...Page 1 Evaluating Web-Based Instructional Design © Copyright Harold Henke, 1997, 2001 all rights reserved Author’s note: This paper was written in 1997 as a project paper for a course on Human-Computer Interaction. This paper was reformatted in June, 2001. Page 2 Table of Contents List of Illustrations...................................................................................... 3 List of Tables............................................................................................... 3 Chapter 1: Introduction .............................................................................. 4 Problem Statement .................................................................................... 4 Chapter 2: Literature Review ...................................................................... 5 Definition of Web-Based Instruction............................................................. 5 Importance of Web-Based Instruction ........................................................... 5 Web-Based Instruction Design Issues ........................................................... 6 Chapter 3: Methodology Design .................................................................. 7 Top Ten Web Design Mistakes ..................................................................... 7 Interface Design for Computer-based Learning Environments........................... 8 Measurement Scores ........................................................
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...HC: Human-Computer Interaction Human–computer interaction (HCI) is concerned with designing the interaction between people and computers and the construction of interfaces to afford this. Interaction between users and computational artefacts occurs at an interface which includes both software and hardware. Interface design impacts the software life-cycle in that it should occur early; the design and implementation of core functionality can influence the user interface – for better or worse. Because it deals with people as well as computers, as a knowledge area HCI draws on a variety of disciplinary traditions including psychology, computer science, product design, anthropology and engineering. HC: Human Computer Interaction (4 Core-Tier1 hours, 4 Core-Tier2 hours) Core-Tier1 hours HCI: Foundations HCI: Designing Interaction HCI: Programming Interactive Systems HCI: User-cantered design & testing HCI: Design for non-Mouse interfaces HCI: Collaboration & communication HCI: Statistical Methods for HCI HCI: Human factors & security HCI: Design-oriented HCI HCI: Mixed, Augmented and Virtual Reality 4 4 Core-Tier2 hours Includes Electives N N HC/Foundations [4 Core-Tier1 hours, 0 Core-Tier2 hours] Motivation: For end-users, the interface is the system. So design in this domain must be interaction-focussed and human-centred. Students need a different repertoire of techniques to address this than is provided elsewhere in the curriculum. Topics: • • • Contexts for HCI (anything...
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...and Mental Models 6. Interface metaphors Interactions 7. Input 8. Output 9. User Support 10. Interaction Styles 11. Information Architecture and Web Navigation User-Centred Design 12. User-Centred Design 13. Methods for User-Centred Design 14. User-Centred Web Design 15. Usability Engineering 16. Guidelines and Standards 17. Prototyping 18. Evaluation 1 Computer Supported Cooperative Work Cooperative working Classification of CSCW systems Groupware Systems Organization contributions. Applications of multimedia systems in learning, computer vision, and entertainment. 2 BIT 2305: HUMAN COMPUTER INTERACTION INTRODUCTION TO HCI Human Computer Interaction (HCI) is concerned with studying ways to design, prototype, evaluate and implement user interfaces that are easy to learn, efficient and pleasant to use. Often it is hard to learn a new tool. This is particularly the case in the complicated world of the computer where there are many different technologies (software tools) and many different ways to access them (different hardware and different screen layouts). Bridging the gap between the technology and the user – making the technology easy to learn and easy to use – is concern and the task of the “user interface”. User refers to the different people who might be using a certain tool. In these times of wide software distribution, there are actually many different users to consider when designing an interface. Interface seems to be the most...
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...| User Interface DesignAndrew DillonThis item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (2003) User Interface Design. MacMillan Encyclopedia of Cognitive Science, Vol. 4, London: MacMillan, 453-458.Keywords: human-computer interaction, applied cognitive science, design, computer.Contents listIntroduction Cognitive Science and design The Basics of Human-Computer Interaction Cognitive Design Guidelines: from psychophysics to semiotics Beyond guidelines Cognitive theories and models in HCI Developing user-centered design methods Summary Bibliography GlossaryArticle definitionThis article covers the basic issues that the field of cognitive science raises in the design and testing of new digital technologies for human use.1. IntroductionThe design of computer interfaces that are usable and easily learned by humans is a non-trivial problem for software developers. As information technologies mediate many of the activities we now perform routinely as part of our lives, the attention paid to the process of human-computer interaction is enormous. Since much of the process of interaction is cognitive in nature, involving perception, representation, problem solving, navigation, query-formulation and language processing, the theories and methods of cognitive science are viewed as directly relevant to such concerns. The result has been the emergence of an applied cognitive science for software design that is known as the...
