Current Search: interface design (x)
View All Items
- Title
- DESIGN CONCEPT: MY AMALGAMATION OF EASTERN AND WESTERN CULTURES.
- Creator
-
Dong, Yuting, Hall, Scott, University of Central Florida
- Abstract / Description
-
While exploring various subjects in multiple techniques in multiple mediums, I create abstract images that illustrate high technology, urban life, and personal feelings. My work is influenced by Eastern and Western culture. Media, publication, and fashion are derived from Western culture, and design elements are derived from Eastern culture. In doing this, my goal is to achieve more opportunities, greater depth, and a wider audience for my work by cross-utilizing these diverse culture aspects.
- Date Issued
- 2008
- Identifier
- CFE0002097, ucf:47542
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002097
- Title
- PERFORMANCE SUPPORT AND USABILITY:AN EXPERIMENTAL STUDY OFELECTRONIC PERFORMANCE SUPPORT INTERFACES.
- Creator
-
Rawls, Charles, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
This study evaluated the usability of two types of performance-support interfaces that were designed using informational and experiential approaches. The experiment sought to determine whether there is a relationship between usability and the informational and experiential approaches. The general population under study was undergraduate education major students from the University of Central Florida. From the general population of three educational technology instructor-led classes, 83...
Show moreThis study evaluated the usability of two types of performance-support interfaces that were designed using informational and experiential approaches. The experiment sought to determine whether there is a relationship between usability and the informational and experiential approaches. The general population under study was undergraduate education major students from the University of Central Florida. From the general population of three educational technology instructor-led classes, 83 students were solicited to participate in the study by completing a class activity. From the general population, a total of 63 students participated in the study. By participating in the study, the students completed a task and a questionnaire. Students were predominantly English-speaking Caucasian female education majors between the ages of 19 and 20; most of them were sophomores or juniors working part time. They possessed moderately low to high computer skills and most considered themselves to have intermediate or expert Internet skills. An experimental posttest-only comparison group research design was used to test the hypotheses posited for this study. The participants were randomly assigned to either the informational interface group (X1) or the experiential interface group (X2), and the experiment was conducted electronically via a Web-based Content Management System (CMS). The observed data consisted of five outcome measures: efficiency, errors, intuitiveness, satisfaction, and student performance. Two instruments--a checklist and an online usability questionnaire--were used to measure the five dependent variables: efficiency, intuitiveness, errors, satisfaction, and student performance. The CMS was used as the vehicle to distribute and randomize the two interfaces, obtain informed consent, distribute the instructions, distribute the online questionnaire, and collect data. First, a checklist was used to assess the students' performance completing their task, which was a copyright issue request letter. The checklist was designed as a performance criterion tool for the researcher, instructor, and participants to use. The researcher and instructor constructed the checklist to grade copyright request letters and determine students' performance. The participants had the opportunity to use the checklist as a performance criterion to create the task document (copyright request letter). The checklist consisted of ten basic yet critical sections of a successful copyright request letter. Second, an online usability questionnaire was constructed based on the Purdue Usability Testing Questionnaire (PUTQ) questions to measure interface efficiency, intuitiveness, errors, and satisfaction. While these test items have been deemed important for testing the usability of a particular system, for purposes of this study, test items were modified, deleted, and added to ensure content validity. The new survey, University of Central Florida Usability Questionnaire (UCFUQ), consisting of 20 items, was implemented in a pilot study to ensure reliability and content validity. Changes to the PUTQ were modified to fulfill a blueprint. A pilot study of the instrument yielded a reliability coefficient of .9450, and the final online usability instrument yielded a reliability coefficient of .9321. This study tested two approaches to user interface design for the Electronic Performance Support (EPS) using two HTML interface templates and the information from an existing training module. There were two interventions consisting of two interface types: informational and experiential. The SPSS Graduate Pack 10.0 for Windows was used for data analysis and statistical reporting in this study. A t test was conducted to determine if a difference existed between the two interface means. ANOVA was conducted to determine if there was an interaction between the interface group means and the demographic data factored among the five dependent variables. Results of this study indicated that students at the University of Central Florida reported no differences between the two interface types. It was postulated that the informational interface would yield a higher mean score because of its implementation of HCI guidelines, conventions, and standards. However, it was concluded that the informational interface may not be a more usable interface. Users may be as inclined to use the experiential interface as the informational interface.
Show less - Date Issued
- 2005
- Identifier
- CFE0000807, ucf:46678
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000807
- Title
- Multi-Modal Interfaces for Sensemaking of Graph-Connected Datasets.
