Human-Computer Interaction: Challenges, Opportunities and Emerging Developments

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: 30 July 2024 | Viewed by 8542

Special Issue Editor

Special Issue Information

Dear Colleagues,

Human–Computer Interaction (HCI) is a multidisciplinary field of research focusing on the design of computer technology and, more specifically, the interaction between humans (users) and computers. Nowadays, HCI is still the subject of considerable interest, bringing the attention of both researchers and practitioners.

The emergence of new technological advancements, including Artificial Intelligence, Extended Reality Mobile Computing, Virtual/Augmented Reality, Internet of Things (IoT), have imposed new requirements with respect to the design of information systems (ISs) on the one hand, as well have introduced significant opportunities for ISs to leverage user experiences, on the other.

This Special Issue is dedicated to disseminating high-quality, original research papers, covering the following topics (but not limited to):

  • Human–Computer Interaction Theory
  • Multimodal Interaction
  • Natural Language Interaction
  • Intelligent User Interfaces
  • User Centered Design
  • Usability and User Experience
  • Cognitive Systems
  • Machine Learning Methods for User Interface Design and Customization
  • Mobile Computing
  • Mobile Applications Design and Development
  • Virtual Reality
  • Augmented Reality
  • Interaction and Humans in the Internet of Things

Dr. Paweł Weichbroth
Guest Editor

Manuscript Submission Information

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Keywords

  • human–computer interaction
  • usability
  • user experience
  • intelligent user interfaces
  • mobile computering
  • virtual reality
  • augmented reality

Published Papers (7 papers)