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...Introduction Over the years, Human-Computer Interaction (HCI) research has been trying to increase the good experience and try to reduce bad experiences as much as possibly with technology. The rapid change in technology allows users to use wide range of applications while on the move, however now and then designers ignore the way clients will need to associate with such interfaces while progressing. It is inefficient if an interface has good software but users struggle to relate with it because of a bad design. The design of a user interface must be simple enough so that it can be easy to interact by novice or expert user. A well designed interface is able to empower and support users who require a sense of agency and control. It is important...
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...IJCSI International Journal of Computer Science Issues, Vol. 8, Issue 4, No 1, July 2011 ISSN (Online): 1694-0814 www.IJCSI.org 374 Dynamic User Interface Based on Cognitive Approach in Web Based Learning L.Jayasimman1, A.Nisha Jebaseeli 2, Dr.E.George Dharma Prakashraj 3 and J.Charles 4 1 Computer Application, Anna University, J J College of Eng. And Tech. Trichy, Tamilnadu, India 2 Computer Science, Bharathidasan University, BDU Constituent College Trichy, Tamilnadu, India 3 Computer Science and Engineering, Bharathidasan University Trichy, Tamilnadu, India 4 Computer Science, Bharathidasan University, Arignar Anna Govt. College Trichy, Tamilnadu, India With bandwidth increasing at a constant pace, technology in education has become an important part for delivery of educational content to students. Online learning in various forms is gaining popularity but lacks the adaptability required to hold the learners attention due to its rigid structure. Though animation and powerful graphics enhance the learning content, delivery of content according to learners need is yet to become a reality. It is not possible to build a l earning system that can satisfy every learner as some people respond best when they see basic facts on a clean page, others when they have a lot of charts and graphs at their fingertips. To overcome these shortcomings the content delivery itself can be made dynamic based on the learner's need. In this paper we propose a novel method...
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... UMI Number: 3187646 Copyright 2005 by Hueftle, Theresa A. All rights reserved. UMI Microform 3187646 Copyright 2006 by ProQuest Information and Learning Company. All rights reserved. This microform edition is protected against unauthorized copying under Title 17, United States Code. ProQuest Information and Learning Company 300 North Zeeb Road P.O. Box 1346 Ann Arbor, MI 48106-1346 © Theresa Hueftle, 2005 Abstract The purpose of this study was to determine the most effective way to deliver just-in-time learning using mobile technology for newspaper salespeople working in the field. The goal was to produce a pedagogical platform that was time sensitive, had on the job accessibility, and did not overload the salesperson’s mental abilities. The instructional design prototype used an action research approach. The study was based on the works of Gloria Gery (electronic performance support) and Ruth Clarks (building expertise). This study provided the information from an authentic newspaper environment to develop a mobile performance support prototype for newspaper salespeople. Results revealed the hardware, authoring software, content, architecture, and learning theory for developing a prototype. The Pocket PC could deliver the mobile EPSS because the device met the needs of the mobile EPSS and salespeople based on survey results and small group interviews. The researcher selected RoboHelp for developing the prototype because the software was easy to use and had...
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...[pic] MASENO UNIVERSITY E-LEARNING CENTRE SCS 437: INFORMATION SYSTEMS APPLICATIONS Domains of AI AI applications can be grouped under the three major areas of cognitive science, robotics, and natural interfaces. Cognitive science Deals with how human beings are able to be intelligent and aware. Studies human memory, learning, perception, and problem solving. Leads to the development of expert systems and other knowledge-based systems that add a knowledge base and some reasoning capability to information systems, adaptive learning systems that can modify their behaviors based on information they acquire as they operate. Fuzzy logic systems can process data that are incomplete or ambiguous, i.e., fuzzy data. Thus, they can solve unstructured problems with incomplete knowledge by developing approximate inferences and answers, as humans do. Robotics Produces robot machines with computer intelligence and computer-controlled, human-like physical capabilities: give robots the powers of sight, or visual perception; touch, or tactile capabilities, locomotion, or the physical ability to move over any terrain; and navigation, or the intelligence to properly find one’s way to a destination. Robotics can be widely applied in computer-aided manufacturing (CAM). Natural Interfaces The development of natural languages and speech recognition are major areas in natural interfaces. Developing computers and robots which are able to “talk” in conversational...
