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1

Álvarez Reyes, Julio César. "Design of intuitive user interfaces for virtual assistants in university education." Journal of Scientific and Technological Research Industrial 4, no. 1 (2023): 17–20. http://dx.doi.org/10.47422/jstri.v4i1.34.

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Designing an intuitive user interface for virtual assistants in higher education presents several challenges, chief among them being natural language understanding, virtual assistant customization, user-centered design, integration with existing technology, and consideration of the educational context. The success of virtual assistants in higher education depends on the ability of designers and developers to understand the needs and preferences of users and their ability to design intuitive and effective user interfaces that enhance the learning and teaching experience. To address the challenges in designing intuitive user interfaces for virtual assistants, various methods can be used, such as creating a natural language-based user interface, including visual elements, and designing a custom user interface. and adaptable.
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Ciora, Radu Adrian, Daniela Gifu, and Carmen Mihaela Simion. "A Novel User Interface for Knowledge Base Browsing." Balkan Region Conference on Engineering and Business Education 1, no. 1 (2019): 377–82. http://dx.doi.org/10.2478/cplbu-2020-0045.

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AbstractIntuitive user interfaces have been of great concern for GUI developers. The current research, who deals with their designing, faces the term intuitive constantly. The main question is how can the Interface be intuitive? For the moment, the researchers try to provide a very intuitive generic user interface that can be used in a variety of applications. In this paper we provide a solution that can model any applied ontology into a honeycomb menu. The hexagonal shape of the honeycomb has attracted the attention of humans for centuries. As a relevant consequence, the final user can browse any knowledge base very easily with the aid of this interface. Another useful feature is that programmers can take full advantage of semantic web technologies which can tailor results based on any knowledge base that is feed as input, without any need for code change, thus leading towards a panacea system.
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Hollanek, Tomasz. "Non-user-friendly." A Peer-Reviewed Journal About 8, no. 1 (2019): 184–93. http://dx.doi.org/10.7146/aprja.v8i1.115424.

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User-friendly design makes our use of emerging technologies intuitive and seamless, but it also conceals the new solutions’ influence over how we act, think and plan. In this paper, I analyze the logic of our newly developed ‘touchscreen sensibilities’ to speculate on alternative, ‘non-user-friendly’ design practices that, by invading intuitive interfaces, could make the users aware of their reliance on invisible algorithmic operations to learn and to feel. I revisit Žižek and Pfaller’s conception of ‘interpassivity’ to explore its potential as a means of resisting interactivity and inciting consciousness in contemporary speculative design. The critical interface I envision must defamiliarize consumption, prevent participation, and de-frame perception — make the user experience what lack of control feels like, and do so to encourage resistance.
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Goyzueta, Denilson V., Joseph Guevara M., Andrés Montoya A., et al. "Analysis of a User Interface Based on Multimodal Interaction to Control a Robotic Arm for EOD Applications." Electronics 11, no. 11 (2022): 1690. http://dx.doi.org/10.3390/electronics11111690.

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A global human–robot interface that meets the needs of Technical Explosive Ordnance Disposal Specialists (TEDAX) for the manipulation of a robotic arm is of utmost importance to make the task of handling explosives safer, more intuitive and also provide high usability and efficiency. This paper aims to evaluate the performance of a multimodal system for a robotic arm that is based on Natural User Interface (NUI) and Graphical User Interface (GUI). The mentioned interfaces are compared to determine the best configuration for the control of the robotic arm in Explosive Ordnance Disposal (EOD) applications and to improve the user experience of TEDAX agents. Tests were conducted with the support of police agents Explosive Ordnance Disposal Unit-Arequipa (UDEX-AQP), who evaluated the developed interfaces to find a more intuitive system that generates the least stress load to the operator, resulting that our proposed multimodal interface presents better results compared to traditional interfaces. The evaluation of the laboratory experiences was based on measuring the workload and usability of each interface evaluated.
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Ardiansyah, Hafizd, and Agung Fatwanto. "Application Design for Registration of Civil Appeals with Intuitive District Courts." IJID (International Journal on Informatics for Development) 9, no. 1 (2020): 45. http://dx.doi.org/10.14421/ijid.2020.09107.

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In designing user interface that are intuitive or easy to understand, users have their own challenges where they must continue to develop so that users can easily use existing applications. There are many user interface designs that are less intuitive not only on the display design, but also on the text and the colors used. This paper aims to create an intuitive user interface design by interviewing potential users from the place where the application will be implemented. The method used is intuitive by means of a literature study approach, and interviews. The results of this research are user interface design and system flow design. With an intuitive display, it makes easier for users to use the application.
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Zhao, Yiyi. "Interaction Design System for Artificial Intelligence User Interfaces Based on UML Extension Mechanisms." Mobile Information Systems 2022 (June 16, 2022): 1–8. http://dx.doi.org/10.1155/2022/3534167.

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With the rapid development of computer network technology in recent years, more and more demands have been placed on the functionality and attributes of the user interface. In the development of many computer projects, the variability and flexibility of user interface requirements have greatly increased the complexity of program development for researchers. In addition, the poor reusability of page access control writing has created a pressing need for a highly standardized and flexible way of developing software. Thus, the development and design of user interfaces for application software systems occupy an important position and have been a hot topic of research in the field of human-computer interaction. The traditional methods of describing user interaction, such as state transitions and data flow diagrams, are not based on global and intuitive concepts. Moreover, there is little support for the design of user interface interaction behavior, resulting in user interfaces being ignored at design time and left to implementers to grasp at coding time. It is therefore an issue that needs to be addressed in order to integrate traditional methods and intuitive descriptions from the user’s perspective into a new interface development model and methodology. This research creates a user interface framework based on interaction behavior from the user’s perspective. Furthermore, UML extension mechanisms are used to enable the user interface framework to better support UML-based modelling environments. In addition, the UML is structured and extended to include structural elements that support interface generation, and a structured use case model is proposed, which drives the analysis and design of the individual submodels. The extracted abstract interface elements and their mapping to concrete interface elements are documented in a way that explores the generation of different target languages under different platforms. This study incorporates user requirements and provides a scientific reference for the development and design of user interfaces.
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Abrahamian, Edmond, Jerry Weinberg, Michael Grady, and C. Stanton. "The Effect of Personality-Aware Computer-Human Interfaces on Learning." JUCS - Journal of Universal Computer Science 10, no. (1) (2004): 27–37. https://doi.org/10.3217/jucs-010-01-0027.

