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The last decade has placed the superiority of graphical user interfaces over traditional text-based approaches beyond dispute. In almost all contexts, users have found graphical interfaces easier to learn, faster to use, and less error-prone. However, it has been shown that the creation of powerful graphical interfaces takes up to 80% of the time required to develop an application. In our work, we seek to extend the benefits of graphical interaction to the next layer of computer user—the interface designer. Our work in this area is distinguished from other efforts by two important differences. First, while other efforts focus primarily on the design of standard user interfaces, our approach emphasizes the creation of unique and innovative interfaces by supporting, among other things, arbitrary user-designed graphical representations, direct specification of animation, and digitized sound. Second, our goal is to cater to the nonprogrammer. Thus, we address a challenging trade-off: maximizing power and flexibility in an extremely simple environment. We explore the utility of the prototype object-oriented paradigm, a high-level userinterface language, and a direct-manipulation programming environment in this context.  相似文献   

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本文将介绍用户界面的开发工具:Micro-UIDT。该系统为用户界面的设计者提供交互式设计环境,所提供的进行用户界面设计的设计语言为一种非过程、图示语言。其中,进行用户界面的人-机对话控制部分的设计使用了状态转换图说明技术;而对应用数据显示部分的描述则通过直接作图和定义对该图的控制同应用数据间的关系来实现。Micro-UIDT还可将使用上述图示语言设计的用户界面变换为C语言处理程序。  相似文献   

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Like the prehistoric twig and stone, tangible user interfaces (TUIs) are objects manipulated by humans. Tangible user interface success will depend on how well they exploit spatiality, the intuitive spatial skills humans have with the objects they use. In this paper, we carefully examine the relationship between humans and physical objects, and related previous research. From this examination, we distill a set of observations and turn these into heuristics for incorporation of spatiality into TUI application design, a cornerstone for their success. Following this line of thought, we identify spatial TUIs, the subset of TUIs that mediate interaction with shape, space and structure. We then examine several existing spatial TUIs using our heuristics.  相似文献   

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Technology offers substantial benefits to the many people with some form of cognitive disability. But the power of technology often comes in a package whose complexity is a barrier to many users, leading to calls for designs, and especially designs for user interfaces, that are “simple”. This paper analyzes the idea of simplicity, and suggests (a) that simplicity in a user interface is not a unified concept, but rather has distinguishable facets, and (b) that simplicity must be defined in terms of the cognitive capabilities of a user, so that what is “simpler” for one user may be “more complex” for another. Despite (b), the prospects for universal design in this area are good, in that interface technology with the flexibility needed to produce “simple” interfaces for a range of users with different cognitive strengths will be of value in addressing the overall design space of interfaces for a broad audience. While it is possible to sketch the outlines of a useful theory of simplicity, the sketch reveals much that is not fully understood. It also reveals opportunities to rethink the architecture of user interfaces in a way that will benefit user interface development generally.  相似文献   

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Nowadays home automation, with its increased availability, reliability and with its ever reducing costs is gaining momentum and is starting to become a viable solution for enabling people with disabilities to autonomously interact with their homes and to better communicate with other people. However, especially for people with severe mobility impairments, there is still a lack of tools and interfaces for effective control and interaction with home automation systems, and general-purpose solutions are seldom applicable due to the complexity, asynchronicity, time dependent behavior, and safety concerns typical of the home environment. This paper focuses on user-environment interfaces based on the eye tracking technology, which often is the only viable interaction modality for users as such. We propose an eye-based interface tackling the specific requirements of smart environments, already outlined in a public Recommendation issued by the COGAIN European Network of Excellence. The proposed interface has been implemented as a software prototype based on the ETU universal driver, thus being potentially able to run on a variety of eye trackers, and it is compatible with a wide set of smart home technologies, handled by the Domotic OSGi Gateway. A first interface evaluation, with user testing sessions, has been carried and results show that the interface is quite effective and usable without discomfort by people with almost regular eye movement control.  相似文献   

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《Ergonomics》2012,55(11):1469-1482
This paper is concerned with the problem of ‘losing sight’ of the user during the design of human-computer interfaces. A methodological practice is proposed which enables the designer to track the implications of design proposals with respect to both the benefits they confer on the user and their goodness of fit with user characteristics. The methodological practice, which is seen as a technique for early or formative evaluation, is then applied in retrospect to two adaptive prototypes which are currently being incorporated into a Multi-Author Document Preparation System. The results of this process are intended as a methodological cautionary tale for other designers, illustrating the potential consequences of failure to evaluate the implicit assumptions that are being made about users by the designer.  相似文献   

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