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...Computers & Education 49 (2007) 3–18 www.elsevier.com/locate/compedu Web3D technologies in learning, education and training: Motivations, issues, opportunities Luca Chittaro *, Roberto Ranon HCI Laboratory, Department of Math and Computer Science, University of Udine, Via delle Scienze 206, 33100 Udine, Italy Abstract Web3D open standards allow the delivery of interactive 3D virtual learning environments through the Internet, reaching potentially large numbers of learners worldwide, at any time. This paper introduces the educational use of virtual reality based on Web3D technologies. After briefly presenting the main Web3D technologies, we summarize the pedagogical basis that motivate their exploitation in the context of education and highlight their interesting features. We outline the main positive and negative results obtained so far, and point out some of the current research directions. Ó 2005 Elsevier Ltd. All rights reserved. Keywords: Human–computer interface; Interactive learning environments; Multimedia/hypermedia systems; Programming and programming languages; Virtual reality 1. Introduction The use of virtual reality (VR) as an educational tool has been proposed and discussed by several authors (e.g., Helsel, 1992; Wickens, 1992; Winn, 1993). Virtual environments (VEs) offer the possibility to recreate the real world as it is or to create completely new worlds, providing experiences that can help people in understanding concepts as well as learning to perform...
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...Distance Learning and the Internet Conference 2008 5-2 Distance Learning Computer-based Hands-on Workshop: Experiences on Virtual and Physical Lab Environments Patcharee Basu, Shoko Mikawa, Achmad Basuki, Achmad Husni Thamrin, Keiko Okawa, Jun Murai Keio University Plenary Sessions Waseda University Presentations {yoo, funya, abazh, husni, keiko, jun}@sfc.wide.ad.jp Abstract In response to the educational demands of computer-skilled human resources, distance learning with ability to support hands-on computer lesson is needed. In this paper, a platform for region-wide distance learning computer-based hands-on workshop is presented through the actual developments. The proposed platform supports 1) teaching/learning activities in a hands-on computer workshop 2) efficient large-scale remote computer laboratory. Computer virtualization and StarBED large-scale computing testbed were utilized to create a distance learning computer laboratory, virtual and physical. This paper discusses various aspects of deploying virtual and physical lab environments for region-wide learners in a synchronous-style distance learning workshop. Keywords Hands-on computer workshop, remote laboratory, distance learning, educational technology 1 Introduction With digital and telecommunication technologies, distance education has been developed to extend boundary of knowledge sharing to be more location and time independent. It has been widely deployed in academic or training programs...
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...Android and IOS : A study on Android 5.0 and IOS 8 Interface :Preferences Devadarshan A/L Ganasan Tunku Abdul Rahman University College Wangsa Maju, Abstract The purpose of the present study is to examine the Android 5.0 is and IOS 8. The study was guided by uses gratifications approach as a framework because the assumption that audience constantly seek the user interface for entertainment and satisfaction. Introduction The purpose of present study is to examine the preference of IOS 8 between Android 5.0 Lollipop. While it is know that both platform has their own user and fans but Android and IOS have their own design style and preferences . IOS is a mobile performing system build and establish by Apple INC. IOS formerly Iphone OS and allot exclusively solely for Apple Hardware. It is running the system that present time powers many mobile device’s company , along with IPhone ,Ipod and IPad. Originally revealed on 2007 for the Iphone. Later on it drawn out to support for other Apple device like Ipod September 2007. After 3 years on January 2010 for Ipad and second generation Apple TV along on September 2010.On January 2015 Apple App Store involve more than 1.4 million IOS application , 725,000of which are native for iPad . IOS interface is based on the concept of using multi touch gesture , direct manipulation , flat designs . Interface control elements consist of sliders, switch and buttons. Communication with OS build gesture such as tap, swipe ,pinch...