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Traditional software used for student-centered learning typically provides for a uniform user interface through which the student can interact with the software, and through which the information is delivered in a uniformly identical fashion to all users without regard to their learning style. This research classifies personality types of computer science undergraduate students using the Myers-Briggs Type Indicator, relates these types of personalities to defined learning preferences, and tests if a given user interface designed for a given learning preference enhances learning. The general approach of this study is as follows: given a set of user interfaces designed to fit personality types, provide a given user interface to participants with the matching personality type. In the control group, provide participants with a randomly chosen user interface. Observe the performance of all participants in a post-test. Additionally, observe if the test group had an enhanced learning experience. Quantitative results indicate that personality-aware user interfaces have a significant effect on learning. Qualitative results show that in most cases, users preferred user interfaces designed for their own personality type. Preliminary results show that for introverted intuitive persons and extraverted intuitive persons, the effect of a personality-aware human-computer interface on learning is significant.
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8

HUBSKY, O. M. "Analysis of User Interfaces for Ground Control Stations of Unmanned Aerial Vehicles." Kibernetika i vyčislitelʹnaâ tehnika 217, no. 3(217) (2024): 5–23. http://dx.doi.org/10.15407/kvt217.03.005.

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Introduction. In the modern world, software (SW) is updated daily, particularly for ground control stations (GCS) of unmanned aerial vehicles (UAVs). These systems ' user interfaces (UI) ensure operator interaction with the drone, flight control, mission planning, and realtime data acquisition. These interfaces must be functional, convenient, and intuitive, allowing operators to perform their tasks effectively. Examining global experience allows for an evaluation of existing systems and the identification of areas for improvement. Important aspects include creating intuitive UIs to prevent information overload, ensuring situational awareness, adapting to extreme conditions, and integrating with other systems. The use of virtual and augmented reality technologies, as well as artificial intelligence, can enhance the functionality and convenience of GCS. Such analysis will help in creating safe, efficient, and reliable systems for UAV control. The purpose of the paper is to investigate and conduct a comprehensive analysis of existing user interfaces of software for UAV ground control stations, focusing on their functional capabilities and ease of use. Methods. The following methodological tools were used: concepts of intellectualization of information technologies, the theory of intelligent control, the methodology of building autonomous systems, decision-making theory, and artificial intelligence theory. Results. A review of global experience in user interface development was conducted. The UIs of each of the studied software were analyzed, and their functional capabilities were assessed, identifying their strengths and weaknesses. Comparative tables of interface products were compiled based on their functional capabilities and UI usability levels. Generalized recommendations were prepared for creating a unified interface that combines the best features of existing solutions and addresses their shortcomings. Conclusions. The analysis of GCS UI design for UAVs showed that all systems have strengths and weaknesses. The UI of the Mission Planner software has the most extensive capabilities, but it also requires improvement. Future development should add roles for military pilots and operators, develop a more intuitive and user-friendly interface that meets user needs, and simplify SW settings. For working in extreme conditions, the interface needs to be optimized. Enhancements in data visualization will help make information clear and easy to understand, which is critically important in fast-paced and dangerous situations. Keywords: user interface, ground control station, UAV, virtual reality, augmented reality.
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Yamaguchi, Hajime, Tsuyoshi Hioki, Shuichi Uchikoga, and Isao Amemiya. "A Flexible Display Enables a New Intuitive User Interface." Information Display 27, no. 2 (2011): 16–19. http://dx.doi.org/10.1002/j.2637-496x.2011.tb00351.x.

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10

Schmidt, Thomas, and Christian Wolff. "The Influence of User Interface Attributes on Aesthetics." i-com 17, no. 1 (2018): 41–55. http://dx.doi.org/10.1515/icom-2018-0003.

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Abstract In this paper we present an empirical study among 40 participants which investigates the relationship between various factors of user interface aesthetics on the one hand, and the influence of the user interface attributes, symmetry, colorfulness as well as visual complexity on user interface aesthetics on the other hand. The user interface aesthetics will be classified in intuitive aesthetics (1st impression with a presentation time of 500 ms) and reflective aesthetics (reflective long-term impression after a longer presentation). Reflective aesthetics is further classified in classical aesthetics (common attractiveness) as well as expressive aesthetics (creativity). For this study we have set up a corpus of 30 websites which are used as stimulus material. In a multi-step lab experiment, participants rate aesthetics and their subjective impression concerning user interface attributes using questionnaires. We are able to show that the intuitive aesthetic judgment correlates strongly with the reflective judgment. The symmetry of a website positively correlates with all definitions of aesthetics, especially with the classical or traditional interpretation in the sense of attractiveness. Visual complexity can be seen as the strongest predictor for the aesthetic judgement of users and it negatively correlates with all definitions. Concerning colorfulness, a preference for websites of a medium degree of colorfulness for the intuitive as well as the classical aesthetics can be stated. Concerning expressive aesthetics, websites of moderate to high colorfulness receive the best judgments. The relationships which we have found are finally discussed in the context of previous research and some implications for future user interface design are given.
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Ünlü, Sudenaz Ceren. "Enhancing User Experience through AI-Driven Personalization in User Interfaces." Human Computer Interaction 8, no. 1 (2024): 19. http://dx.doi.org/10.62802/m7mqmb52.

