Metaphor, computing systems, and active learning
International Journal of Man-Machine Studies - Ellis Horwood series in artificial intelligence
How faithfully should the electronic office simulate real one?
ACM SIGCHI Bulletin
Designing the user interface (2nd ed.): strategies for effective human-computer interaction
Designing the user interface (2nd ed.): strategies for effective human-computer interaction
Communications of the ACM
Squeeze me, hold me, tilt me! An exploration of manipulative user interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gestural and audio metaphors as a means of control for mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability Engineering
The Architecture of Cognition
Human-Computer Interaction
The Psychology of Human-Computer Interaction
The Psychology of Human-Computer Interaction
Activity-based scenarios for and approaches to ubiquitous e-Learning
Personal and Ubiquitous Computing
Out of box experience issues of free and open source software
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction design and usability
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Learnability is a key factor in the out-of-box (OOBE) experience. This paper is a conceptual analysis of learnability in the context of OOBE. We first analyse the concept of learnability in terms of different views of learning. Then we discuss how metaphors could be utilised as a way of making learnable products which provide a positive OOBE. We also present a method for analysing individual learning processes during the first few moments with a new product 7 and illustrate the use of the method with a description of the evaluation of a sample design. Finally, we derive some design guidelines relevant to OOBE.