scholarly journals Design Guidelines for the Size and Length of Chinese Characters Displayed in the Intelligent Vehicle’s Central Console Interface

Information ◽  
2021 ◽  
Vol 12 (5) ◽  
pp. 213
Author(s):  
Fang You ◽  
Yi-Fan Yang ◽  
Meng-Ting Fu ◽  
Jun Zhang ◽  
Jian-Min Wang

In order to ensure the driver’s safe driving, the human–computer interaction interface of an intelligent vehicle needs to convey important information. The text is an important carrier of this kind of information. The design criteria of English characters have been widely discussed, including the color, meaning, size and length. However, design guidelines for Chinese characters in central consoles of vehicles have rarely been discussed from a human–computer interaction perspective. In this paper, we investigated the size and the length of Chinese characters in the intelligent vehicle’s central control screen, based on international design guidelines and standards. The experiment involved 30 participants performing simulated in-vehicle secondary tasks. The result from the experiments shows that the usability of characters increases and the driver’s workload decreases as the characters get larger and shorter. We also propose a set of recommended values for the size and length of Chinese characters in this context. Future work will focus on providing design guidelines for other aspects of HMI design in intelligent vehicles.

2021 ◽  
Vol 8 (1) ◽  
pp. [11 p.]-[11 p.]
Author(s):  
MARÍA TERESA CEPERO GARCÍA ◽  
LUIS GERARDO MONTANE JIMENEZ ◽  
GUADALUPE TOLEDO TOLEDO ◽  
EDGARD IVAN BENITEZ GUERRERO ◽  
CARMEN MEZURA GODOY

ABSTRACT: Groupware Systems (GS) or collaborative systems are software systems that support the development of activities in which a group of users interacts to combine their skills, abilities, and work to achieve a common goal. In this area, an important concept is awareness, which is the information that helps people be aware of events beyond their current tasks. This information makes smoother the use of a collaborative system, so it is a fundamental element in this kind of software. In the design and construction of these types of systems, heuristics are used as design guidelines that serve as a useful evaluation tool for product designers and usability professionals. The current heuristics and guidelines for the design of awareness support focus on supporting the awareness of the team in the shared workspace, without considering elements to support the information needs of the user's own and individual interaction within the workspace. To address this problem and to facilitate the design and integration of awareness support, we developed 13 heuristics that integrate principles of Human-Computer Interaction and Computer Supported Cooperative Work to help groupware designers meet individual and team awareness needs. For evaluating the validity of the proposed heuristics, a structured and iterative consultation process was carried out with experts in Human-Computer Interaction and Computer-Supported Cooperative Work. The proposed heuristics can help software engineers develop collaborative systems that integrate awareness information and satisfy users' contextual information needs. Keywords: Awareness, virtual groups, collaborative work, heuristics.


2021 ◽  
Vol 28 (6) ◽  
pp. 1-12
Author(s):  
Audrey Desjardins ◽  
Oscar Tomico ◽  
Andrés Lucero ◽  
Marta E. Cecchinato ◽  
Carman Neustaedter

In this introduction to the special issue on First-Person Methods in (Human-Computer Interaction) HCI, we present a brief overview of first-person methods, their origin, and their use in Human-Computer Interaction. We also detail the difference between first-person methods, second-person, and third-person methods, as a way to guide the reader when engaging the special issue articles. We articulate our motivation for putting together this special issue: we wanted a collection of works that would allow HCI researchers to develop further, define, and outline practices, techniques and implications of first-person methods. We trace links between the articles in this special issue and conclude with questions and directions for future work in this methodological space: working with boundaries, risk, and accountability.


Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


Author(s):  
Anind K. Dey ◽  
Jonna Häkkilä

Context-awareness is a maturing area within the field of ubiquitous computing. It is particularly relevant to the growing sub-field of mobile computing as a user’s context changes more rapidly when a user is mobile, and interacts with more devices and people in a greater number of locations. In this chapter, we present a definition of context and context-awareness and describe its importance to human-computer interaction and mobile computing. We describe some of the difficulties in building context-aware applications and the solutions that have arisen to address these. Despite these solutions, users have difficulties in using and adopting mobile context-aware applications. We discuss these difficulties and present a set of eight design guidelines that can aid application designers in producing more usable and useful mobile context-aware applications.


2009 ◽  
pp. 3222-3235 ◽  
Author(s):  
Anind K. Dey ◽  
Jonna Häkkilä

Context-awareness is a maturing area within the field of ubiquitous computing. It is particularly relevant to the growing sub-field of mobile computing as a user’s context changes more rapidly when a user is mobile, and interacts with more devices and people in a greater number of locations. In this chapter, we present a definition of context and context-awareness and describe its importance to human-computer interaction and mobile computing. We describe some of the dif- ficulties in building context-aware applications and the solutions that have arisen to address these. Despite these solutions, users have difficulties in using and adopting mobile context-aware applications. We discuss these difficulties and present a set of eight design guidelines that can aid application designers in producing more usable and useful mobile context-aware applications.


2015 ◽  
Vol 75 (3) ◽  
Author(s):  
Erman Hamid ◽  
Azizah Jaafar ◽  
Ang Mei Choo

There has been a number of researches carried out on Human-Computer Interaction (HCI) impact to home networking. Many researchers have stated that the HCI elements are the most important aspects to be considered in making user understand some of issues concerning the Home Network. This paper reviews the existing research related to Human-Computer Interaction, Home Network and Network Management. This paper seeks to identify the effectiveness of existing Network Management Tools and the importance of HCI in dealing with it. In addition, this paper looks into the potential future work that could be done in order to archive desirable goals of Home Network.


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