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Artificial intelligence (AI) has revolutionized user interface (UI) design by introducing personalization techniques that cater to individual user preferences, behaviors, and contexts. This research explores the integration of AI-driven personalization in user interfaces to enhance user experience (UX), focusing on adaptive design, predictive analytics, and real-time customization. By leveraging machine learning algorithms and behavioral data, AI enables interfaces to evolve dynamically, aligning with the unique needs of each user. This study investigates the role of personalization in improving engagement, satisfaction, and efficiency across various applications, such as e-commerce platforms, healthcare systems, and educational tools. Additionally, it examines the challenges of implementing personalized interfaces, including privacy concerns, data ethics, and algorithmic bias. By addressing these challenges, the research aims to develop best practices for ethical AI integration in user-centered design. The findings contribute to the growing body of knowledge on AI’s transformative potential in creating intuitive, efficient, and user-friendly interfaces, ultimately redefining the standards for digital interaction.
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Ekpar, Frank Edughom. "Novel System for Processing User Interfaces." European Journal of Engineering and Technology Research 5, no. 1 (2020): 42–45. http://dx.doi.org/10.24018/ejeng.2020.5.1.1701.

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In this paper we introduce novel automatic and manual processing systems for a versatile graphical user interface comprising one or more N-dimensional background elements each of which is divided into one or more arbitrarily-shaped N-dimensional partitions, wherein each partition may contain one or more user interface elements and is associated with one or more sets of rules that define rendering, positioning, element placement and other relevant attributes and behaviors, wherein said rules can be specified in such a way as to enable said N-dimensional background to assume any desired arbitrary shape and to facilitate expansion to any desired arbitrary size without distortion or loss in quality. Our systems permit the efficient generation of intuitive graphical user interfaces in a wide variety of application domains.
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13

Stepanyan, Ivan V. "Ergonomic qualities of graphic user interfaces (GUI): state and evolution." Occupational Health and Industrial Ecology, no. 12 (February 15, 2019): 51–56. http://dx.doi.org/10.31089/1026-9428-2018-12-51-57.

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More workers are involved into interaction with graphic user interfaces most part of the working shift. However, low ergonomic qualities or incorrect usage of graphic user interface could result in risk of unfavorable influence on workers’ health. The authors revealed and classified typical scenarios of graphic user interface usage. Various types of graphic user interface and operator occupations are characterized by various parameters of exertion, both biomechanical and psycho-physiological. Among main elements of graphic user interface are presence or absence of mouse or joystick, intuitive clearness, balanced palette, fixed position of graphic elements, comfort level, etc. Review of various graphic user interface and analysis of their characteristics demonstrated possibility of various occupational risk factors. Some disclosed ergonomic problems are connected with incorporation of graphic user interface into various information technologies and systems. The authors presented a role of ergonomic characteristics of graphic user interface for safe and effective work of operators, gave examples of algorithms to visualize large information volumes for easier comprehension and analysis. Correct usage of interactive means of computer visualization with competent design and observing ergonomic principles will optimize mental work in innovative activity and preserve operators’ health. Prospective issues in this sphere are ergonomic interfaces developed with consideration of information hygiene principles, big data analysis technology and automatically generated cognitive graphics.
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Ramadansyah, Erif, Rangga Gelar Guntara, and Adi Prehanto. "Design Thinking Approach for User Interface and User Experience on Campus Online Learning Platform." Jurnal Teknologi Informasi dan Pendidikan 17, no. 2 (2024): 344–57. https://doi.org/10.24036/jtip.v17i2.842.

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Online learning methods are still the main way to access learning resources. The SPADA UPI platform is essential in supporting the academic and non-academic activities of Universitas Pendidikan Indonesia. In supporting these activities, user experience must also be considered when using online learning platforms. The results of the user experience survey of UPI students stated that all aspects assessed, such as attractiveness, perspicuity, efficiency, dependability, stimulation and novelty, responded poorly. To overcome these problems, it is necessary to redesign the SPADA UPI website to make it an intuitive website. In designing an intuitive website, a design thinking approach is used with output as a prototype of the SPADA UPI website. The User Experience Questionnaire (UEQ) is a user experience evaluation tool that outputs quantitative values. Comparing the UEQ results of the SPADA UPI website and the SPADA UPI website prototype will help determine whether the website prototype design provides a better user experience. The initial UEQ results that have been carried out and compared with the results of the prototype test of the SPADA UPI website show a good increase in value. With initial UEQ results averaging poor or less than 0.8, they improve by providing a score of more than 0.8 or excellent. Therefore, the design thinking approach is beneficial for designing an intuitive product that produces a better user experience.
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15

Cleary, James P. "An Intuitive User Interface for Remote Adjustment of Optical Elements." Optics and Photonics News 7, no. 12 (1996): 44. http://dx.doi.org/10.1364/opn.7.12.000044.

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Wang, Zhe. "py.Aroma: An Intuitive Graphical User Interface for Diverse Aromaticity Analyses." Chemistry 6, no. 6 (2024): 1692–703. https://doi.org/10.3390/chemistry6060103.

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The nucleus-independent chemical shift (NICS) criterion plays a significant role in evaluating (anti-)aromaticity. While being readily accessible even for non-computational chemists, adding ghost atoms for multi-points NICS evaluations poses a significant challenge. In this article, I introduce py.Aroma 4, a freely available and open-source Python package designed specifically for analyzing (anti-)aromaticity. Through its user-friendly graphical interface, py.Aroma simplifies and enhances aromaticity analyses by offering key features such as HOMA/HOMER index computation, Gaussian-type input file generation for diverse NICS calculations and corresponding output processing, NMR spectra plotting, and computational supporting information (SI) generation for scientific manuscripts. Additionally, NICS⊥ is suggested for evaluating (anti-)aromaticity for non-planar or tilted rings. Pre-compiled executables for macOS and Windows are freely available online. Facilitate accessibility for users lacking programming experience or time constraints.
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Yoon, Jungwon, and Auralius Manurung. "Development of an intuitive user interface for a hydraulic backhoe." Automation in Construction 19, no. 6 (2010): 779–90. http://dx.doi.org/10.1016/j.autcon.2010.04.002.

