scholarly journals Using Personas in the Design Process. Towards the Development of Green Product Personality for In-Car User Interfaces

Author(s):  
Franka Wehr ◽  
Martin Luccarelli

AbstractThe desire to combine advanced user-friendly interfaces with a product personality communicating environmental friendliness to customers poses new challenges for car interior designers, as little research has been carried out in this field to date. In this paper, the creation of three personas aimed at defining key German car users with pro-environmental behaviour is presented. After collecting ethnographic data of potential drivers through literature review, information about generation and Euro car segment led to the definition of three key user groups. The resulting personas were applied to determine the most important interaction points in car interior. Finally, present design cues of eco-friendly product personality developed in the field of automotive design were explored. Our work presents three strategic directions for the design development of future in-car user interfaces named as a) foster multimodal mobility; b) emphasize the interlinkage economy - sustainable driving; and c) highlight new technological developments. The presented results are meant as an impulse for developers to fit the needs of green customers and drivers when designing user-friendly HMI components.

Author(s):  
C. Safran ◽  
M. Ebner ◽  
F. Kappe ◽  
A. Holzinger

In subjects such as Civil Engineering, Architecture, Geology etc., education is mostly based on visual information. For example, in Civil Engineering every building can be seen as a unique object at a certain location. During the education of Civil Engineers many field based studies and excursions take place, however, not only the images but also geographical coordinates are essential. Wikis have been in use for collaborative learning for more than ten years. Mobile phones provide access to them from nearly everywhere. The availability of those technologies has led to rapid advances in the area of m-Learning and the possibility to apply challenging constructive educational concepts. Consequently, in this paper we describe the user centered design, development and evaluation of a combination of these technologies to support collaborative learning in the field: A Wiki-based mobile geospatial information system, the so-called TUGeoWiki. The primary objective of this geowiki is to provide a user-friendly tool for mobile collaborative learning for all areas where geo-tagged information could be useful. Moreover, TUGeoWiki was developed in order to provide the integration of external map material via map APIs including information such as that delivered by Google Maps. Subsequently, it is possible to provide both highly detailed maps and satellite images without having the need to license such material. Furthermore, the user interfaces used by such tools is well established, due to the increasing number of mapping related mashups. The evaluation during an extensive field test within a large civil engineering excursion to various large-scale construction sites in Austria demonstrated that collaborative learning can be successfully supported by the application of TUGeoWiki.


2000 ◽  
Vol 14 (3) ◽  
pp. 325-341 ◽  
Author(s):  
Heather M. Hermanson

The purpose of this study is to analyze the demand for reporting on internal control. Nine financial statement user groups were identified and surveyed to determine whether they agree that: (1) management reports on internal control (MRIC) are useful, (2) MRICs influence decisions, and (3) financial reporting is improved by adding MRICs. In addition, the paper examined whether responses varied based on: (1) the definition of internal control used (manipulated as broad, operational definition vs. narrow, financial-reporting definition) and (2) user group. The results indicate that financial statement users agree that internal controls are important. Respondents agreed that voluntary MRICs improved controls and provided additional information for decision making. Respondents also agreed that mandatory MRICs improved controls, but did not agree about their value for decision making. Using a broad definition of controls, respondents strongly agreed that MRICs improved controls and provided a better indicator of a company's long-term viability. Executive respondents were less likely to agree about the value of MRICs than individual investors and internal auditors.


Mathematics ◽  
2021 ◽  
Vol 9 (12) ◽  
pp. 1389
Author(s):  
Julia García Cabello ◽  
Pedro A. Castillo ◽  
Maria-del-Carmen Aguilar-Luzon ◽  
Francisco Chiclana ◽  
Enrique Herrera-Viedma

Standard methodologies for redesigning physical networks rely on Geographic Information Systems (GIS), which strongly depend on local demographic specifications. The absence of a universal definition of demography makes its use for cross-border purposes much more difficult. This paper presents a Decision Making Model (DMM) for redesigning networks that works without geographical constraints. There are multiple advantages of this approach: on one hand, it can be used in any country of the world; on the other hand, the absence of geographical constraints widens the application scope of our approach, meaning that it can be successfully implemented either in physical (ATM networks) or non-physical networks such as in group decision making, social networks, e-commerce, e-governance and all fields in which user groups make decisions collectively. Case studies involving both types of situations are conducted in order to illustrate the methodology. The model has been designed under a data reduction strategy in order to improve application performance.


2021 ◽  
Vol 13 (5) ◽  
pp. 2565 ◽  
Author(s):  
José Parra-Martínez ◽  
María-Elia Gutiérrez-Mozo ◽  
Ana Gilsanz-Díaz

As one of the Sustainable Development Goals of the United Nations’ 2030 Agenda, gender equality is a necessary foundation for a peaceful and sustainable world. The integration of the frameworks of analysis and action provided by gender perspective into the design, development and assessment of any program related to university education, research and management is essential to the fulfillment of both quality higher education and an effective transfer of knowledge and values to society. Starting from a standpoint of commitment to this progressive outlook, this essay focuses on the specific case of the University of Alicante, Spain, and on its Architecture studies. It seeks to underline the achievements of this institution in the fostering of a critical spirit and the empathy of its students by way of the implementation of gender perspective as a tool for the conception of complex, diverse and integrating projects, aligned to the objective of mutual care between people and the environment. This is crucial for the co-education of future generations of architects, who will play a central role in the definition of new practices and policies related to space and materials, which favor a more sustainable, inclusive and caring scenario for both humans and non-humans.