- Creator
-
Wehrer, Anthony, Hughes, Charles, Wisniewski, Pamela, Pattanaik, Sumanta, Specht, Chelsea, Lisle, Curtis, University of Central Florida
- Abstract / Description
-
The visualization of hypothesized evolutionary processes is often shown through phylogenetic trees. Given evolutionary data presented in one of several widely accepted formats, software exists to render these data into a tree diagram. However, software packages commonly in use by biologists today often do not provide means to dynamically adjust and customize these diagrams for studying new hypothetical relationships, and for illustration and publication purposes. Even where these options are...
Show moreThe visualization of hypothesized evolutionary processes is often shown through phylogenetic trees. Given evolutionary data presented in one of several widely accepted formats, software exists to render these data into a tree diagram. However, software packages commonly in use by biologists today often do not provide means to dynamically adjust and customize these diagrams for studying new hypothetical relationships, and for illustration and publication purposes. Even where these options are available, there can be a lack of intuitiveness and ease-of-use. The goal of our research is, thus, to investigate more natural and effective means of sensemaking of the data with different user input modalities. To this end, we experimented with different input modalities, designing and running a series of prototype studies, ultimately focusing our attention on pen-and-touch. Through several iterations of feedback and revision provided with the help of biology experts and students, we developed a pen-and-touch phylogenetic tree browsing and editing application called PhyloPen. This application expands on the capabilities of existing software with visualization techniques such as overview+detail, linked data views, and new interaction and manipulation techniques using pen-and-touch. To determine its impact on phylogenetic tree sensemaking, we conducted a within-subject comparative summative study against the most comparable and commonly used state-of-the-art mouse-based software system, Mesquite. Conducted with biology majors at the University of Central Florida, each used both software systems on a set number of exercise tasks of the same type. Determining effectiveness by several dependent measures, the results show PhyloPen was significantly better in terms of usefulness, satisfaction, ease-of-learning, ease-of-use, and cognitive load and relatively the same in variation of completion time. These results support an interaction paradigm that is superior to classic mouse-based interaction, which could have the potential to be applied to other communities that employ graph-based representations of their problem domains.
Show less - Date Issued
- 2019
- Identifier
- CFE0007872, ucf:52788
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007872
- Title
- OPTIMIZING THE DESIGN OF MULTIMODAL USER INTERFACES.
- Creator
-
Reeves, Leah, Stanney, Kay, University of Central Florida
- Abstract / Description
-
Due to a current lack of principle-driven multimodal user interface design guidelines, designers may encounter difficulties when choosing the most appropriate display modality for given users or specific tasks (e.g., verbal versus spatial tasks). The development of multimodal display guidelines from both a user and task domain perspective is thus critical to the achievement of successful human-system interaction. Specifically, there is a need to determine how to design task information...
Show moreDue to a current lack of principle-driven multimodal user interface design guidelines, designers may encounter difficulties when choosing the most appropriate display modality for given users or specific tasks (e.g., verbal versus spatial tasks). The development of multimodal display guidelines from both a user and task domain perspective is thus critical to the achievement of successful human-system interaction. Specifically, there is a need to determine how to design task information presentation (e.g., via which modalities) to capitalize on an individual operator's information processing capabilities and the inherent efficiencies associated with redundant sensory information, thereby alleviating information overload. The present effort addresses this issue by proposing a theoretical framework (Architecture for Multi-Modal Optimization, AMMO) from which multimodal display design guidelines and adaptive automation strategies may be derived. The foundation of the proposed framework is based on extending, at a functional working memory (WM) level, existing information processing theories and models with the latest findings in cognitive psychology, neuroscience, and other allied sciences. The utility of AMMO lies in its ability to provide designers with strategies for directing system design, as well as dynamic adaptation strategies (i.e., multimodal mitigation strategies) in support of real-time operations. In an effort to validate specific components of AMMO, a subset of AMMO-derived multimodal design guidelines was evaluated with a simulated weapons control system multitasking environment. The results of this study demonstrated significant performance improvements in user response time and accuracy when multimodal display cues were used (i.e., auditory and tactile, individually and in combination) to augment the visual display of information, thereby distributing human information processing resources across multiple sensory and WM resources. These results provide initial empirical support for validation of the overall AMMO model and a sub-set of the principle-driven multimodal design guidelines derived from it. The empirically-validated multimodal design guidelines may be applicable to a wide range of information-intensive computer-based multitasking environments.
