Usability

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Usability is the ease of use and learnability of a human-made object. (Wikipedia.org)






Conferences related to Usability

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2014 IEEE Frontiers in Education Conference (FIE)

The Frontiers in Education (FIE)Conference is the major international conference about educational innovations and research in engineering and computing. FIE 2014 continues a long tradition of disseminating results in these areas. It is an ideal forum for sharing ideas; learning about developments in computer science, engineering, and technology education; and interacting with colleagues in these fields.

  • 2013 IEEE Frontiers in Education Conference (FIE)

    The Frontiers in Education (FIE)Conference is the major international conference about educational innovations and research in engineering and computing. FIE 2013 continues a long tradition of disseminating results in these areas. It is an ideal forum for sharing ideas; learning about developments in computer science, engineering, and technology education; and interacting with colleagues in these fields.

  • 2012 IEEE Frontiers in Education Conference (FIE)

    The Frontiers in Education (FIE)Conference is the major international conference about educational innovations and research in engineering and computing. FIE 2012 continues a long tradition of disseminating results in these areas. It is an ideal forum for sharing ideas; learning about developments in computer science, engineering, and technology education; and interacting with colleagues in these fields.

  • 2011 Frontiers in Education Conference (FIE)

    The Frontiers in Education (FIE) Conference is the major international conference about educational innovations and research in engineering and computing. FIE 2011 continues a long tradition of disseminating results in these areas. It is an ideal forum for sharing ideas; learning about developments in computer science, engineering, and technology education; and interacting with colleagues in these fields.

  • 2010 IEEE Frontiers in Education Conference (FIE)

    (FIE) Conference is a major international conference devoted to improvements in computer science, engineering, and technology (CSET) education. FIE 2008 continues a long tradition of disseminating educational research results and innovative practices in CSET education. It is an ideal forum for sharing ideas, learning about developments in CSET education, and interacting with colleagues.

  • 2009 IEEE Frontiers in Education Conference (FIE)

    FIE is a major international conference devoted to improvements in computer science, engineering and technology (CSET) education. FIE continues a loong tradition of disseminating educational research results and innovative practices in CSET education. It is an ideal forum for sharing ideas, learning about developments in CSET education, and interacting with colleagues.

  • 2008 IEEE Frontiers in Education Conference (FIE)

  • 2007 IEEE Frontiers in Education Conference (FIE)

    Globalization has dramatically changed engineering. Global engineering teams design products for global markets. Knowledge has no borders in a world where information flow is digitalized and sent worldwide in seconds. A core requirement of engineering globalization is an understanding of how the different cultures of the global marketplace shape product development, mult-national engineering teams, and consumer expectations. Engineering education must address this issue.

  • 2006 IEEE Frontiers in Education Conference (FIE)

  • 2005 IEEE Frontiers in Education Conference (FIE)


2013 5th International Workshop on Near Field Communication (NFC)

NFC 2013 is the 5th International Research Workshop with focus on Near Field Communication (NFC). This workshop covers the entire technological area, beginning from RF and hardware, smartcards approach, security, applications and services, business processes, up to usability and user experience. NFC 2013 is ideal for addressing the challenges facing multidisciplinary research, development, design, and proof of concepts, pilot projects, deployment and fundamental limits of the NFC technology.

  • 2012 4th International Workshop on Near Field Communication (NFC)

    NFC2012 is 4th International Research Workshop with focus on Near Field Communication (NFC). This conference covers the entire technological area, beginning from RF and hardware, smartcards approach, security, applications and services, business processes, up to usability and user experience. NFC2012 is ideal for addressing the challenges facing multidisciplinary research, development, design, and proof of concepts, pilot projects, deployment and fundamental limits of the NFC technology.

  • 2011 3rd International Workshop on Near Field Communication - NFC'11

    This workshop covers the entire technological area, beginning from RF & hardware related topics, smartcards approaches, security, applications and services, business processes, up to usability and user experience. It aims to provide a forum for a full and detailed discussion of the research issues of NFC as an integrative concept that covers hardware, software, security, usability and different fields of applications.

  • 2010 2nd International Workshop on Near Field Communication - NFC'10

    The international workshop on Near Field Communication (NFC) will bring together researchers and practitioners in the area of RF & hardware related topics, smartcards & security, applications & services and usability & user experience. The workshop is ideal for addressing the challenges facing the research, development, design, manufacture, deployment and fundamental limits.