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18

Ekpar, Frank Edughom. "A Novel System for Processing User Interfaces." European Journal of Engineering Research and Science 5, no. 1 (2020): 42–45. http://dx.doi.org/10.24018/ejers.2020.5.1.1701.

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In this paper we introduce novel automatic and manual processing systems for a versatile graphical user interface comprising one or more N-dimensional background elements each of which is divided into one or more arbitrarily-shaped N-dimensional partitions, wherein each partition may contain one or more user interface elements and is associated with one or more sets of rules that define rendering, positioning, element placement and other relevant attributes and behaviors, wherein said rules can be specified in such a way as to enable said N-dimensional background to assume any desired arbitrary shape and to facilitate expansion to any desired arbitrary size without distortion or loss in quality. Our systems permit the efficient generation of intuitive graphical user interfaces in a wide variety of application domains.
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19

Niitsuma, Mihoko, Terumichi Ochi, Masahiro Yamaguchi, and Koki Iwamot. "Design of Mutual Interaction Between a User and Smart Electric Wheelchair." Journal of Advanced Computational Intelligence and Intelligent Informatics 16, no. 2 (2012): 305–12. http://dx.doi.org/10.20965/jaciii.2012.p0305.

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This paper presents interaction between a user and a smart electric wheelchair. We propose a personal mobility tool (PMT) that integrates autonomous mobile robot navigation technology with intuitive and cognitive interaction between a user and a smart wheelchair. An intuitive and noncontinuous input method is proposed to enable a user to specify the direction in which the wheelchair is to go. Using an acceleration sensor and pressure sensors, the user gives a direction to the PMT, then the PMT determines the goal on an environmental map based on the direction. An output interface is used to help the user interpret robot behavior through informative communication between the user and the PMT. In this paper, a vibrotactile seat interface is presented.
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Jeng, Taysheng, and Chia-Hsun Lee. "Tangible Design Media: Toward An Interactive CAD Platform." International Journal of Architectural Computing 1, no. 2 (2003): 153–68. http://dx.doi.org/10.1260/147807703771799157.

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This paper presents an interactive CAD platform that uses a tangible user interface to visualize and modify 3D geometry through manipulation of physical artifacts. The tangible user interface attempts to move away from the commonly used non-intuitive desktop CAD environment to a 3D CAD environment that more accurately mimics traditional desktop drawing and pin-up situations. An important goal is to reduce the apparent complexity of CAD user interfaces and reduce the cognitive load on designers. Opportunities for extending tangible design media toward an interactive CAD platform are discussed.
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Oluwayemisi, Runsewe, Anthony Akwawa Lucy, Olaoluwa Folorunsho Samuel, and Soji Osundare Olajide. "Optimizing user interface and user experience in financial applications: A review of techniques and technologies." World Journal of Advanced Research and Reviews 23, no. 3 (2024): 934–42. https://doi.org/10.5281/zenodo.14937412.

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This review paper explores the critical aspects of optimizing User Interface (UI) and User Experience (UX) in financial applications, emphasizing the importance of design and technology in enhancing user engagement, trust, and accessibility. It examines trends such as minimalistic design, personalization, and integrating security features that build user confidence. Key design techniques, including User-Centered Design (UCD), wireframing, A/B testing, and responsive design, are discussed for their roles in creating intuitive and adaptable financial interfaces. The paper also delves into emerging technologies like Artificial Intelligence (AI), Machine Learning (ML), blockchain, Augmented Reality (AR), Virtual Reality (VR), and Voice User Interfaces (VUI), highlighting their potential to revolutionize the user experience in financial services. Finally, it addresses the challenges of balancing security with usability, adapting to new technologies, maintaining regulatory compliance, and embracing sustainability in design. This comprehensive review aims to provide insights into the evolving landscape of UI/UX in financial applications and offer guidance for future development.
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Oluwayemisi Runsewe, Olajide Soji Osundare, Samuel Olaoluwa Folorunsho, and Lucy Anthony Akwawa. "Optimizing user interface and user experience in financial applications: A review of techniques and technologies." World Journal of Advanced Research and Reviews 23, no. 3 (2024): 934–42. http://dx.doi.org/10.30574/wjarr.2024.23.3.2633.

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This review paper explores the critical aspects of optimizing User Interface (UI) and User Experience (UX) in financial applications, emphasizing the importance of design and technology in enhancing user engagement, trust, and accessibility. It examines trends such as minimalistic design, personalization, and integrating security features that build user confidence. Key design techniques, including User-Centered Design (UCD), wireframing, A/B testing, and responsive design, are discussed for their roles in creating intuitive and adaptable financial interfaces. The paper also delves into emerging technologies like Artificial Intelligence (AI), Machine Learning (ML), blockchain, Augmented Reality (AR), Virtual Reality (VR), and Voice User Interfaces (VUI), highlighting their potential to revolutionize the user experience in financial services. Finally, it addresses the challenges of balancing security with usability, adapting to new technologies, maintaining regulatory compliance, and embracing sustainability in design. This comprehensive review aims to provide insights into the evolving landscape of UI/UX in financial applications and offer guidance for future development.
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Ryumin, Dmitry, Ildar Kagirov, Alexandr Axyonov, et al. "A Multimodal User Interface for an Assistive Robotic Shopping Cart." Electronics 9, no. 12 (2020): 2093. http://dx.doi.org/10.3390/electronics9122093.