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...What is user interface design? User interface design or user interface engineering is the design of computers, appliances, machines, mobile communication devices, software applications, and websites with the focus on the user's experience and interaction. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals—what is often called user-centered design. Good user interface design facilitates finishing the task at hand without drawing unnecessary attention to itself. Graphic design may be utilized to support its usability. The design process must balance technical functionality and visual elements (e.g., mental model) to create a system that is not only operational but also usable and adaptable to changing user needs. A user interface is the system by which people (users) interact with a machine. The user interface includes hardware (physical) and software (logical) components. User interfaces exist for various systems, and provide a means of Input, which allows the users to manipulate a system, and/or Output, which allows the system to indicate the effects of the users' manipulation. Generally, the goal of human-machine interaction engineering is to produce a user interface which makes it easy, efficient, and enjoyable to operate a machine in the way which produces the desired result. This generally means that the operator needs to provide minimal input to achieve the desired output, and also...
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...standardized interfaces within a standardized architecture (Langlois, 2000) * Modularity is based on a systems theory view of organizations and their processes. It seeks to investigate how a system’s components are ‘coupled’ together and how tight these bonds are. * Modularity is important today because of the increased complexity of modern technology. * The driving normative basis for the investigation is that increased modularity enables the parts of a system to be separated and combined with much greater flexibility, and that such flexibility is desirable. * What is new is the application of the idea of modularity not only to technological design but also to organizational design. * A complex modern society might be made more productive through a modular design of social and economic institutions. * In a world of change, modularity is generally worth the costs. The goal is to find the modularization that minimizes interdependencies and most cleanly decomposes the system. * Innovation that takes place through change in the modules we can call modular innovation. * Handling complex systems become easier if break them up into sub-systems. * Complex product or process composed of smaller sub-systems that can be designed independently and function together as a whole * Existing modularity in processes and products * Extension of modularity to cope with complexity or to manage costs * Modularity’s Technological dimension : design of...
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...Task analysis and human-computer interaction: approaches, techniques, and levels of analysis Abe Crystal School of Information and Library Science University of North Carolina at Chapel Hill acrystal@email.unc.edu Beth Ellington School of Information and Library Science University of North Carolina at Chapel Hill elliv@email.unc.edu ABSTRACT In this paper we critically review task analysis models and techniques. These approaches to task analysis are discussed in order to develop a richer picture of human activity, while analyzing their limitations, general weaknesses, and possibilities for improvement. We consider their ability to determine the appropriate set of atomic actions in a task, their effect on workers’ motivational needs, their support of users’ cognitive and sociocultural processes, and their effectiveness in supporting interface design. We note that the major approaches have focused on very different levels of analysis, and call for greater integration of these different levels in task analysis theory. Keywords Task analysis, cognitive modeling, activity theory. INTRODUCTION Practitioners and researchers routinely advocate building user-centered systems which enable people to reach their goals, take account of natural human limitations, and generally are intuitive, efficient and pleasurable to use (Preece, Rogers and Sharp, 2002). Central to the design of such systems is a clear understanding of what users actually want to do: What...
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...Information Technology has contributed a lot in enhancing global technologies particularly to education. Now in this generation of computers and web networks, the rapidity of doing tasks is very fast and anyone can perform anywhere at any time. With this progression, mobile devices are one of the momentous recent developments in information and communication technology that is one way of improving instructive issues. It introduces new types of attending attendance techniques like just by tapping the "Boxes" that implicates the students on a touch capable device specifically a Smartphone. Today, the current condition of the instructors is that they felt hassle in a manual calculation. They seemed in a need of another way to make their life easy in calculating the student’s attendance and for them to have a reliable results and information. This problem aims the faculties to have a system that will satisfy their needs and for the students to access in an easy way to their attendance records. This may one way of solving and providing the needs of faculties and students in an effective way of getting attendance and acquiring important information which is convenient and accessible for the users to whom which can have it right away. It is in this context that the faculty wants to analyze, design, develop, test and implement the mobile based attendance system. This application provides understandable and basic functions that can be installed and share in most android mobile...
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