In this dissertation, Azad Ismail-Abas focus on evaluating different methods of creating a reliable user interface application to assist users of SeMiFOT.
This master thesis is carried out in the field of “Human-Computer interaction”, more specifically the area “User-centered system design”. The focus has been on “usability” and useful graphical user interfaces. Current theories and definitions in the field have been considered. Literature studies contain well known authors and organisations in domains mentioned above; Jakob Nielsen, Donald A Norman and International Organization for Standardization ISO to mention some.
Another source for this work from which the theories and way of working have been used is the book “User-Centered System Design” written by Jan Gulliksen and Bengt Göransson. The work started with a literature study followed by looking at methods to use. The next step was to do task and user analysis which followed by the development phase. The user has been given a central role in this project and, just as recommended, also been involved through the whole cycle.
A useful method to get feedback from users, in addition to interviews and workshops, has been the “Heuristic Evaluation”. The final result and conclusion shows that the user-centered system design is a powerful tool to adapt when designing and developing interactive user interface.
Microsoft has published a call for research proposal – HoloLens for Research – with the goal “to better understand the role and possible applications for holographic computing in society […] and encourage applications of holograms for novel purposes”. Deadline: September 5, 2015 (Midnight, Pacific Time).
Cathie Marache-Francisco, Éric Brangier, “ Gamification and human-machine interaction: a synthesis ”, Le travail humain 2/2015 (Vol. 78) , p. 165-189. From the abstract:
Gamification deals with new human-machine interaction design practices. It consists of elements which are inspired from videogames, with the hope that this relationship which is designed to be more hedonic, engaging and motivating, will lead to positive changes within human-machine interactions, especially when applied to work practices and productivity matters. In this article, we present a synthesis of that notion, paralleled with ergonomics, concerning its definition and its design.
We first draw a definition from the gamification literature. It can be considered as the use of game elements in generally digital non-gaming systems which are adapted to the users’ profiles in order to generate motivation and engagement, with a focus on pleasurable experiences, even fun ones. We also mention the context of emergence of gamification. We then define and illustrate gamification design.
Afterwards, this paper highlights critical factors which could help the ergonomist to participate in the design of efficient and satisfactory gamified systems. We then broaden this discussion to analyze the core meaning of gamification at work: the promise of flourishing and engagement through innovative interactions, as well as the production of competitive knowledge.
Chris Gregg (Tufts University Computer Science Department) converted a 1960s Smith Corona Sterling Automatic 12 typewriter into a printer using solenoids, Arduino, and code.
17 articles from 16 contributors to tell the story of a future where technology will change – for the better – the relationship between human beings and work:
Technology is reshaping the world of work. These stories investigate how new tools can help us be happier, more creative, and more productive in our pursuits.
The New York Subway can feel like a maze. Even more so for the blind. Lantern is beacon-based project that aims to help the blind to independently navigate the subway.
Lantern was conceived by Eugene Gao as part of a class on mobile advertising. Still a mere concept, the video offers an overview of how the service could work in a real environment.
Sidekick is a new project by NASA and Microsoft to empower astronauts aboard the International Space Station (ISS) using commercial virtual reality technology. Microsoft HoloLens will provide virtual aid to astronauts working off the Earth, for the Earth.
HoloLens and other virtual and mixed reality devices are cutting edge technologies that could help drive future exploration and provide new capabilities to the men and women conducting critical science on the International Space Station,” said Sam Scimemi, director of the ISS program at NASA Headquarters in Washington. “This new technology could also empower future explorers requiring greater autonomy on the journey to Mars.
Jazz.Computer – by Yotam Mann and Sarah Rothberg– is an interactive song you can “mess” with by simply scrolling. Changes, chords, arrangement are controlled live by the direction and position of your scrolling in the browser view.
Found on Creativeapplications.