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This paper presents the research and development of the prototype of the assistive mobile information robot (AMIR). The main features of the presented prototype are voice and gesture-based interfaces with Russian speech and sign language recognition and synthesis techniques and a high degree of robot autonomy. AMIR prototype’s aim is to be used as a robotic cart for shopping in grocery stores and/or supermarkets. Among the main topics covered in this paper are the presentation of the interface (three modalities), the single-handed gesture recognition system (based on a collected database of Russian sign language elements), as well as the technical description of the robotic platform (architecture, navigation algorithm). The use of multimodal interfaces, namely the speech and gesture modalities, make human-robot interaction natural and intuitive, as well as sign language recognition allows hearing-impaired people to use this robotic cart. AMIR prototype has promising perspectives for real usage in supermarkets, both due to its assistive capabilities and its multimodal user interface.
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Fedrianingsih, Devi, Evlyn Jane Putri, Meilani Jesica, et al. "Designing User Interface on “HewanKu” Application Using User Centered Design Method." Journal of Applied Science, Technology & Humanities 2, no. 3 (2025): 328–48. https://doi.org/10.62535/r4w8vq53.

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This research aims to design the user interface of the HewanKu application using the User Centered Design (UCD) method, in order to improve user experience in buying and selling livestock transactions. UCD is applied to ensure that the design of the application interface is in accordance with user needs and preferences. The research method involves the stages of user needs analysis, design, prototype testing, and design iteration based on user feedback. Application testing was conducted using a Black Box Testing approach to ensure that the application functions according to specifications without navigation errors or feature failures. The results showed that the application of UCD succeeded in producing a more intuitive and efficient interface, as well as increasing user trust and satisfaction in transactions. The conclusion of this research is that the combination of UCD and Black Box Testing is effective in creating an application that is easier to use and reliable to support livestock buying and selling transactions. Keywords: Black Box Testing, Livestock Transactions, Mobile App, User Centered Design, User Interface
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Fisher, Stuart, Marcus Oscarsson, Wout De Nolf, Marine Cotte, and Jens Meyer. "Daiquiri: a web-based user interface framework for beamline control and data acquisition." Journal of Synchrotron Radiation 28, no. 6 (2021): 1996–2002. http://dx.doi.org/10.1107/s1600577521009851.

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Daiquiri is a web-based user interface (UI) framework for control system monitoring and data acquisition designed for synchrotron beamlines. It provides simple, intuitive and responsive interfaces to control and monitor hardware, launch acquisition sequences and manage associated metadata. Daiquiri concerns itself only with the UI layer; it does not provide a scan engine or controls system but can be easily integrated with existing systems.
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Kim, Won, and Seonghoon Kang. "Minimalist and Intuitive User Interface Design Guidelines for Consumer Electronics Devices." Journal of Object Technology 6, no. 3 (2007): 39. http://dx.doi.org/10.5381/jot.2007.6.3.c5.

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Marsh, Alexandra N., Vagisha Sharma, Surya K. Mani, Olga Vitek, Michael J. MacCoss, and Brendan X. MacLean. "Skyline Batch: An Intuitive User Interface for Batch Processing with Skyline." Journal of Proteome Research 21, no. 1 (2021): 289–94. http://dx.doi.org/10.1021/acs.jproteome.1c00749.

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Kusama, Kaori, and Takayuki Itoh. "Abstract picture generation and zooming user interface for intuitive music browsing." Multimedia Tools and Applications 73, no. 2 (2012): 995–1010. http://dx.doi.org/10.1007/s11042-012-1108-y.

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Giannakopoulos, Nikolaos T., Damianos P. Sakas, and Stavros P. Migkos. "Neuromarketing and Big Data Analysis of Banking Firms’ Website Interfaces and Performance." Electronics 13, no. 16 (2024): 3256. http://dx.doi.org/10.3390/electronics13163256.

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In today’s competitive digital landscape, banking firms must leverage qualitative and quantitative analysis to enhance their website interfaces, ensuring they meet user needs and expectations. By combining detailed user feedback with data-driven insights, banks can create more intuitive and engaging online experiences, ultimately driving customer satisfaction and loyalty. Thus, the need for website customer behavior analysis to evaluate its interface is critical. This study focused on the five biggest banking firms and collected big data from their websites. Statistical analysis was followed to validate findings and ensure the reliability of the results. At the same time, agent-based modeling (ABM) and System Dynamics (SD) were utilized to simulate user behavior, thereby allowing for the prediction of responses to interface changes and the optimization of their website, and to obtain a comprehensive understanding of user behavior, thereby enabling banking firms to create more intuitive and user-friendly website interfaces. This interdisciplinary approach found that various website analytical metrics, such as organic and paid traffic costs, referral domains, and email sources, tend to impact banking firms’ purchase conversion, display ads, organic traffic, and bounce rate. Moreover, these insights into banking firms’ website visibility, combined with the behavioral data of the neuromarketing study, indicate specific areas for their website interface and performance improvement.
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Zamorano Urrutia, Francisco Javier, Catalina Cortés Loyola, and Mauricio Herrera Marín. "A Tangible User Interface to Facilitate Learning of Trigonometry." International Journal of Emerging Technologies in Learning (iJET) 14, no. 23 (2019): 152. http://dx.doi.org/10.3991/ijet.v14i23.11433.

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In mathematics education, studies reveal difficulties in the teaching-learning of trigonometry in secondary and higher education, due to the fact that students are not encouraged to achieve a deep conceptual understanding of abstract concepts. Several studies demonstrate that incorporating digital technologies has a positive impact on students’ learning. However, most of the existing technologies do not consider the use of the body and multiple senses. Tangible User Interfaces (TUIs) in contrast, can host bodily interactions that have the potential of enhancing learning. Nonetheless, there is a lack of applications of TUIs for trigonometry education. This study consisted in designing and validating a tangible interface for the teaching-learning of basic concepts of trigonometry. The interface hosts a pedagogical experience that privileges exploration through physical manipulation and fosters intuitive and collaborative learning. A Pre-Test was applied to 121 students to determine previous knowledge, yielding a 29.1% performance. After two sessions using the interface, the results of a Post-Test reveal an increase of 37.1%, confirming the educational effectiveness of the interface and the pedagogical experience to facilitate learning of basic concepts of trigonometry.
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Chang, Tsen Yao. "Creative Drawings as Intuitive Probes for Evaluating Interface Preferences." Applied Mechanics and Materials 311 (February 2013): 360–65. http://dx.doi.org/10.4028/www.scientific.net/amm.311.360.

