HCI research topics
N - The Nature of Human-Computer Interaction
N1 - (Meta)models of HCI
- How HCI affects productivity and efficiency in the workplace.
- Using the discipline of HCI to increase the productivity of users.
- Exploring the complexities of HCI as a multidisciplinary field.
- The productivity of users that are aided by an animated character.
- A theoretical framework for HCI as communication.
- The history and influences of the multidisciplinary nature of HCI.
- Using autonomic computing to enhance HCI within the administrative context.
- Viewing HCI as a form of art.
- Do the designs of interfaces affect the productivity of work?
U - Use and context of computers
U1- Social Organization and Work
- The effects of social interactive chat systems and how people react to confrontations in these systems
- Is employee productivity slowed down by social networking?
- Studying the social structure developing through online computer games.
- The influence of social networking on traditional models of workflow.
- Meeting user software requirements in the business world.
- Computers' impact on productivity in the work environment
- The ubiquitous nature of computer systems in the work place
- Job satisfaction levels of users that rely heavily on shortcut keys
- An understanding of human-machine adaptation as quality of life
U2- Application Areas
- Creating an application to dissect users' information for a global information warehouse that connects ideas that are interrelated
- Converging of application areas through ubiquitous communication
- How virtual reality systems may contribute to operations management in the construction industry
- How to create a graphical menu system using Java
- Developing the appropriate interface for an application
- The characteristics of interfaces with regards to communication in virtual reality systems
- Percentage of automobile drivers that use the advanced options of their cars' onboard computer
- Using interfaces for developing embedded systems
- How aesthetic appearance of an interface can affect tutorial based systems
U3- Human-Machine Fit and Adaptation
- Automomous machines that repair themselves.
- Utilizing user innovation to achieve human-machine fit.
- Intuitive height adjustments for ATMs.
- The beginners' guide to using a touch screen in the office.
- Adaptive interfaces to fit a user's needs.
- Popularity of cell phones with adaptive text capabilities.
- Changes from human deployment towards adaptive systems.
- Can colourful and cute looking machines affect how children take to learning based games.
H- Human characteristics
H1- Human Information Processing
- How to present information to users that are new to a field
- Identifying effective information processing techniques for the various human populations
- Designing mobile technology to facilitate distributed congnition
- Mental processes in learning how to use a new system
- How models help users to interact with systems
- Overcoming learning disabilities through the use of specialised multimedia environments
- User recall ability of illustrated images and 3D rendered images
- Providing logical reasoning for the human brain as an information processor
- How colour affects the user in defining what is important.
H2- Language, Communication and Interaction
- How does Internet slang influence the thinking of the average day student?
- Language independent interface for international application
- Textese translation systems: introducing correct punctuation, grammar and capitalization into SMS speak
- Developing applications based on a conversational model of communication
- Using information reuse to aid in the usability of a system
- Defining the verbal interaction characteristics between humans and interface agents
- Male or female voice preference of GPS driver aids
- The importance of language as a means of communicating information correctly
- Should programming languages become more natural language based, where full sentences could be used?
- Creating a prototype chair chat automatically adjusts itself to a user's body posture.
- Utilizing built-in limiters to prevent health issues.
- Cognitive ergonomics and education: designing educational spaces to facilitate optimal learning.
- The future of the house: no more wrist strain.
- Designing a system fit for the disabled.
- Ergonomic principles in the design of environments for the physically disabled.
- Case studies of blind users and text-to-speech supported applications.
- Physiological influence of badly designed interfaces on the disabled user.
- How posture affects efficiency.
C- Computer systems and interface architecture
C1- Input and Output devices
- Affects on users that work on CRT and LCD screens.
- Characteristics of a central interface for input and output in a home environment.
- New input and output devices make our lives easier.
- Interfacing with the computer: the future of the keyboard, the screen and the mouse.
- Enabling human-machine interaction for the disabled via gesture-based HCI.
- Validity of substituting all biological senses with input devices.
- Health issues concerning brain-machine interaction.
- Weight and portability of devices as a means of social communication.