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Research

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15 pages, 4478 KiB  
Article
Evaluation of a Smart Audio System Based on the ViP Principle and the Analytic Hierarchy Process Human–Computer Interaction Design
by Jinsong Huang, Wenyu Li and Tariq Sadad
Appl. Sci. 2024, 14(7), 2678; https://doi.org/10.3390/app14072678 - 22 Mar 2024
Viewed by 470
Abstract
The current limitations of user–product interaction with smart speakers have spurred the proposal of a model to circumvent these challenges. We used the ViP design principle to redefine the user’s approach to interacting with the product. Throughout the deconstruction and design stages, we [...] Read more.
The current limitations of user–product interaction with smart speakers have spurred the proposal of a model to circumvent these challenges. We used the ViP design principle to redefine the user’s approach to interacting with the product. Throughout the deconstruction and design stages, we explored the structure and function of the conventional product across three layers: the product layer, interaction layer, and context layer using three models. We used the hierarchical analysis method to effectively quantify the design factors affecting user experience and identify the key design factors. This approach enabled us to contextualize the smart audio system, explore the interaction dynamics between the product and the user, and provide valuable insights on designing new products. A questionnaire method was used to survey 67 users, and a reliability test was conducted to ensure the validity of the questionnaire v (Cronbach’s coefficient α = 0.868). A pairwise comparison of factors was conducted on a 1–9 scale, with weights determined through the analytic hierarchy process (AHP). The combination of the ViP design principle and hierarchical analysis presents a novel and objective paradigm to guide designers to customize product characteristics (design attributes) to enhance user human–computer interaction experience. We validated the feasibility of the innovative design approach using the smart speaker model, offering insights for research on designing similar products. Full article
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26 pages, 11938 KiB  
Article
The Effects of Augmented Reality Companion on User Engagement in Energy Management Mobile App
by Joo Chan Kim, Saguna Saguna and Christer Åhlund
Appl. Sci. 2024, 14(7), 2671; https://doi.org/10.3390/app14072671 - 22 Mar 2024
Viewed by 528
Abstract
As the impact of global warming on climate change becomes noticeable, the importance of energy efficiency for reducing greenhouse gas emissions grows immense. To this end, a platform, solution, and mobile apps are developed as part of the European Union’s Horizon 2020 research [...] Read more.
As the impact of global warming on climate change becomes noticeable, the importance of energy efficiency for reducing greenhouse gas emissions grows immense. To this end, a platform, solution, and mobile apps are developed as part of the European Union’s Horizon 2020 research and innovation program to support energy optimization in residences. However, to ensure long-term energy optimization, it is crucial to keep users engaged with the apps. Since augmented reality (AR) and a virtual animal companion positively influenced user engagement, we designed an AR companion that represented the user’s residence states; thereby making the user aware of indoor information. We conducted user evaluations to determine the effect of the AR companion on user engagement and perceived usability in the context of energy management. We identified that the user interface (UI) with AR (ARUI) barely affected user engagement and perceived usability compared to the traditional UI without AR (TUI); however, we found that the ARUI positively affected one of the user engagement aspects. Our results show AR companion integration’s potential benefits and effects on energy management mobile apps. Furthermore, our findings provide insights into UI design elements for developers considering multiple interaction modalities with AR. Full article
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18 pages, 3131 KiB  
Article
An Alternative Audio-Tactile Method of Presenting Structural Information Contained in Mathematical Drawings Adapted to the Needs of the Blind
by Michał Maćkowski, Mateusz Kawulok, Piotr Brzoza, Marceli Janczy and Dominik Spinczyk
Appl. Sci. 2023, 13(17), 9989; https://doi.org/10.3390/app13179989 - 04 Sep 2023
Cited by 1 | Viewed by 957
Abstract
Alternative methods of presenting the information contained in mathematical images, which are adapted to the needs of blind people, are significant challenges in modern education. This article presents an alternative multimodal method that substitutes the sense of sight with the sense of touch [...] Read more.
Alternative methods of presenting the information contained in mathematical images, which are adapted to the needs of blind people, are significant challenges in modern education. This article presents an alternative multimodal method that substitutes the sense of sight with the sense of touch and hearing to convey graphical information. The developed method was evaluated at a center specializing in the education of the blind in Poland, on a group of 46 students aged 15–19. They solved a set of 60 high school-level problems on geometry, mathematical analysis, and various types of graphs. We assessed the mechanisms introduced for the sense of touch and hearing, as well as the overall impression of the users. The system usability scale and the NASA task load index tests were used in the evaluation. The results obtained indicate an overall increase in user satisfaction and usefulness of the proposed approach and a reduction in the workload during exercise solving. The results also show a significant impact of the proposed navigation modes on the average time to reach objects in the drawing. Therefore, the presented method could significantly contribute to the development of systems supporting multimodal education for people with blindness. Full article
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17 pages, 1354 KiB  
Article
Life Cycle Cost Model for Life Support Systems of Crewed Autonomous Transport for Deep Space Habitation
by Igor Kabashkin and Sergey Glukhikh
Appl. Sci. 2023, 13(14), 8213; https://doi.org/10.3390/app13148213 - 14 Jul 2023
Viewed by 783
Abstract
Intelligent transport systems are used in various transport systems, among which a special place is occupied by crewed autonomous transport systems such as space stations for deep space habitation. These objects have a complex and critical requirement for life support systems (LSSs) to [...] Read more.
Intelligent transport systems are used in various transport systems, among which a special place is occupied by crewed autonomous transport systems such as space stations for deep space habitation. These objects have a complex and critical requirement for life support systems (LSSs) to maintain safe and habitable conditions for the crew in the isolated environment. This paper explores the different architectural options for life support systems (LSSs) in autonomous transport systems, specifically focusing on space stations. Three alternative LSS architectures are discussed: Open LSS (OLSS), Closed LSS (CLSS), and Mixed LSS (MLSS). Each architecture has its own advantages and disadvantages. OLSS relies on external resource delivery, reducing initial costs but increasing dependence on resupply missions. CLSS operates autonomously, generating resources onboard, but has higher initial costs and technological complexity. MLSS combines external delivery and onboard generation, providing flexibility and adaptability. The material emphasizes the importance of cost-effectiveness analysis at the early stages of design and identifies the boundary values of mission duration that determine the most effective LSS architecture choice. The material highlights the significance of striking the right balance between cost and performance to develop intelligent ecosystems of LSS for space stations and other autonomous transport systems. Full article
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17 pages, 697 KiB  
Article
Education Mobility as a Service: A Study of the Features of a Novel Mobility Platform
by Małgorzata Gawlik-Kobylińska, Igor Kabashkin, Boriss Misnevs and Paweł Maciejewski
Appl. Sci. 2023, 13(9), 5245; https://doi.org/10.3390/app13095245 - 22 Apr 2023
Cited by 1 | Viewed by 1231
Abstract
The European Union’s Erasmus+ program strongly supports mobility for finding training or work opportunities. However, in the era of pandemics, there is a need to find remedies for restricted movement. One solution is to create a platform for collaboration in the spheres of [...] Read more.
The European Union’s Erasmus+ program strongly supports mobility for finding training or work opportunities. However, in the era of pandemics, there is a need to find remedies for restricted movement. One solution is to create a platform for collaboration in the spheres of work and training. This article aims to identify the crucial factors for the development of a novel ecosystem for the European education mobility. This mixed-method study employed interviews with 140 respondents. The authors utilized the NVivo software, specifically its Word Frequency Query functionality, to identify relevant features in the four main categories: competence acquisition, pedagogy, organization, and technology. Findings suggest that the acquisition of competencies should be oriented towards the future labor market, students prefer gamified activities, the platform should be organized to allow for easy job and training searches, and 2D and 3D solutions should be combined for versatility. Overall, future-oriented content, motivation, and technologically diverse activities are positively perceived by students and can be seen as a major trend in creating similar tools. This type of user experience research could also be extended to a group of teachers and administrative personnel engaged in education mobility as service activities. This research was conducted as part of the ERASMUS+ project eMediator. Full article
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36 pages, 3998 KiB  
Article
Design Patterns for Mobile Games Based on Structural Similarity
by Ghulam Rasool, Yasir Hussain, Tariq Umer, Jawad Rasheed, Sook Fern Yeo and Fatih Sahin
Appl. Sci. 2023, 13(2), 1198; https://doi.org/10.3390/app13021198 - 16 Jan 2023
Cited by 2 | Viewed by 1966
Abstract
Software design patterns have a proven impact on the quality of software applications and the development process of an application. The success of design patterns in the software industry has attracted mobile game developers and researchers to apply patterns in the context of [...] Read more.
Software design patterns have a proven impact on the quality of software applications and the development process of an application. The success of design patterns in the software industry has attracted mobile game developers and researchers to apply patterns in the context of mobile games. Researchers have already proposed different frameworks and design patterns, but they are not truly beneficial for game developers. The high-level taxonomies can be adjuvant while proposing useful design patterns. The existing taxonomies for mobile games do not consider different parts of a game that outline top-level structure. In this paper, we propose a new taxonomy that emphasizes the top-level structure for identifying new design patterns for mobile games. We propose five novel generic design patterns that might be applied to the development of mobile games and other software applications. The presented design patterns are, in a true sense, programming patterns that outline top-level generic classes and interfaces, and that could be the basis for the development of new games. We developed four demo games by using these patterns for the realization of taxonomy and design patterns. Full article
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Review