Show less - Date Issued
- 2007
- Identifier
- CFE0001636, ucf:47237
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001636
- Title
- PATCHWORK CULTURE: QUILT TACTICS AND DIGITEXTUALITY.
- Creator
-
Barrett Ferrier, Michelle, Saper, Craig, University of Central Florida
- Abstract / Description
-
Embedded in the quilt top, the fabric patches are relays, time pathways to stories and memories of their former owners. Through the quilts, the voices of the past survive. The stories trace a path of connection between oral traditions, storytelling, the invention of meaning, and the preservation of cultural memory. The theory and method described herein use the quilt patchwork metaphor as the basis for a web interface for designing and modeling knowledge-based graphical, narrative, and...
Show moreEmbedded in the quilt top, the fabric patches are relays, time pathways to stories and memories of their former owners. Through the quilts, the voices of the past survive. The stories trace a path of connection between oral traditions, storytelling, the invention of meaning, and the preservation of cultural memory. The theory and method described herein use the quilt patchwork metaphor as the basis for a web interface for designing and modeling knowledge-based graphical, narrative, and multimedia data. More specifically, the method comprises a digital storytelling and knowledge management tool that allows one or more users to create, save, store, and visually map or model digital stories. The method creates a digital network of a community's stories for digital ethnography work. Digital patches that represent the gateway to the stories of an individual are pieced together into a larger quilt design, creating a visual space that yields the voices of its creators at the click of a mouse. Through this narrative mapping, users are able to deal with complexity, ambiguity, density, and information overload. The method takes the traditional quilt use and appropriates it into a digital apparatus so that the user is connected to multiple points of view that can be dynamically tried out and compared. The hypertextual quilting method fulfills the definition of a deconstructive hypertext and emancipatory social science research methodologies by creating a collaborative, polyvocal interface where users have access to the code, content and conduits to rewrite culture's history with subaltern voices. In this digital place of intertextuality, stories are juxtaposed with images in a montage that denies the authority of a single voice and refuses fixed meaning. In dialogue, contestation, and play, the digitextuality of the Digital Story Quilt provides a praxis for critical theory. The Digital Story Quilt method concerns itself with questions of identity, the processes through which these identities are developed, the mechanics of processes of privilege and marginalization and the possibility of political action through narrative performance against these processes.
Show less - Date Issued
- 2007
- Identifier
- CFE0001659, ucf:47239
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001659
- Title
- The Impact of User-Generated Interfaces on the Participation of Users with a Disability in Virtual Environments: Blizzard Entertainment's World of Warcraft Model.
- Creator
-
Merritt, Donald, McDaniel, Rudy, Zemliansky, Pavel, Mauer, Barry, Kim, Si Jung, University of Central Florida
- Abstract / Description
-
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of...
Show moreWhen discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. A rubric was also created to study a selection of addons for evidence of the principles of Universal Design for Learning (UDL). The study found that World of Warcraft players with disabilities do not use addons more than able-bodied players, but some of the most popular addons do exhibit many or most of the principles of UDL. UDL principles appear to have emerged organically from addon iterations over time. The study concludes by suggesting that the same approach to user-generated content for the game interface taken by the creators of World of Warcraft, as well as high user investment in the environment, can lead to more accessible virtual world learning environments in the future.
Show less - Date Issued
- 2015
- Identifier
- CFE0005667, ucf:50175
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005667
- Title
- Exploring 3D User Interface Technologies for Improving the Gaming Experience.
- Creator
-
Kulshreshth, Arun, Laviola II, Joseph, Hughes, Charles, Da Vitoria Lobo, Niels, Masuch, Maic, University of Central Florida
- Abstract / Description
-
3D user interface technologies have the potential to make games more immersive (&) engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve...
Show more3D user interface technologies have the potential to make games more immersive (&) engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve better game play experience.This dissertation seeks to improve the gaming experience by exploring several 3DUI technologies. In this work, we focused on stereoscopic 3D viewing (to improve viewing experience) coupled with motion based control, head tracking (to make games more engaging), and faster gesture based menu selection (to reduce cognitive burden associated with menu interaction while playing). We first studied each of these technologies in isolation to understand their benefits for games. We present the results of our experiments to evaluate benefits of stereoscopic 3D (when coupled with motion based control) and head tracking in games. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of these technologies to enhance gaming experiences. We also present the results of our experiments with finger-based menu selection techniques with an aim to find out the fastest technique. Based on these findings, we custom designed an air-combat game prototype which simultaneously uses stereoscopic 3D, head tracking, and finger-count shortcuts to prove that these technologies could be useful for games if the game is designed with these technologies in mind. Additionally, to enhance depth discrimination and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user's look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall gaming experience and discuss the reasons behind our findings.Our experiments indicate that 3D user interface technologies could make gaming experience better if used effectively. The games must be designed to make use of the 3D user interface technologies available in order to provide a better gaming experience to the user. We explored a few technologies as part of this work and obtained some design guidelines for future game designers. We hope that our work will serve as the framework for the future explorations of making games better using 3D user interface technologies.
