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.


Visualization and Computer Graphics, IEEE Transactions on

Specific topics include, but are not limited to: a) visualization techniques and methodologies; b) visualization systems and software; c) volume visulaization; d) flow visualization; e) information visualization; f) multivariate visualization; g) modeling and surfaces; h) rendering techniques and methodologies; i) graphics systems and software; j) animation and simulation; k) user interfaces; l) virtual reality; m) visual programming and program visualization; ...




Xplore Articles related to Usability

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Navigation among Model Sketches on Large Interactive Displays

Markus Kleffmann; Matthias Book; Volker Gruhn 2014 IEEE 18th International Enterprise Distributed Object Computing Conference Workshops and Demonstrations, 2014

Modeling, whether for conceptualization or specification, is a key activity in software engineering and many other design and engineering disciplines. Especially in early project phases, most users prefer informal models sketched on whiteboards over heavyweight CASE tools that enforce a formal notation. But since physical whiteboards can offer only limited flexibility and usability when dealing with large model sets, large ...


Considering the Visual Element in Clinical Pediatric Data Management

Mark Ginsburg 2012 45th Hawaii International Conference on System Sciences, 2012

This paper overviews private pediatric practice clinical data management needs and discusses the basic visit types. It then models the patients' trajectory in the course of a visit as he or she sees the nurse for routine measurements then the doctor for age-based well visit interviews or ad-hoc sick visit consultations. For both the nurse and the doctor, we consider ...


Usability of menu-versus icon-based software in automatic test equipment (ATE) control

M. Kemp; S. Mills; J. Noyes IEE Colloquium on Man-Machine Interfaces for Instrumentation, 1995

Computer controlled equipment is now widely used in industry to support the testing of products during both development and production. Such systems have traditionally been controlled using menu-based software which has often been written in-house using standard programming languages. Recently however, a number of icon-based languages using graphical programming and interfacing techniques have become available. A study is reported which ...


Not a case of either-or (technical communication)

J. E. Souther International Conference on Professional Communication,Communication Across the Sea: North American and European Practices, 1990

The author expands on four aspects of the interaction of the engineer and the technical communication specialist: (1) the various tasks that make up the technical publication process; (2) the interactive but shifting role of these two participants as determined by purpose and readership; (3) the reader- advocate function of the communication specialist which can, in fact, affect future engineering ...


Particle Swarm as a Model for Community Formation in Social Networks

Mikołaj Morzy; Tomasz Kruk 2016 Third European Network Intelligence Conference (ENIC), 2016

Online communities play an important role in the world of contemporary social networks. Due to the ubiquitous availability of ICT tools individuals can easily form small, tight, dense groups around various topics and subjects of interest. These online communities share many similarities with general social networks, but they display some interesting distinguishing characteristics. In particular, online communities are usually subject-centered, ...


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Educational Resources on Usability

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eLearning

Navigation among Model Sketches on Large Interactive Displays

Markus Kleffmann; Matthias Book; Volker Gruhn 2014 IEEE 18th International Enterprise Distributed Object Computing Conference Workshops and Demonstrations, 2014

Modeling, whether for conceptualization or specification, is a key activity in software engineering and many other design and engineering disciplines. Especially in early project phases, most users prefer informal models sketched on whiteboards over heavyweight CASE tools that enforce a formal notation. But since physical whiteboards can offer only limited flexibility and usability when dealing with large model sets, large ...


Considering the Visual Element in Clinical Pediatric Data Management

Mark Ginsburg 2012 45th Hawaii International Conference on System Sciences, 2012

This paper overviews private pediatric practice clinical data management needs and discusses the basic visit types. It then models the patients' trajectory in the course of a visit as he or she sees the nurse for routine measurements then the doctor for age-based well visit interviews or ad-hoc sick visit consultations. For both the nurse and the doctor, we consider ...


