Search results for "User interface"

showing 10 items of 247 documents

Fashion Technology : What Are the Limits of Emerging Technological Design Thinking?

2021

Designing intelligent technologies is a multidisciplinary process. From this perspective, fashion has continued to be an under explored dimension of technology design. While there persistently are connections between the term fashion and the clothing design industry, an historical and sociological approach to fashion reveals a much deeper and permeating understanding of the notion and its implications across the technological world. During recent popular developments, the interrelationship between fashion as a concept and technology as components and proponents of fashion – technology as fashion promoter (think of Tiktok, Instagram, Facebook and even LinkedIn for example), and technology as…

cognitionkognitiojärjestelmäsuunnitteluProcess (engineering)tekninen suunnittelu050109 social psychologyDesign thinkingdesign thinking0502 economics and businessfashionSemiotics0501 psychology and cognitive sciencesSocial mediaSociologyDesign technologyinhimilliset tekijätSociological theoryCognitive sciencebusiness.industry05 social sciencesClothingUser interface designsocial experiencemuotiteknologiaälytekniikka050211 marketingbusinesshuman factors
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Multimodal Communication and Peer Interaction during Equation-Solving Sessions with and without Tangible Technologies

2023

Despite the increasing use of technologies in the classroom, there are concerns that technology-enhanced learning environments may hinder students’ communication and interaction. In this study, we investigated how tangible technologies can enhance students’ multimodal communication and interaction during equation-solving pair work compared to working without such technologies. A tangible app for learning equation solving was developed and tested in fourth and fifth-grade classrooms with two class teachers and 24 students. Video data of the interventions were analysed using deductive and inductive content analysis. Coded data were also quantified for quantitative analysis. Additionally, teac…

equation solvingoppimisympäristövuorovaikutusComputer Networks and Communicationsmultimodal communicationNeuroscience (miscellaneous)mathematics classroomtangible user interface113 Computer and information sciencespeer interactionopetusoppilaatprimary schoolComputer Science ApplicationsHuman-Computer Interactioncomputer-supported collaborative learningmathematics classroom; tangible user interface; multimodal communication; peer interaction; computer-supported collaborative learning; equation solving; primary school516 Educational sciencesopetusteknologiaviestintäMultimodal Technologies and Interaction
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Using R via PHP: R-php

2006

This paper deals with the R-php statistical software, that is an environment for statistical analysis, freely accessible and attainable through the World Wide Web, based on R. Indeed, this software uses, as "engine" for statistical analyses, R via PHP and its design has been inspired by a paper of de Leeuw (1997). R-php is based on two modules: a base module and a point-and-click module. R-php base allows the simple editing of R code in a form. R-php point-and-click allows some statistical analyses by means of a graphical user interface (GUI): then, to use this module it is not necessary for the user to know the R environment, but all the allowed analyses can be performed by using the compu…

graphical user interfaceRstatistical softwarePHP
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Status and Prospects of Kanki : An Open Source Cross-Platform Native iRODS Client Application

2016

The current state of development of project Kanki is discussed and some prospects for future development are laid out with reflection on the results of the research IT infrastructure project at the University of Jyväskylä. Kanki is a crossplatform native iRODS client application which was introduced to the iRODS community at the iRODS Users Group Meeting in 2015, and later released as open source. A total of 9 releases have been made, from which the latest 6 have been available in addition to the source code as pre-built binary packages for x86-64 CentOS Linux 6/7 and OS X 10.10+. The Kanki build environment at the University of Jyväskylä is running out of Jenkins continuous integration for…

iRODSgraphical user interfacescontinuous integrationtutkimustietoresearch support servicesclient software
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Development of a Native Cross-Platform iRODS GUI Client

2015

This paper describes activities on the research IT infrastructure development project at the University of Jyväskylä. The main contribution is a cross-platform iRODS client application with a rich graphical user interface. The client application is fully native and builds from a single C++ codebase on all of the platforms on which iRODS 4.0 is supported. The application has a responsive UI with native look & feel and enables drag & drop integration to the desktop. This is made possible by basing the development of the client application on top of the Qt 5 framework and an object-oriented C++ framework for iRODS which is being developed with the client application. The objectoriented framewo…

iRODStutkimustietographical user interfacemetadata managementinfrastructureclient software
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Aesthetic Appeal and Visual Usability in Four Icon Design Eras