2013 IEEE Conference on Cybernetics and Intelligent Systems (CIS)

The goal of the CIS 2013 is to bring together experts from the field of cybernetics and intelligent systems to discuss on the state-of-the-art and to present new research findings and perspectives of future developments with respect to the conference themes. The goal of the RAM 2013 is to bring together experts from the field of robotics, automation and mechatronics to discuss on the state-of-the-art and to present new research findings and perspectives of future developments.


2013 IEEE International Professional Communication Conference (IPCC 2013)

The theme of the conference is "Beyond Borders: Communicating Globally." Sessons will include empirical studies, workshops, tutorials, and industry applications.


2012 16th Annual International Symposium on Wearable Computers (ISWC)

ISWC 2012, the sixteenth annual International Symposium on Wearable Computers, is the premier forum for wearable computing and issues related to on-body and worn mobile technologies. ISWC'12 will bring together researchers, product vendors, fashion designers, textile manufacturers, users, and related professionals to share information and advances in wearable computing.


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Periodicals related to Usability

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Professional Communication, IEEE Transactions on

The study, development, improvement, and promotion of techniques for preparing, organizing for use, processing, editing, collecting, conserving, and disseminating any form of information in the electrical and electronics fields.




Xplore Articles related to Usability

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A Systematic Analysis of Software Architecture Visualization Techniques

Program Comprehension (ICPC), 2011 IEEE 19th International Conference on, 2011

The visualization of software systems allows a software developer to build a mental model of the program supporting her to better understand its design and functionality. This research aims at studying current visualization techniques and practices to propose a set of principles for designing effective software architecture visualization techniques, focusing on their support for program comprehension. The research will be ...


Interactive Geometry Goes Mobile with GeoTouch

Advanced Learning Technologies (ICALT), 2014 IEEE 14th International Conference on, 2014

Interactive Geometry (IG) is a computational approach to teach geometry using interactive geometric objects. It is based on the learning-by-doing method where the representation and manipulation of geometric spaces can support students to construct their knowledge through experience. Several research findings indicate various benefits of using IG in classroom. Nevertheless, IG software developed to date has been based on the ...


How personal fitness data can be re-used by smart cities

Intelligent Sensors, Sensor Networks and Information Processing (ISSNIP), 2011 Seventh International Conference on, 2011

The growing trend to use mobile devices and applications to collect data relating to fitness activities has resulted in large amounts of sensor data being generated. Further, in some cases the fitness data is shared over social networks. This collected data has potential uses in a number of fields including: public health and population health data, urban planning, fitness trends ...


Semi-Automatic Generation of Metadata for Items in a Question Repository

Technology for Education (T4E), 2014 IEEE Sixth International Conference on, 2014

Question repositories are organized collections of assessment questions (items) that serve many purposes. Questions required vary widely along many dimensions such as cognitive level, difficulty level content and question type depending upon the context in which it is used. This paper proposes a software system that semi-automatically generates metadata for items in a question repository. The metadata in this paper ...


Normally-off technologies for healthcare appliance

Design Automation Conference (ASP-DAC), 2014 19th Asia and South Pacific, 2014

Battery mass and power consumption of wearable system must be reduced because the key factors affecting wearable system usability are miniaturization and weight reduction. This report describes a wearable biosignal monitoring system using normally-off technologies to minimize the power consumption. Especially we focused on daily-life monitoring and electrocardiograph (ECG) processor. Our system employs Ferroelectric Random Access Memory (FeRAM) and Near ...


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Educational Resources on Usability

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eLearning

Evolution of the Earth Observing System (EOS) Data and Information System (EOSDIS)

M. Esfandiari; H. Ramapriyan; J. Behnke; E. Sofinowski 2006 IEEE International Symposium on Geoscience and Remote Sensing, 2006

The earth observing system (EOS) data and information system (EOSDIS) has been serving a broad user community since 1994. Most of NASA's Earth science data are currently being archived, managed and distributed by EOSDIS. Also, EOSDIS commands and controls EOS spacecraft and instruments, captures data from the instruments and processes them into a set of standard products. As of March ...