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Achieving a balance between visual aesthetics and usability to enhance user experience has enjoyed an increasing popularity in Web design. This study combines creative drawings as intuitive probes to investigate users’ emotional reactions and needs. The basic purpose of these creative exercises is to inspire design researchers and practitioners into applying a strategy in practicable design research to probe real user experiences and create an enjoyable and effective user environment. Emotional engagement with design is vital in design research. Unfortunately, laboratory usability tests often involve complex technical and mechanical tools that discourage user participation, thus limiting the opportunity to receive feedback. The research exercise in this study includes a series of intuitive practices that engaged the participants as target users to sketch an imagined garden layout, a library landscape layout, and a personal home page. We hypothesized from their drawings that a connection exists among the users’ sketches, Web interface preferences, and a classification of personality types. Significant results were obtained: (1) Creative drawing is an effective tool in understanding the personality of a user; (2) Three graphic practices establish emotional connections with the users’ Web interface preferences and product design; and (3) User personality categorization reveals preferences in Web interface and product design. This study focused on the effect of visual aesthetics and user-friendly methods on usability assessments in response to the increasing emotional conciliation of human-computer interaction design. These findings are beneficial in keeping abreast with the developments in design creativity and the qualitative contributions of design inspiration.
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Bajda, Przemysław, Rafał Baliński, and Mariusz Dzieńkowski. "Research on User Experience during Interactions with Mobile Applications for Diabetics." Journal of Computer Sciences Institute 29 (December 29, 2023): 333–40. http://dx.doi.org/10.35784/jcsi.3779.

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The purpose of this study was to assess the influence of the appearance and structure of the application interface on task completion speed and user experience. Two data collection methods were used in the study: eye tracking and the System Usability Scale (SUS) questionnaire. Eye tracking provided information on eye movement and fixation while using the application, while the SUS questionnaire helped evaluate the overall usability level and user satisfaction. Three applications were examined (mySugr, Diabetes diary control from Google Play, and one proprietary application implemented for the purposes of the study. It was found that the proprietary SugarCare application characterized by a simple, modern, and readable interface achieved the highest results in terms of task completion times and SUS questionnaire scores. The mySugr application, which also has a clear and simple interface, took the second place. The Diabetes diary control application performed the worst, as it had a complex and less user-friendly interface. On the basis of the obtained results, mobile applications for diabetics with a clear interface proved to accelerate the task completion process and have a positive impact on user experience. These conclusions stem from the analyses of the metrics used indicating the benefits resulting from accessibility of simple and intuitive application interfaces in terms of efficacy and user satisfaction.
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Cicih Cicih. "Redesign User Interface Dan User Experience Aplikasi Any.Do Menggunakan Metode Design Thinking." Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2, no. 2 (2024): 32–40. http://dx.doi.org/10.61132/neptunus.v2i2.85.

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As part of the final project for the Independent Study Certified Campus Merdeka program, we developed a prototype of the Any.do application through a redesign effort by applying the Design Thinking methodology. This project integrated various aspects of sustainable design into the User Interface (UI) and User Experience (UX), aligning them with user needs as well as environmentally-conscious business objectives. The primary aim of this final project was to explain the features and functionalities of the application that can contribute positively to environmental sustainability and create a more intuitive and user-friendly UI/UX experience. The evaluation results demonstrated positive feedback from users regarding the design improvements and the overall enhanced quality of the application experience.
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Takahashi, Yasutake, Kyohei Yoshida, Fuminori Hibino, and Yoichiro Maeda. "Human Pointing Navigation Interface for Mobile Robot with Spherical Vision System." Journal of Advanced Computational Intelligence and Intelligent Informatics 15, no. 7 (2011): 869–77. http://dx.doi.org/10.20965/jaciii.2011.p0869.

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Human-robot interaction requires intuitive interface that is not possible using devices, such as, the joystick or teaching pendant, which also require some trainings. Instruction by gesture is one example of an intuitive interfaces requiring no training, and pointing is one of the simplest gestures. We propose simple pointing recognition for a mobile robot having an upwarddirected camera system. The robot using this recognizes pointing and navigates through simple visual feedback control to where the user points. This paper explores the feasibility and utility of our proposal as shown by the results of a questionnaire on proposed and conventional interfaces.
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Hübschle, Christian B., George M. Sheldrick, and Birger Dittrich. "ShelXle: a Qt graphical user interface forSHELXL." Journal of Applied Crystallography 44, no. 6 (2011): 1281–84. http://dx.doi.org/10.1107/s0021889811043202.

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ShelXleis a graphical user interface forSHELXL[Sheldrick, G. M. (2008).Acta Cryst.A64, 112–122], currently the most widely used program for small-molecule structure refinement. It combines an editor with syntax highlighting for theSHELXL-associated .ins (input) and .res (output) files with an interactive graphical display for visualization of a three-dimensional structure including the electron density (Fo) and difference density (Fo–Fc) maps. Special features ofShelXleinclude intuitive atom (re-)naming, a strongly coupled editor, structure visualization in various mono and stereo modes, and a novel way of displaying disorder extending over special positions.ShelXleis completely compatible with all features ofSHELXLand is written entirely in C++ using the Qt4 and FFTW libraries. It is available at no cost for Windows, Linux and Mac-OS X and as source code.
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Fathurrahman, Muhammad Ikhsan, and Sumarsono Sumarsono. "Penerapan Prinsip Desain Antarmuka dalam Evaluasi User Interface dan User Experience E-Learning." Jurnal Komtika (Komputasi dan Informatika) 8, no. 2 (2024): 171–81. https://doi.org/10.31603/komtika.v8i2.11689.

