximum benefits of human
operators. Sensor information received from the robot is prepared for
an intuitive visualization. Virtual reality metaphors support the
operator in his decisions. These metaphors are integrated into a real
time stereo video stream. This approach is not restricted to any
specific type of mobile robot and allows for the operation of different
robot types with a consistent concept and user interface.
The Management in Large Emergency Situations – A Best Practise Case Study based on GIS for Management of Evacuation
In most of the cases, natural disasters lead to the
necessity of evacuating people. The quality of evacuation
management is dramatically improved by the use of information
provided by decision support systems, which become indispensable
in case of large scale evacuation operations. This paper presents a
best practice case study. In November 2007, officers from the
Emergency Situations Inspectorate “Crisana" of Bihor County from
Romania participated to a cross-border evacuation exercise, when
700 people have been evacuated from Netherlands to Belgium. One
of the main objectives of the exercise was the test of four different
decision support systems. Afterwards, based on that experience,
software system called TEVAC (Trans Border Evacuation) has been
developed “in house" by the experts of this institution. This original
software system was successfully tested in September 2008, during
the deployment of the international exercise EU-HUROMEX 2008,
the scenario involving real evacuation of 200 persons from Hungary
to Romania. Based on the lessons learned and results, starting from
April 2009, the TEVAC software is used by all Emergency
Situations Inspectorates all over Romania.
Modelling Silica Optical Fibre Reliability: A Software Application
In order to assess optical fiber reliability in different environmental and stress conditions series of testing are performed simulating overlapping of chemical and mechanical controlled varying factors. Each series of testing may be compared using statistical processing: i.e. Weibull plots. Due to the numerous data to treat, a software application has appeared useful to interpret selected series of experiments in function of envisaged factors. The current paper presents a software application used in the storage, modelling and interpretation of experimental data gathered from optical fibre testing. The present paper strictly deals with the software part of the project (regarding the modelling, storage and processing of user supplied data).
Usability and Affordances: Examinations of Object-Naming and Object-Task Performance in Haptic Interfaces
The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.
Requirements and Guidelines for the Design of Team Awareness Systems
This paper presents a set of guidelines for the design
of multi-user awareness systems. In a first step, general requirements
for team awareness systems are analyzed. In the second part of the
paper, the identified requirements are aggregated and transformed
into concrete design guidelines for the development of team