Semantic Web ◽  
2021 ◽  
pp. 1-16
Author(s):  
Esko Ikkala ◽  
Eero Hyvönen ◽  
Heikki Rantala ◽  
Mikko Koho

This paper presents a new software framework, Sampo-UI, for developing user interfaces for semantic portals. The goal is to provide the end-user with multiple application perspectives to Linked Data knowledge graphs, and a two-step usage cycle based on faceted search combined with ready-to-use tooling for data analysis. For the software developer, the Sampo-UI framework makes it possible to create highly customizable, user-friendly, and responsive user interfaces using current state-of-the-art JavaScript libraries and data from SPARQL endpoints, while saving substantial coding effort. Sampo-UI is published on GitHub under the open MIT License and has been utilized in several internal and external projects. The framework has been used thus far in creating six published and five forth-coming portals, mostly related to the Cultural Heritage domain, that have had tens of thousands of end-users on the Web.


Author(s):  
Roman Bruch ◽  
Paul M. Scheikl ◽  
Ralf Mikut ◽  
Felix Loosli ◽  
Markus Reischl

Behavioral analysis of moving animals relies on a faithful recording and track analysis to extract relevant parameters of movement. To study group behavior and social interactions, often simultaneous analyses of individuals are required. To detect social interactions, for example to identify the leader of a group as opposed to followers, one needs an error-free segmentation of individual tracks throughout time. While automated tracking algorithms exist that are quick and easy to use, inevitable errors will occur during tracking. To solve this problem, we introduce a robust algorithm called epiTracker for segmentation and tracking of multiple animals in two-dimensional (2D) videos along with an easy-to-use correction method that allows one to obtain error-free segmentation. We have implemented two graphical user interfaces to allow user-friendly control of the functions. Using six labeled 2D datasets, the effort to obtain accurate labels is quantified and compared to alternative available software solutions. Both the labeled datasets and the software are publicly available.


2011 ◽  
Vol 464 ◽  
pp. 57-60
Author(s):  
Yong Zhang ◽  
Jun Fang Ni ◽  
Peng Liu

In accordance with the object-oriented programming, a system for 3D medical images of reconstruction and display has been designed and implemented. The overall software structure is established based on VC++6.0 and display technique of Open Graphics Library. The functional modules, such as acquisition of encoded 3D data, pre-process, reconstruction and display, are achieved by the design and implementation of customized classes. At last the software system provides user-friendly graphical user interfaces, highly efficient data processing and reconstruction, and rapid capability of graphic display.


2021 ◽  
Vol 17 (1) ◽  
pp. 247-255
Author(s):  
Konstantinos CHARISI ◽  
Andreas TSIGOPOULOS ◽  
Spyridon KINTZIOS ◽  
Vassilis PAPATAXIARHIS

Abstract. The paper aims to introduce the ARESIBO project to a greater but targeted audience and outline its main scope and achievements. ARESIBO stands for “Augmented Reality Enriched Situation awareness for Border security”. In the recent years, border security has become one of the highest political priorities in EU and needs the support of every Member State. ARESIBO project is developed under HORIZON 2020 EC Research and Innovation program and it is the joint effort of 20 participant entities from 11 countries. Scientific excellence and technological innovation are top priorities as ARESIBO enhances the current state-of-the-art through technological breakthroughs in Mobile Augmented Reality and Wearables, Robust and Secure Telecommunications, Robots swarming technique and Planning of Context-Aware Autonomous Missions, and Artificial Intelligence (AI), in order to implement user-friendly tools for border and coast guards. The system aims to improve the cognitive capabilities and the perception of border guards through intuitive user interfaces that will help them acquire an improved situation awareness by filtering the huge amount of available information from multiple sources. Ultimately, it will help them respond faster and more effectively when a critical situation occurs.


2016 ◽  
Vol 6 (2) ◽  
pp. 30 ◽  
Author(s):  
Dimitris Markouzis ◽  
Georgios Fessakis

Mobile Augmented Reality (MAR) Technology in combination with Interactive Storytelling (IS) enables the design of new kinds of technology enhanced learning and entertainment applications. The existing pedagogical research as well as the available Interactive Storytelling MAR (ISMAR) Serious Games are rather limited. This is mainly because of the difficulties of MAR applications development and the complexity of IS authoring. The paper works on the direction to improve this situation exploring the combination of a) rapid prototype development methodology based on MAR authoring tools and b) the definition of IS genres which could serve as templates and guide the ISMAR design. In the paper, key concepts are presented, existing successful examples of MAR Serious Games are analyzed in order to extract their narration genre features, available tools for MAR rapid authoring are introduced, and afterwards the design, development and first evaluation of a prototype ISMAR Serious Game is presented. The paper contributes to the bridging of learning design, IS, and AR technology research communities and facilitates feature interdisciplinary research.


2010 ◽  
Vol 29 (4) ◽  
pp. 171 ◽  
Author(s):  
Alessio Malizia ◽  
Paolo Bottoni ◽  
S. Levialdi

The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework.


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