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Application of Interface Design Principles in Evaluation of E-Learning User Interface and User Experience The aspects of user interface and user experience play an important role in determining the success of an e-learning platform. An intuitive user interface and positive user experience can increase user participation and satisfaction, and facilitate the learning process. However, based on interviews with developers, there has never been an evaluation of UIN Sunan Kalijaga's e-learning in terms of user interface and user experience. This raises the need to evaluate the extent to which the e-learning meets good interface design standards to improve user effectiveness and comfort. This research uses descriptive method because this research is explaining or describing the phenomenon under study. The approach used in this research is a quantitative approach. Data was obtained from a closed questionnaire consisting of 15 statements using a Likert scale with 4 dimensions of assessment. This study concluded that the level of user comfort in using UIN Sunan Kalijaga e-learning is in the good enough category with a value of 69.57%. This analysis revealed that the consistency aspect received the highest score, while the appearance and security and prevent errors aspects received the lowest score.
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Brabec, Miroslav, Tomáš Benda, Petr Benda, Pavel Šimek, Martin Havránek, and Václav Lohr. "Developing a Functional User Interface for VR Simulations within Agricultural Equipment Contexts." Agris on-line Papers in Economics and Informatics 16, no. 1 (2024): 15–22. http://dx.doi.org/10.7160/aol.2024.160102.

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This study investigates the optimization of VR simulation interfaces for agricultural machinery, emphasizing the critical role of skill development and targeted education in enhancing agricultural efficiency. By utilizing eye-tracking technology, the research evaluates user experience (UX) across two menu designs - panel and radial -in VR settings. Results highlight the significance of intuitive menu design in facilitating user navigation and information access, with the panel menu outperforming the radial menu in usability. Despite some preferences for the radial menu's features, the panel menu is favored for its user-friendly design and ease of access, particularly in agricultural simulations. The findings suggest that effective VR interface design, supported by focused training, can significantly improve operational efficiency in agriculture.
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Huang, Jinmiao, Prakhar Jaiswal, and Rahul Rai. "Gesture-based system for next generation natural and intuitive interfaces." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 33, no. 1 (2018): 54–68. http://dx.doi.org/10.1017/s0890060418000045.

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AbstractWe present a novel and trainable gesture-based system for next-generation intelligent interfaces. The system requires a non-contact depth sensing device such as an RGB-D (color and depth) camera for user input. The camera records the user's static hand pose and palm center dynamic motion trajectory. Both static pose and dynamic trajectory are used independently to provide commands to the interface. The sketches/symbols formed by palm center trajectory is recognized by the Support Vector Machine classifier. Sketch/symbol recognition process is based on a set of geometrical and statistical features. Static hand pose recognizer is incorporated to expand the functionalities of our system. Static hand pose recognizer is used in conjunction with sketch classification algorithm to develop a robust and effective system for natural and intuitive interaction. To evaluate the performance of the system user studies were performed on multiple participants. The efficacy of the presented system is demonstrated using multiple interfaces developed for different tasks including computer-aided design modeling.
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Mochalova, Lyubov V., and Irina Yu Mamedova. "METHODS OF USER EXPERIENCE RESEARCH INTERFACE DESIGN DEVELOPMENT." Technologies & Quality 60, no. 2 (2023): 55–61. http://dx.doi.org/10.34216/2587-6147-2023-2-60-55-61.

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This paper discusses methods of user experience research used in the development of product de- sign. Examples of such studies from the real practice of designers from all over the world are analyzed. The question is raised which methods and for which tasks were used in each specific case. The rationality of us- ing these methods in the examples under consideration is evaluated, as well as what results were obtained in this way. The most frequently used methods are identified. Based on the results of the work done, a conclu- sion is formulated about the prevalence of qualitative research methods in the design of intuitive products and services.
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Santana, Jonas Machado, Bruno Duarte Silveira, Crescencio Lima, et al. "Design and Implementation of an Interactive System for Service Robot Control and Monitoring." Sensors 25, no. 4 (2025): 987. https://doi.org/10.3390/s25040987.

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This project aims to develop an interactive control system for an autonomous service robot using an ROS (robot operating system). The system integrates an intuitive web interface and an interactive chatbot supported by Google Gemini to enhance the control experience and personalization for the user. The methodology includes the integration of an API (application programming interface) to access a database storing user preferences, such as speed and frequent destinations. Furthermore, the system employs facial recognition, people groups’ recognition, and adaptive responses from the chatbot for autonomous navigation, ensuring a service tailored to the individual needs of each user. To validate the proposal, it was implemented on an autonomous service robot, integrated into a motorized wheelchair. Tests demonstrated that the system effectively adjusts the wheelchair’s behavior to user preferences, resulting in safer and more personalized navigation. The use of facial recognition and chatbot interaction provided more intuitive and efficient control. The developed system significantly improves the autonomy and quality of life for wheelchair users, proving to be a viable and efficient solution for autonomous and personalized control. The results indicate that integrating technologies like ROS, intuitive web interfaces, and interactive chatbots can transform the user experience of autonomous wheelchairs, better meeting the specific needs of users.
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Rakhmadi Rahman, Abdul Khalik Hartono, and Natasya taslim. "Rekacipta Antarmuka Pengguna Intuitif dan Ramah Pengguna untuk Sistem Operasi Windows: Pendekatan Berbasis Pengalaman Pengguna (Ux)." Jurnal Penelitian Teknologi Informasi dan Sains 2, no. 3 (2024): 17–28. http://dx.doi.org/10.54066/jptis.v2i3.2200.