Automated integrated support for requirements-area and validation processes related to system development

P. P. Alarcon; J. Garbajosa; A. Crespo; B. Magro Industrial Informatics, 2004. INDIN '04. 2004 2nd IEEE International Conference on, 2004

This paper describes a research work to enhance the automation of system development with the particularity of obtaining an increased degree of integration for requirements analysis and validation processes. The automated support described within this paper requirements and validation tests become a pivot of the development process. In combination with simulation, the current approach provides a good support for incremental ...


A New Approach to Preservation Metadata for Scientific Data: A Real World Example

R. Duerr; R. Weaver; M. Parsons 2006 IEEE International Symposium on Geoscience and Remote Sensing, 2006

The Open Archival Information System (OAIS) Reference Model was developed by the Consultative Committee for Space Data Systems (CCSDS) in the late 1990s and was adopted as an ISO standard in 2003 (ISO14721:2003) [1]. Recently, many data centers and archives around the world have started to adopt this protocol. As a notable example, the National Oceanographic and Atmospheric Administration (NOAA) ...


The human-computer interface is the system; a plea for a poor man's HCI component in software engineering curricula

G. van der Veer; H. van Vliet Software Engineering Education and Training, 2001. Proceedings. 14th Conference on, 2001

Most software engineering approaches restrict the user interface to everything a user may perceive or experience. As a result, it is often designed rather independently of the system functionality. Chances are then that it does not get the attention it deserves. In the approach to software development we sketch, the design of the user interface and the design of the ...


PODEM-X: An Automatic Test Generation System for VLSI Logic Structures

P. Goel; B. C. Rosales Design Automation, 1981. 18th Conference on, 1981

Multiple test generation algorithms and techniques described in this paper have been integrated into a unified system which has successfully produced tests for unpartitioned LSSD logic structures of up to 50,000 logic gates. The design concepts behind the creation of a unified system are presented, as are actual results obtained on large logic structures. System usability was significantly enhanced by ...


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IEEE-USA E-Books

  • Welcome to Google Earth: Networks, World Making, and Collective Experience

    This chapter contains sections titled: Welcome to Google Earth: Networks, World Making, and Collective Experience, Images of the world, inscription of what?, A wired and windowless world, User, usability, utility, Will Google eat itself?, Toward an allopo(i)etics of Google Earth

  • The User Edit: Making Manuals Easier to Use

    One of the best tools for improving technical manual usability is the "user edit"; it is fast, cheap, easy, and powerful, yielding a lot of information for very little effort. The simplest way to run a user edit is to have the user read the manual one page at a time, carrying out the instructions as he reads them. A user edit can help uncover stylistic errors but it may not uncover all of them. With practice, users can adapt to the writer's style. For this reason, the manual should be formally edited for consistency; that is, once the user edit has found a stylistic error, an editor should check the manual thoroughly for similar errors. Testing a manual page by page can improve the usability of every section and still leave a badly flawed book. To be usable, the information in a manual must also be complete and accessible.

  • User Interfaces and Usability

    This chapter contains sections titled: Usability and the Design of User Interfaces, Browsers, Recent Advances in Design of User Interfaces, Computer Systems and Networks, User Interfaces for Multimedia Information, User Interfaces and the Effectiveness of Digital Libraries

  • Customer Partnering: Data Gathering for Complex On-Line Documentation

    As technical communicators face the challenge of organizing information from different products and departments and for different audiences into integrated on-line information sources, they must perform rigorous audience and task analyses. Technical communicators today must document complex applications used in complex environments. Information about users and use models is important under these conditions, especially if documentation is to be presented on-line. Customer partnering, a method of information gathering that supplements surveys, contextual inquiries, usability testing, and interviews, provides a way of involving the users of complex applications in the design of information delivery systems. This chapter shows how this method can be used to help a client gather important information about user and use models, and design a new information library for complex server computer systems. The major benefit of customer partnering is the relationship that develops between a client company and its customer partners through repeated contact.

