{"title":"基于用户偏好的人机界面开发","authors":"V. Kostov, S. Fukuda","doi":"10.1109/CCA.2001.974022","DOIUrl":null,"url":null,"abstract":"An approach towards standardization of the general rules for synthesis and design of man machine interfaces that include dynamic adaptive behavior is presented. The link between the personality type (Myers-Briggs or Kersey Temperament sorter) and the personal preferences of the users (Kansei) for the purpose of building graphical user interface (GUI) was investigated. The rules for a personalized emotional GUI based on the subjective preferences of the users were defined The results were tested on a modified TETRIS game that displayed background characters capable of emotional response. When the system responded to a user in a manner that is customized to his or her preferences, the reaction time was smaller and the information transfer was faster. Usability testing methods were used and it was shown that development of pleasant cartoon face GUI based on the users inborn personality tendencies was feasible.","PeriodicalId":365390,"journal":{"name":"Proceedings of the 2001 IEEE International Conference on Control Applications (CCA'01) (Cat. No.01CH37204)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2001-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"21","resultStr":"{\"title\":\"Development of man-machine interfaces based on user preferences\",\"authors\":\"V. Kostov, S. Fukuda\",\"doi\":\"10.1109/CCA.2001.974022\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"An approach towards standardization of the general rules for synthesis and design of man machine interfaces that include dynamic adaptive behavior is presented. The link between the personality type (Myers-Briggs or Kersey Temperament sorter) and the personal preferences of the users (Kansei) for the purpose of building graphical user interface (GUI) was investigated. The rules for a personalized emotional GUI based on the subjective preferences of the users were defined The results were tested on a modified TETRIS game that displayed background characters capable of emotional response. When the system responded to a user in a manner that is customized to his or her preferences, the reaction time was smaller and the information transfer was faster. Usability testing methods were used and it was shown that development of pleasant cartoon face GUI based on the users inborn personality tendencies was feasible.\",\"PeriodicalId\":365390,\"journal\":{\"name\":\"Proceedings of the 2001 IEEE International Conference on Control Applications (CCA'01) (Cat. No.01CH37204)\",\"volume\":\"37 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2001-09-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"21\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2001 IEEE International Conference on Control Applications (CCA'01) (Cat. No.01CH37204)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CCA.2001.974022\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2001 IEEE International Conference on Control Applications (CCA'01) (Cat. No.01CH37204)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CCA.2001.974022","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Development of man-machine interfaces based on user preferences
An approach towards standardization of the general rules for synthesis and design of man machine interfaces that include dynamic adaptive behavior is presented. The link between the personality type (Myers-Briggs or Kersey Temperament sorter) and the personal preferences of the users (Kansei) for the purpose of building graphical user interface (GUI) was investigated. The rules for a personalized emotional GUI based on the subjective preferences of the users were defined The results were tested on a modified TETRIS game that displayed background characters capable of emotional response. When the system responded to a user in a manner that is customized to his or her preferences, the reaction time was smaller and the information transfer was faster. Usability testing methods were used and it was shown that development of pleasant cartoon face GUI based on the users inborn personality tendencies was feasible.