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The rapid development of digital technology has led to the importance of intuitive and user-friendly operating systems. Windows, as one of the most widely used operating systems in the world, therefore we continue to strive to present a user interface (UI) that is not only functional but also easy to use. This journal discusses the project "Recreating Intuitive and User-Friendly User Interface for Windows Operating System: A User Experience (UX) Driven Approach" which aims to improve the Windows user experience through better UI design. The main objective of this project is to explore and implement design principles that can improve the overall user experience. With a user experience (UX) based approach, this project identifies weaknesses in the current Windows interface, seeks innovative solutions, and tests their effectiveness through comprehensive user research. In this research, we produced several new features that were introduced including grouping, app drawer, and widgets, all of which are intended to ease navigation and improve efficiency of use.
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Ronni Sahat Hutabarat and Ketut Sudaryana. "User-Centered Design pada User Interface (UI) / User Experience (UX) Prototyping Aplikasi E-Commerce." Jurnal Penelitian Teknologi Informasi dan Sains 2, no. 4 (2024): 89–99. https://doi.org/10.54066/jptis.v2i4.2781.

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This study develops an e-commerce application prototype with a User-Centered Design (UCD) approach that places user needs and preferences as the main focus. User interface (UI) and user experience (UX) design play an important role in creating intuitive interactions, which contribute to user satisfaction and retention. The UCD method allows testing and adjusting designs based on user feedback, thereby improving navigation comfort. The UCD stages in this study include planning, understanding the context, identifying user needs, creating design solutions, evaluating, and finalizing the design. The needs analysis revealed important features, such as digital product recording, displaying structured information through a dashboard, and a search feature. The developed prototype showed increased inventory management efficiency and reduced recording errors. The results of the study showed that the application of UCD in the development of the UI/UX e-commerce prototype created a user-friendly interface and improved the shopping experience. This application is expected to meet user expectations and support a comfortable and satisfying shopping experience, and emphasize the importance of user involvement in the product development process.
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T, Vijayakumar. "Enhancing User Experience through Emotion-Aware Interfaces: A Multimodal Approach." Journal of Innovative Image Processing 6, no. 1 (2024): 27–39. http://dx.doi.org/10.36548/jiip.2024.1.003.

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The ability of a system or entity—such as an artificial intelligence system, computer program, or interface—to identify, comprehend, and react to human emotions is known as emotion awareness. In human-computer interaction, where the aim is to develop more intuitive and sympathetic systems that can comprehend and adjust to users' emotional states, this idea is especially pertinent. Improving user experience with emotion-aware interfaces is a multifaceted problem that calls for a multimodal strategy. Through the integration of several modalities, such as auditory, haptic, and visual feedback, interface designers may develop systems that not only react to user inputs but also identify and adjust based on the emotional states of users. The way users interact in the multimodal domain of emotion awareness will be explained in this research. Following that, a multimodal exploration of the user's experience with emotion awareness will take place.
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Schwienhorst, Klaus. "The ‘third place’ – virtual reality applications for second language learning." ReCALL 10, no. 1 (1998): 118–26. http://dx.doi.org/10.1017/s095834400000433x.

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Recently we have seen a shift of focus in using the Internet from often inappropriate human-computer interactivity to human-human interaction, based on collaborative learning concepts like learner autonomy and tandem learning. The renewed discussion of interface design has provoked a reconsideration of me traditional graphical user interface and a shift towards more intuitive interfaces like virtual reality, mainly building on the concept of constructionism. The MOO (multi-user domain, object oriented) system provides a flexible, easy-to-use multiple user virtual reality that allows for the integration of language learning tools and resources in a common environment, a third place.
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MATSUISHI, Takahiro, Yasutake TAKAHASHI, and Satoki TSUICHIHARA. "Fuzzy Control of Electric Wheelchair with Intuitive User Interface for Soil Cultivation." Journal of Japan Society for Fuzzy Theory and Intelligent Informatics 33, no. 4 (2021): 787–97. http://dx.doi.org/10.3156/jsoft.33.4_787.

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Dallaire, James, Eric Stephens, and Melody Carswell. "Intuitive Ergonomics and User Preference: Evidence from the Kentucky Interface Preference Inventory." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 23 (1998): 1638. http://dx.doi.org/10.1177/154193129804202378.

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Rebelo, Joao, Thomas Sednaoui, Emiel Boudewijn den Exter, Thomas Krueger, and Andre Schiele. "Bilateral Robot Teleoperation: A Wearable Arm Exoskeleton Featuring an Intuitive User Interface." IEEE Robotics & Automation Magazine 21, no. 4 (2014): 62–69. http://dx.doi.org/10.1109/mra.2014.2360308.

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Uszkoreit, Julian, Alexandra Maerkens, Yasset Perez-Riverol, et al. "PIA: An Intuitive Protein Inference Engine with a Web-Based User Interface." Journal of Proteome Research 14, no. 7 (2015): 2988–97. http://dx.doi.org/10.1021/acs.jproteome.5b00121.

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Islam, Muhammad Nazrul, and Harry Bouwman. "Towards user–intuitive web interface sign design and evaluation: A semiotic framework." International Journal of Human-Computer Studies 86 (February 2016): 121–37. http://dx.doi.org/10.1016/j.ijhcs.2015.10.003.

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Jokisch, Oliver, and Markus Huber. "Advances in the development of a cognitive user interface." MATEC Web of Conferences 161 (2018): 01003. http://dx.doi.org/10.1051/matecconf/201816101003.

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In this contribution, we want to summarize recent development steps of the embedded cognitive user interface UCUI, which enables a user-adaptive scenario in human-machine or even human-robot interactions by considering sophisticated cognitive and semantic modelling. The interface prototype is developed by different German institutes and companies with their steering teams at Fraunhofer IKTS and Brandenburg University of Technology. The interface prototype is able to communicate with users via speech and gesture recognition, speech synthesis and a touch display. The device includes an autarkic semantic processing and beyond a cognitive behavior control, which supports an intuitive interaction to control different kinds of electronic devices, e. g. in a smart home environment or in interactive respectively collaborative robotics. Contrary to available speech assistance systems such as Amazon Echo or Google Home, the introduced cognitive user interface UCUI ensures the user privacy by processing all necessary information without any network access of the interface device.
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