  • Projects in Turtle Geometry

    Logo for the Macintosh teaches the art of programming to first time programmers. It begins with Turtle Geometry, a series of exercises involving both Logo programming and geometric concepts. Later chapters illustrate more advanced topics, such as the famous DOCTOR program with its simulated psychotherapist and an INSTANT program that enables parents and teachers to create a programming environment for preschool children. A chapter is devoted to the topic of object-oriented programming, a key feature of the Object Logo implementation of Logo.Logo for the Macintosh is written primarily for use with Object Logo, a powerful implementation of the Logo language that greatly enhances its speed, capabilities, and overall usability in education and beyond. The book may also be used with other versions of Logo for the Macintosh.Harold Abelson is Professor of Computer Science at the Massachusetts Institute of Technology. He directed the first implementation of Logo for the Apple II, which made Logo widely available on personal computers beginning in 1981. Amanda Abelson, a high-school student, runs a nationwide Internet based multiuser simulation game.

  • About the Authors

    In Aesthetic Computing, key scholars and practitioners from art, design, computer science, and mathematics lay the foundations for a discipline that applies the theory and practice of art to computing. Aesthetic computing explores the way art and aesthetics can play a role in different areas of computer science. One of its goals is to modify computer science by the application of the wide range of definitions and categories normally associated with making art. For example, structures in computing might be represented using the style of Gaudi or the Bauhaus school. This goes beyond the usual definition of aesthetics in computing, which most often refers to the formal, abstract qualities of such structures--a beautiful proof, or an elegant diagram. The contributors to this book discuss the broader spectrum of aesthetics--from abstract qualities of symmetry and form to ideas of creative expression and pleasure--in the context of computer science. The assumption behind aesthetic computing is that the field of computing will be enriched if it embraces all of aesthetics. Human-computer interaction will benefit--"usability," for example, could refer to improving a user's emotional state--and new models of learning will emerge.Aesthetic Computing approaches its subject from a variety of perspectives. After defining the field and placing it in its historical context, the book looks at art and design, mathematics and computing, and interface and interaction. Contributions range from essays on the art of visualization and "the poesy of programming" to discussions of the aesthetics of mathematics throughout history and transparency and reflectivity in interface design.Contributors:James Alty, Olav W. Bertelsen, Jay David Bolter, Donna Cox, Stephan Diehl, Mark d'Inverno, Mic hele Emmer, Paul Fishwick, Monica Fleischmann, Ben Fry, Carsten Gï¿¿ï¿¿rg, Susanne Grabowski, Diane Gromala, Kenneth A. Huff, John Lee, Frederic Fol Leymarie, Michael Leyton, Jonas Lï¿¿ï¿¿wgren, Roger F. Malina, Laurent Mignonneau, Frieder Nake, Ray Paton, Jane Prophet, Aaron Quigley, Casey Reas, Christa Sommerer, Wolfgang Strauss, Noam Tractinksy, Paul Vickers, Dror Zmiri

  • Philosophy and Representation

    In Aesthetic Computing, key scholars and practitioners from art, design, computer science, and mathematics lay the foundations for a discipline that applies the theory and practice of art to computing. Aesthetic computing explores the way art and aesthetics can play a role in different areas of computer science. One of its goals is to modify computer science by the application of the wide range of definitions and categories normally associated with making art. For example, structures in computing might be represented using the style of Gaudi or the Bauhaus school. This goes beyond the usual definition of aesthetics in computing, which most often refers to the formal, abstract qualities of such structures--a beautiful proof, or an elegant diagram. The contributors to this book discuss the broader spectrum of aesthetics--from abstract qualities of symmetry and form to ideas of creative expression and pleasure--in the context of computer science. The assumption behind aesthetic computing is that the field of computing will be enriched if it embraces all of aesthetics. Human-computer interaction will benefit--"usability," for example, could refer to improving a user's emotional state--and new models of learning will emerge.Aesthetic Computing approaches its subject from a variety of perspectives. After defining the field and placing it in its historical context, the book looks at art and design, mathematics and computing, and interface and interaction. Contributions range from essays on the art of visualization and "the poesy of programming" to discussions of the aesthetics of mathematics throughout history and transparency and reflectivity in interface design.Contributors:James Alty, Olav W. Bertelsen, Jay David Bolter, Donna Cox, Stephan Diehl, Mark d'Inverno, Mic hele Emmer, Paul Fishwick, Monica Fleischmann, Ben Fry, Carsten Gï¿¿ï¿¿rg, Susanne Grabowski, Diane Gromala, Kenneth A. Huff, John Lee, Frederic Fol Leymarie, Michael Leyton, Jonas Lï¿¿ï¿¿wgren, Roger F. Malina, Laurent Mignonneau, Frieder Nake, Ray Paton, Jane Prophet, Aaron Quigley, Casey Reas, Christa Sommerer, Wolfgang Strauss, Noam Tractinksy, Paul Vickers, Dror Zmiri