2016

Technological artefacts express time periods in their visual design. Due time, visual culture changes and thus affects the design of pictorial representations in technological products, such as icons in user interfaces. Previous research of temporal aspects in human-computer interaction has been focusing on particular interaction situations, but not on the effects of design eras on user experience. The influence of icon design styles of different eras on aesthetic and usability experiences was studied with the method of primed product comparisons. Affective preferences and their processing times were analysed in order to examine visual usability in terms of semantic distance and aesthetic a…

iconComputer sciencemedia_common.quotation_subjectaffective reaction timesaesthetic appeal050105 experimental psychologyUser experience designHuman–computer interactionvisual usabilitysemantic distance0501 psychology and cognitive sciences050107 human factorsmedia_commonVisual culturecomputer.programming_languageta113Communication designbusiness.industry05 social sciencesta6132UsabilityIcon designdesign erasBeautyIconUser interfacebusinesscomputerProceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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Assisting immersive virtual reality development with user experience design approach

2017

In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
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The effects of user interface type on player immersion in first-person shooter games

2017

Videopelien vaikutuksia pelaajien käyttäytymiseen on tutkittu laajasti, kuten myös niitä tekijöitä jotka vaikuttavat pelaajien tyytyväisyyteen ja kiinnostukseen videopelejä kohtaan. Tästä huolimatta on puutetta julkisesti saatavilla olevasta empiirisestä tutkimuksesta, joka keskittyisi käyttöliittymän vaikutukseen pelaajan kokemaan immersioon pelin aikana sekä siihen, mikä käyttöliittymissä vaikuttaa immersion kokemuksen syntymiseen. Käyttöliittymät ensimmäisen persoonan kuvakulmasta olevissa videopeleissä voidaan jakaa kahteen eri tyyppiin, diegeettisiin ja epädiegeettisiin käyttöliittymiin. Nämä kaksi eri käyttöliittymätyyppiä saattavat vaikuttaa pelaajan kokemukseen eri tavoin. Parempi y…

immersiondiegesisFPSvideopelitammuntapelitensimmäisen persoonan ammuntapelivideo gameskäyttöliittymäuser interfacefirst-person shooterkäyttöliittymätimmersiouser experiencekäyttäjäkokemus
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Towards Action-Oriented User Interface Design

2011

The ultimate goal of user interface design is to develop a product which people can use to reach their goals. By action we normally refer to our attempts to reach certain goals, and this is why it is natural to think user interface design as an activity we engage in when designing tools, instruments or technologies for people to realize their action goals. This paper suggests a novel action-oriented user interface development method that aims to develop a user interface interaction model. This interaction model is based on an organized tree structure composed of node states with relevant usability-related attributes and operations between the nodes. peerReviewed

käytettävyysusability attributeskäytettävyysattribuutituser interface designkäyttäjäkokemuskäyttöliittymäsuunnittelu
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Change and Control Paradoxes in Mobile Infrastructure Innovation: The Android and iOS Mobile Operating Systems Cases

2012

The advent of the smart phone as a highly complex technology has been accompanied by mobile operating systems (OS), large communities of developers, diverse content providers, and increasingly complex networks, jointly forming digital infrastructures. The multi-faceted and relational character of such digital infrastructures raises issues around how change and control can be conceptualized and understood. We discuss how change and control are paradoxically related in digital infrastructures and how they affect the evolution of such infrastructures. We examine these paradoxes by examining the change in, and competition between, two mobile operating systems: Apple's iOS and Google's Android a…

liiketoimintamallitta113iOSkäyttöjärjestelmätbusiness.industryComputer scienceMobile computingBusiness modelcomputer.software_genremobiililaitteetAndroidOperating systemMobile searchinfrastruktuuritMobile telephonyUser interfaceAndroid (operating system)businesscomputermatkapuhelimet
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