Usability of menu-versus icon-based software in automatic test equipment (ATE) control

M. Kemp; S. Mills; J. Noyes IEE Colloquium on Man-Machine Interfaces for Instrumentation, 1995

Computer controlled equipment is now widely used in industry to support the testing of products during both development and production. Such systems have traditionally been controlled using menu-based software which has often been written in-house using standard programming languages. Recently however, a number of icon-based languages using graphical programming and interfacing techniques have become available. A study is reported which ...


Not a case of either-or (technical communication)

J. E. Souther International Conference on Professional Communication,Communication Across the Sea: North American and European Practices, 1990

The author expands on four aspects of the interaction of the engineer and the technical communication specialist: (1) the various tasks that make up the technical publication process; (2) the interactive but shifting role of these two participants as determined by purpose and readership; (3) the reader- advocate function of the communication specialist which can, in fact, affect future engineering ...


Particle Swarm as a Model for Community Formation in Social Networks

Mikołaj Morzy; Tomasz Kruk 2016 Third European Network Intelligence Conference (ENIC), 2016

Online communities play an important role in the world of contemporary social networks. Due to the ubiquitous availability of ICT tools individuals can easily form small, tight, dense groups around various topics and subjects of interest. These online communities share many similarities with general social networks, but they display some interesting distinguishing characteristics. In particular, online communities are usually subject-centered, ...


More eLearning Resources

IEEE-USA E-Books

  • Descriptive Statistics from Surveys

    This chapter contains sections titled: Acting with Technology, Activity Theory, Activity-based Computing: A New Paradigm for Ubiquitous Computing, Activity Theory Usability Lab, University of Wollongong, Australiam, Activites: Revue electronique, Center for Activity Theory and Developmental Work Research, University of Helsinki, Finland, Centre for Astronomy and Science Education, Centre for Sociocultural and Activity Theory Research, University of Birmingham, UK, Interaction Design Centre, University of Limerick, Ireland, InterMedia, University of Oslo, Norway, InterMedia, University of Bergen, Norway, International Society for Cultural and Activity Research (ISCAR), Psychology and Marxism, Special Issue of Journal of Computer-supported Cooperative Work: Activity Theory and Design, The Fifth Dimension, The Laboratory of Comparative Human Cognition (LCHC), University of California, San Diego, Wikipedia, the Free Encyclopedia

  • 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

  • Information Technology and Home-Based Services: Improving the Usability of Teleshopping

    This chapter contains sections titled: Home-Based Transaction Services, Problems of Usability, Approaches to Problems of Usability, Information Technology in the Home, Summary

  • Artificial Intelligence, Document Processing, and HyperText

    Text, ConText, and HyperText presents recent developments in three related and important areas of technical communication: the design of effective documentation; the impact of new technology and research on technical writing; and the training and management of technical writers.The contributors are all authorities drawn from universities and industry who are active in defining and analyzing the role of computing in technical documentation and the role of documentation in the development of computing technology. This first synthesis of their diverse but related research provides a unique conceptualization of the field of computers and writing and documentation.The book first examines techniques for writing online documentation and the value of usability testing. It presents new research into the impact of human factors in screen design and designing online help, and looks at the impact of desktop publishing on documentation, and at visual literacy and graphic design.Artificial intelligence and documentation processing are then addressed with discussion of data acquisition, automated formatting in expert systems, and document databases; the uses of HyperText in documentation; and the future of technical writing in this new environment.Text, ConText, and HyperText concludes by examining the training and management of documentation groups: how they "learn to write" in industry, management of large-scale documentation projects and their effect on product development; and the "two cultures" of engineering and documentation.Edward Barrett is a Lecturer in the Writing Program at MIT. Text, ConText, and HyperText is included in the Information Systems series, edited by Michael Lesk.