Show less - Date Issued
- 2015
- Identifier
- CFE0005643, ucf:50190
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005643
- Title
- Adaptive Architectural Strategies for Resilient Energy-Aware Computing.
- Creator
-
Ashraf, Rizwan, DeMara, Ronald, Lin, Mingjie, Wang, Jun, Jha, Sumit, Johnson, Mark, University of Central Florida
- Abstract / Description
-
Reconfigurable logic or Field-Programmable Gate Array (FPGA) devices have the ability to dynamically adapt the computational circuit based on user-specified or operating-condition requirements. Such hardware platforms are utilized in this dissertation to develop adaptive techniques for achieving reliable and sustainable operation while autonomously meeting these requirements. In particular, the properties of resource uniformity and in-field reconfiguration via on-chip processors are exploited...
Show moreReconfigurable logic or Field-Programmable Gate Array (FPGA) devices have the ability to dynamically adapt the computational circuit based on user-specified or operating-condition requirements. Such hardware platforms are utilized in this dissertation to develop adaptive techniques for achieving reliable and sustainable operation while autonomously meeting these requirements. In particular, the properties of resource uniformity and in-field reconfiguration via on-chip processors are exploited to implement Evolvable Hardware (EHW). EHW utilize genetic algorithms to realize logic circuits at runtime, as directed by the objective function. However, the size of problems solved using EHW as compared with traditional approaches has been limited to relatively compact circuits. This is due to the increase in complexity of the genetic algorithm with increase in circuit size. To address this research challenge of scalability, the Netlist-Driven Evolutionary Refurbishment (NDER) technique was designed and implemented herein to enable on-the-fly permanent fault mitigation in FPGA circuits. NDER has been shown to achieve refurbishment of relatively large sized benchmark circuits as compared to related works. Additionally, Design Diversity (DD) techniques which are used to aid such evolutionary refurbishment techniques are also proposed and the efficacy of various DD techniques is quantified and evaluated.Similarly, there exists a growing need for adaptable logic datapaths in custom-designed nanometer-scale ICs, for ensuring operational reliability in the presence of Process, Voltage, and Temperature (PVT) and, transistor-aging variations owing to decreased feature sizes for electronic devices. Without such adaptability, excessive design guardbands are required to maintain the desired integration and performance levels. To address these challenges, the circuit-level technique of Self-Recovery Enabled Logic (SREL) was designed herein. At design-time, vulnerable portions of the circuit identified using conventional Electronic Design Automation tools are replicated to provide post-fabrication adaptability via intelligent techniques. In-situ timing sensors are utilized in a feedback loop to activate suitable datapaths based on current conditions that optimize performance and energy consumption. Primarily, SREL is able to mitigate the timing degradations caused due to transistor aging effects in sub-micron devices by reducing the stress induced on active elements by utilizing power-gating. As a result, fewer guardbands need to be included to achieve comparable performance levels which leads to considerable energy savings over the operational lifetime.The need for energy-efficient operation in current computing systems has given rise to Near-Threshold Computing as opposed to the conventional approach of operating devices at nominal voltage. In particular, the goal of exascale computing initiative in High Performance Computing (HPC) is to achieve 1 EFLOPS under the power budget of 20MW. However, it comes at the cost of increased reliability concerns, such as the increase in performance variations and soft errors. This has given rise to increased resiliency requirements for HPC applications in terms of ensuring functionality within given error thresholds while operating at lower voltages. My dissertation research devised techniques and tools to quantify the effects of radiation-induced transient faults in distributed applications on large-scale systems. A combination of compiler-level code transformation and instrumentation are employed for runtime monitoring to assess the speed and depth of application state corruption as a result of fault injection. Finally, fault propagation models are derived for each HPC application that can be used to estimate the number of corrupted memory locations at runtime. Additionally, the tradeoffs between performance and vulnerability and the causal relations between compiler optimization and application vulnerability are investigated.
Show less - Date Issued
- 2015
- Identifier
- CFE0006206, ucf:52889
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006206