Abstract: In an era when everything is increasingly digital, consumers are always looking for new options in solutions to their everyday needs. In this context, mobile apps are developing at an exponential pace. One of the fastest growing segments of mobile technologies is, obviously, e-commerce. It can be predicted that mobile commerce will record nearly three times the global growth of e-commerce across all platforms, which indicates its importance in the given segment. The current coronavirus pandemic is also changing many of the existing paradigms both socially, economically, and technologically, which has a major impact on changing consumer behavior and the emphasis on simplification and clarity of mobile solutions. This is the area that User Experience (UX) and User Interface (UI) designers deal with. Their task is to design a sufficiently attractive and interesting solution that will be available on all mobile devices and at the same time will be easy enough for the customer/visitor to get to the destination or to get the necessary information in a few clicks. The basis for changes in UX design can now be obtained not only through online analytical tools, but also through neuromarketing, especially in the case of mobile devices. The paper highlights possibilities for testing UX design applications on mobile devices using a special platform that combines a stationary eye camera (eye tracking) and facial analysis (facial coding).
Abstract: Social media continues to grow, and user interfaces
may become more appealing if cultural characteristics are
incorporated into their design.
Facebook was designed in the west, and the original language was
English. Subsequently, the words in the user interface were translated
to other languages, including Arabic.
Arabic words are written from right to left, and English is written
from left to right. The translated version may misrepresent the
original design and users’ preferences may be influenced by their
culture, which should be considered in the user interface design.
Previous research indicates that users are more comfortable when
interacting with a user interface, which relates to their own culture.
Therefore, this paper, using a survey, investigates the preferences of
Saudi Arabians on the Arabic version of the user interface of
Facebook.
Abstract: 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.
Abstract: Conventional WBL is effective for meaningful student, because rote student learn by repeating without thinking or trying to understand. It is impossible to have full benefit from conventional WBL. Understanding of rote student-s intention and what influences it becomes important. Poorly designed user interface will discourage rote student-s cultivation and intention to use WBL. Thus, user interface design is an important factor especially when WBL is used as comprehensive replacement of conventional teaching. This research proposes the influencing factors that can enhance student-s intention to use the system. The enhanced TAM is used for evaluating the proposed factors. The research result points out that factors influencing rote student-s intention are Perceived Usefulness of Homepage Content Structure, Perceived User Friendly Interface, Perceived Hedonic Component, and Perceived (homepage) Visual Attractiveness.
Abstract: Previous researches found that conventional WBL is effective for meaningful learner, because rote learner learn by repeating without thinking or trying to understand. It is impossible to have full benefit from conventional WBL. Understanding of rote learner-s intention and what influences it becomes important. Poorly designed user interface will discourage rote learner-s cultivation and intention to use WBL. Thus, user interface design is an important factor especially when WBL is used as comprehensive replacement of conventional teaching. This research proposes the influencing factors that can enhance learner-s intention to use the system. The enhanced TAM is used for evaluating the proposed factors. The research result points out that factors influencing rote learner-s intention are Perceived Usefulness of Homepage Content Structure, Perceived User Friendly Interface, Perceived Hedonic Component, and Perceived (homepage) Visual Attractiveness.
Abstract: The model-based approach to user interface design
relies on developing separate models capturing various aspects about
users, tasks, application domain, presentation and dialog structures.
This paper presents a task modeling approach for user interface
design and aims at exploring mappings between task, domain and
presentation models. The basic idea of our approach is to identify
typical configurations in task and domain models and to investigate
how they relate each other. A special emphasis is put on applicationspecific
functions and mappings between domain objects and
operational task structures. In this respect, we will address two
layers in task decomposition: a functional (planning) layer and an
operational layer.
Abstract: 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.
Abstract: 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
awareness systems.
Abstract: 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.
Abstract: The model-based approach to user interface design relies on developing separate models that are capturing various aspects about users, tasks, application domain, presentation and dialog representations. This paper presents a task modeling approach for user interface design and aims at exploring the mappings between task, domain and presentation models. The basic idea of our approach is to identify typical configurations in task and domain models and to investigate how they relate each other. A special emphasis is put on application-specific functions and mappings between domain objects and operational task structures. In this respect, we will distinguish between three layers in the task decomposition: a functional layer, a planning layer, and an operational layer.