  • 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

    This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions

  • No title

    Reading is a complex human activity that has evolved, and co-evolved, with technology over thousands of years. Mass printing in the fifteenth century firmly established what we know as the modern book, with its physical format of covers and paper pages, and now-standard features such as page numbers, footnotes, and diagrams. Today, electronic documents are enabling paperless reading supported by eReading technologies such as Kindles and Nooks, yet a high proportion of users still opt to print on paper before reading. This persistent habit of "printing to read" is one sign of the shortcomings of digital documents -- although the popularity of eReaders is one sign of the shortcomings of paper. How do we get the best of both worlds? The physical properties of paper (for example, it is light, thin, and flexible) contribute to the ease with which physical documents are manipulated; but these properties have a completely different set of affordances to their digital equivalents. Paper can b folded, ripped, or scribbled on almost subconsciously -- activities that require significant cognitive attention in their digital form, if they are even possible. The nearly subliminal interaction that comes from years of learned behavior with paper has been described as lightweight interaction, which is achieved when a person actively reads an article in a way that is so easy and unselfconscious that they are not apt to remember their actions later. Reading is now in a period of rapid change, and digital text is fast becoming the predominant mode of reading. As a society, we are merely at the start of the journey of designing truly effective tools for handling digital text. This book investigates the advantages of paper, how the affordances of paper can be realized in digital form, and what forms best support lightweight interaction for active reading. To understand how to design for the future, we review the ways reading technology and reader behavior have both changed and remained constant over hundreds of years. We explore the reasoning behind reader behavior and introduce and evaluate several user interface designs that implement these lightweight properties familiar from our everyday use of paper. We start by looking back, reviewing the development of reading technology and the progress of research on reading over many years. Drawing key concepts from this review, we move forward to develop and test methods for creating new and more effective interactions for supporting digital reading. Finally, we lay down a set of lightweight attributes which can be used as evidence-based guidelines to improve the usability of future digital reading technologies. By the end of this book, then, we hope you will be equipped to critique the present state of digital reading, and to better design and evaluate new interaction styles and technologies.

  • Index

    Ben Shneiderman's book dramatically raises computer users' expectations of what they should get from technology. He opens their eyes to new possibilities and invites them to think freshly about future technology. He challenges developers to build products that better support human needs and that are usable at any bandwidth. Shneiderman proposes Leonardo da Vinci as an inspirational muse for the "new computing." He wonders how Leonardo would use a laptop and what applications he would create.Shneiderman shifts the focus from what computers can do to what users can do. A key transformation is to what he calls "universal usability," enabling participation by young and old, novice and expert, able and disabled. This transformation would empower those yearning for literacy or coping with their limitations. Shneiderman proposes new computing applications in education, medicine, business, and government. He envisions a World Wide Med that delivers secure patient histories in local languages at any emergency room and thriving million-person communities for e-commerce and e-government. Raising larger questions about human relationships and society, he explores the computer's potential to support creativity, consensus-seeking, and conflict resolution. Each chapter ends with a Skeptic's Corner that challenges assumptions about trust, privacy, and digital divides.

  • Appendix B: Online Resources on Activity Theory

    This chapter contains sections titled: Acting with Technology, Activity Theory, Activity-based Computing: A New Paradigm for Ubiquitous Computing, Activity Theory Usability Lab, University of Wollongong, Australiam, Activites: Revue electronique, Center for Activity Theory and Developmental Work Research, University of Helsinki, Finland, Centre for Astronomy and Science Education, Centre for Sociocultural and Activity Theory Research, University of Birmingham, UK, Interaction Design Centre, University of Limerick, Ireland, InterMedia, University of Oslo, Norway, InterMedia, University of Bergen, Norway, International Society for Cultural and Activity Research (ISCAR), Psychology and Marxism, Special Issue of Journal of Computer-supported Cooperative Work: Activity Theory and Design, The Fifth Dimension, The Laboratory of Comparative Human Cognition (LCHC), University of California, San Diego, Wikipedia, the Free Encyclopedia

  • 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.



Standards related to Usability

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Jobs related to Usability

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