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32 pages, 517 KiB  
Review
Motion Trajectory Prediction in Warehouse Management Systems: A Systematic Literature Review
by Jakub Belter, Marek Hering and Paweł Weichbroth
Appl. Sci. 2023, 13(17), 9780; https://doi.org/10.3390/app13179780 - 29 Aug 2023
Cited by 1 | Viewed by 1662
Abstract
Background: In the context of Warehouse Management Systems, knowledge related to motion trajectory prediction methods utilizing machine learning techniques seems to be scattered and fragmented. Objective: This study seeks to fill this research gap by using a systematic literature review approach. Methods: Based [...] Read more.
Background: In the context of Warehouse Management Systems, knowledge related to motion trajectory prediction methods utilizing machine learning techniques seems to be scattered and fragmented. Objective: This study seeks to fill this research gap by using a systematic literature review approach. Methods: Based on the data collected from Google Scholar, a systematic literature review was performed, covering the period from 2016 to 2023. The review was driven by a protocol that comprehends inclusion and exclusion criteria to identify relevant papers. Results: Considering the Warehouse Management Systems, five categories of motion trajectory prediction methods have been identified: Deep Learning methods, probabilistic methods, methods for solving the Travelling-Salesman problem (TSP), algorithmic methods, and others. Specifically, the performed analysis also provides the research community with an overview of the state-of-the-art methods, which can further stimulate researchers and practitioners to enhance existing and develop new ones in this field. Full article
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