- The effects of virtual simulation displays on the user's senses, can it affect how we see reality?
C2- Dialogue Techniques
- Speech recognition in applications and productivity of users.
- Bringing your computer to life with speech recognition.
- Standards for and theories of menu-based application development.
- Improving automated call centres with Markov decision processes.
- Utilizing and testing dialogue techniques developed by prominent computer games in various dialogue genres.
- Prototype of voice-created text message for cellphones.
- Using multimedia as a dialogue technique for interaction and communication.
- The efficiency between radial and drop down menus.
C3- Dialogue Genre
- User approval of the Aero look and feel of Vista.
- The effective use of interaction metaphors.
- Using conceptual models in application design.
- The viability of drag and drop as a metaphor for filling out tax return forms.
- Evaluating the validity of merging dialogue genres.
- Desktop effects and their affect on user productiveness: a survey.
- Creating effects and visual aesthetics concepts for technical means.
- Do metaphors help or hinder training systems due to already learnt bad habits?
C4- Computer Graphics
- Popularity of computer games that use cell shaded graphics.
- Utilizing the advances in technology to enhance the interactive learning environment, with a focus on computer graphics.
- Different ways of presenting colour in computer graphics.
- 3D animation for web applications: optomizing the polygon count.
- Using headset sensors to put applications in focus.
- Analysis of computer games for virtual reality.
- Conveying virtual reality through means of correct mapping of colour and real world representations.
- Can real world graphics in virtual environments affect users by not distinguishing between escapism and reality?
C5 Dialogue Architecture
- User behaviour patterns in multi-user environments.
- Establishing a dialogue architecture of group interfaces in a recreational environment.
- Using the windows model to design and implement an interface.
- Designing systems for collaborative work: taking multiple users into account.
- Need for speed for real: driving vehicles with console controls.
- Finite state dialogue model alternative validity.
- Communicating information through the glossy screen - new standards for interfaces.
- Can building systems that are designed for dual screens increase performance and create a new standard in software architecture?
D- Development process
D1- Design Approaches
- Success rates of products that use speech recognition and a waterfall model in development.
- The effective use of colour in interface design.
- Models and practices in managing a software project.
- The efficacy of state transition diagrams in facilitating web-based applications.
- Comparing the various system development processes.
- Comparing the effectiveness of 3D applications versus 2D applicatons.
- The bare bones of an application, making information easy to use and understand.
- Are 3D interfaces more effective than standard 2D Interfaces?
D2- Implementation Techniques and Tools
- End user satisfaction with products that were developed using storyboards as prototypes.
- Defining optimal implementation techniques for the online gaming environment.
- Advantages of using object-oriented methods.
- Advantages and disadvantages of creating prototypes for software.
- Using emotion recognition to adjust volume settings during film viewing.
- Studying the effect of daily implementation prototyping.
- Prototyping to find the efficiency of multidimensional(?) devices.
- The importance of relationships, reusability and representation in the design process.
- Can standards in tool layout increase efficiency?
D3- Evaluation Techniques
- Percentage of products developed that meet deadlines and make use of observation methods in their evaluation techniques.
- Redefining usability testing environments to reduce stress in participants.
- Is usability testing essential for a user-friendly interface?
- Usability tesing as a maens to improve existing software.
- Developing an evaluation mark-up language (EvalIM) to standardise empirical evaluation for both users and experts.
- Releasing application interfaces for field use as a form of evaluation.
- Using formal means of evaluation to rate the performance of an interface.
- The effects of using standard evaluation techniques on new innovative designs.
D4- Example Systems and Case Studies
- Popularity of the use of the console in Unix-based systems.
- A study of the interactive multimedia environment and how it differs from previous teaching techniques.
- How different are classic interfaces from modern ones?
- Exploring MS-DOS:the pros and cons of using a command-based system.
- The success of StarCraft: considering the impact of StarCraft on the interfaces of strategy games.
- Standardizing from example systems through analysis.
- Case studies as the art of navigating the interface of games.
- Can gradual increase of options on an interface remove the need for manuals when training children?