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Query: Lo_I* Results: 2 Sorted by: Date  Comments?
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BringUBus: Matching Buses to Passengers with Lower Mobility Student Design Competition / Lin, Yi-Tien / Su, Hsiao-Ching / Lo, I-Wen / Chou, Po-Lin Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.44-49
ACM Digital Library Link
Summary: Nowadays, some citizens of Taiwan are still suffering the inconvenience when taking public transportation. The research has shown that the average distance between passengers and bus is 10 to 15 meters in approximation caused by imprecision of bus stopping, therefore the scenery which passengers with lower mobility unable to get on bus smoothly is not uncommon. As one of the potential solutions to the above issue, our research team has designed a new system named "BringUBus", which generates a designated parking spot for drivers to respect, thus being notified to stop right in front of the passengers with lower mobility. Eventually improves the bus-taking experience of those in need and promotes the completeness of accessible environment.

The Usability of Metaphors with Different Degree of Abstract in Interface Design Part II: Building and Applying Virtual Humans / Chuang, Ming-Chuen / Lo, Inglen DHM 2007: 1st International Conference on Digital Human Modeling 2007-07-22 p.343-352
Keywords: Metaphor; interface design; usability; SUS score; preference
Link to Digital Content at Springer
Summary: Recently, more and more devices everywhere are getting "smarter" with a multi-modal hierarchical menu and form interface. One of the main points of the menu or interface design is to provide users with ease-to-use operation environment. This make them not only learn efficiently but also feel fun (interested) in the process of learning. However, there is no one concept of design suit everyone because the needs and purposes of users are much different from individuals. To satisfy them, the varied design concepts have been suggested to fit for their distinct perceptions and experiences. Consequently, new assessment, called usability, is also required to estimate whether the design concepts are good or not. Therefore, this study attempted to investigate into the usability of 3D interface design. For that, 3 types of main menu of the mobile phone's interface metaphor design were developed as stimuli with different degree of abstract in this study. Then, a four-phase experiment was conducted to explore the usability evaluation of 3 types of metaphorical interface design with different degree of abstract, including: (1) to investigate users' opinions on a mobile phone's interface design; (2) to verify whether the simulated graphics and interactions corresponding to the metaphors intended (pilot study); (3) to measure the usability of 3 types of metaphorical interface design simulated in this study; (4) to compare the preference for any one of the 3 types of metaphorical interface design. The experimental procedures and the results of the analysis would be interpreted respectively according to different phases. Additionally, the degree of abstract in the metaphorical interface design was defined by the average ratings in phase 1: metaphor 3 were regarded as abstract interface design and metaphor 1 and metaphor 2 were regarded as concrete interface designs, but the degree of concrete in metaphor 1 was stronger than in metaphor 2.