  • Context

    Interactive systems and devices, from mobile phones to office copiers, do not fulfill their potential for a wide variety of reasons--not all of them technical. Press On shows that we can design better interactive systems and devices if we draw on sound computer science principles. It uses state machines and graph theory as a powerful and insightful way to analyze and design better interfaces and examines specific designs and creative solutions to design problems. Programmers--who have the technical knowledge that designers and users often lack--can be more creative and more central to interaction design than we might think. Sound programming concepts improve device design. Press On provides the insights, concepts and programming tools to improve usability. Knowing the computer science is fundamental, but Press On also shows how essential it is to have the right approaches to manage the design of systems that people use. Particularly for complex systems, the social, psychological and ethical concerns--the wider design issues--are crucial, and these are covered in depth. Press On highlights key principles throughout the text and provides cross-topic linkages between chapters and suggestions for further reading. Additional material, including all the program code used in the book, is available on an interactive web site. Press On is an essential textbook and reference for computer science students, programmers, and anyone interested in the design of interactive technologies.Harold Thimbleby is Professor of Computer Science at Swansea University, Wales. He is the author or editor of a number of books, including User Interface Design, and nearly 400 other publications.

  • No title

    One of the application areas of data mining is the World Wide Web (WWW or Web), which serves as a huge, widely distributed, global information service for every kind of information such as news, advertisements, consumer information, financial management, education, government, e-commerce, health services, and many other information services. The Web also contains a rich and dynamic collection of hyperlink information, Web page access and usage information, providing sources for data mining. The amount of information on the Web is growing rapidly, as well as the number of Web sites and Web pages per Web site. Consequently, it has become more difficult to find relevant and useful information for Web users. Web usage mining is concerned with guiding the Web users to discover useful knowledge and supporting them for decision- making. In that context, predicting the needs of a Web user as she visits Web sites has gained importance. The requirement for predicting user needs in order to guide the user in a Web site and improve the usability of the Web site can be addressed by recommending pages to the user that are related to the interest of the user at that time. This monograph gives an overview of the research in the area of discovering and modeling the users' interest in order to recommend related Web pages. The Web page recommender systems studied in this monograph are categorized according to the data mining algorithms they use for recommendation. Table of Contents: Introduction to Web Page Recommender Systems / Preprocessing for Web Page Recommender Models / Pattern Extraction / Evaluation Metrics

  • No title

    In its early years, the field of computer vision was largely motivated by researchers seeking computational models of biological vision and solutions to practical problems in manufacturing, defense, and medicine. For the past two decades or so, there has been an increasing interest in computer vision as an input modality in the context of human-computer interaction. Such vision-based interaction can endow interactive systems with visual capabilities similar to those important to human-human interaction, in order to perceive non-verbal cues and incorporate this information in applications such as interactive gaming, visualization, art installations, intelligent agent interaction, and various kinds of command and control tasks. Enabling this kind of rich, visual and multimodal interaction requires interactive-time solutions to problems such as detecting and recognizing faces and facial expressions, determining a person's direction of gaze and focus of attention, tracking movement of th body, and recognizing various kinds of gestures. In building technologies for vision-based interaction, there are choices to be made as to the range of possible sensors employed (e.g., single camera, stereo rig, depth camera), the precision and granularity of the desired outputs, the mobility of the solution, usability issues, etc. Practical considerations dictate that there is not a one-size-fits-all solution to the variety of interaction scenarios; however, there are principles and methodological approaches common to a wide range of problems in the domain. While new sensors such as the Microsoft Kinect are having a major influence on the research and practice of vision- based interaction in various settings, they are just a starting point for continued progress in the area. In this book, we discuss the landscape of history, opportunities, and challenges in this area of vision-based interaction; we review the state-of-the-art and seminal works in detecting and recognizing the human b dy and its components; we explore both static and dynamic approaches to "looking at people" vision problems; and we place the computer vision work in the context of other modalities and multimodal applications. Readers should gain a thorough understanding of current and future possibilities of computer vision technologies in the context of human- computer interaction.



Standards related to Usability

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No standards are currently tagged "Usability"