BringUBus: Matching Buses to Passengers with Lower Mobility
Student Design Competition
/
Lin, Yi-Tien
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Su, Hsiao-Ching
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Lo, I-Wen
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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
© Copyright 2016 ACM
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
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Chuang, Ming-Chuen
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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
Copyright © 2007 Springer-Verlag
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.