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1.
Personalized, interactive news on the Web 总被引:2,自引:0,他引:2
We present Krakatoa Chronicle, an interactive, personalized newspaper on the World Wide Web implemented as a Java applet. The newspaper is similar in appearance
to newspapers in the real world, with a multi-column layout and justified text. At the same time, it provides various interaction
techniques for browsing the content of articles, giving relevance feedback, and dynamically changing layout. As users interact
with the system, individual ‘user profiles’ are built up at the webserver site. These are used to tailor the newspaper's content
and layout to each user's declared and inferred preferences. The system allows for a balancing of personal and community interests,
allowing the user to navigate through a space of newspapers corresponding to a range of viewpoints. 相似文献
2.
A Representational Framework for Scenarios of System Use 总被引:1,自引:0,他引:1
Scenarios are becoming widely used in three areas of system development: software engineering, human–computer interaction
(HCI), and organisational process design. There are many reasons to use scenarios during system design. The one usually advanced
in support of the practice is to aid the processes of validating the developers’ understanding of the customers’ or users’
work practices, organisational goals and structures, and system requirements. All three areas identified above deal with these
processes, and not surprisingly this has given rise to a profusion of scenario-based practices and representations. Yet there
has been little analysis of why scenarios should be useful, let alone whether they are. Only by having such a framework for
understanding what scenarios are, and what they are for, can we begin to evaluate different scenario approaches in specific
development contexts. This paper is a contribution toward such a framework. We lay out a space of representational possibilities
for scenarios and enumerate a set of values or criteria that are important for different uses of scenarios. We then summarise
several salient representations drawn from the software engineering, HCI, and organisational process design communities to
clarify how these representational choices contribute to or detract from the goals of the respective practices. Finally, we
discuss how scenario representations from one area of design may be useful in others, and we discuss the relationship between
these representations and other significant early-design and requirements engineering practices. 相似文献
3.
In this paper, we present some of the results from our ongoing research work in the area of ‘agent support’ for electronic
commerce, particularly at the user interface level. Our goal is to provide intelligent agents to assist both the consumers
and the vendors in an electronic shopping environment. Users with a wide variety of different needs are expected to use the
electronic shopping application and their expectations about the interface could vary a lot. Traditional studies of user interface
technology have shown the existence of a ‘gap’ between what the user interface actually lets the users do and the users’ expectations.
Agent technology, in the form of personalized user interface agents, can help to narrow this gap. Such agents can be used
to give a personalized service to the user by knowing the user’s preferences. By doing so, they can assist in the various
stages of the users’ shopping process, provide tailored product recommendations by filtering information on behalf of their
users and reduce the information overload. From a vendor’s perspective, a software sales agent could be used for price negotiation
with the consumer. Such agents would give the flexibility offered by negotiation without the burden of having to provide human
presence to an online store to handle such negotiations.
Published online: 25 July 2001 相似文献
4.
5.
C. Stary 《Universal Access in the Information Society》2001,1(1):16-30
This paper addresses user modelling for “Design for All” in a model-based approach to Human-Computer Interaction, paying particular
attention to placing user models within organisational role- and task-related contexts. After reviewing a variety of user
modelling approaches, and deriving requirements for user modelling related to Design for All, the paper proposes a role-driven
individualised approach. Such an approach is based on a model-based representation schema and a unifying notation that keeps
the user’s models and the contextual information transparent and consistent. Individualisation is achieved by coupling symbolic
model specifications with neural networking on synchronisation links between symbolic representation elements. As a result,
user modelling for Design for All is achieved not by stereotypical user properties and functional roles, but by accommodating
the actual users’ behaviour.
Published online: 18 May 2001 相似文献
6.
C. Stephanidis D. Akoumianakis A. Paramythis C. Nikolaou 《International Journal on Digital Libraries》2000,3(2):185-205
User interface adaptations can be used to address several user interaction challenges in the development of digital library
systems. This paper: (a) examines some of the intrinsic characteristics of digital library systems; (b) identifies some of
the key Human–Computer Interaction (HCI) challenges in relation to design and architectural abstraction for user interfaces
to digital library systems; and (c) develops an argumentation for adaptations in digital library systems. By drawing parallels
to recent HCI research into adaptable and adaptive user interaction, the paper illustrates potential areas in which user interface
adaptation can provide a useful technique for advancing the quality of human interaction with a digital library system.
Received: 18 December 1998 / Revised: 31 May 1999 相似文献
7.
The present paper proposes a methodological framework for the design and evaluation of information technology systems supporting
complex cognitive tasks. The aim of the methodological framework is to permit the design of systems which: (1) address the
cognitive difficulties met by potential users in performing complex problem-solving tasks; (2) improve their potential users’
problem-solving performance; and (3) achieve compatibility with potential users’ competences and working environment. After
a short review of the weaknesses of existing systems supposed to support complex cognitive tasks, the theoretical foundations
of the proposed methodology are presented. These are the ergonomic work analysis of French ergonomists, cognitive engineering, cognitive anthropology–ethnomethodology and activity theory. The third section of the paper describes the generic ergonomic model, which constitutes a frame of reference useful for the analyst of the work situation to which the information technology
system is addressed. In the fourth section, the proposed methodology is outlined, and in the fifth a case study demonstrating
an application of the methodology is summarised. In the epilogue, the differences between the proposed methodological framework
and other more conventional approaches are discussed. Finally, directions for future developments of the problem-driven approach
are proposed. 相似文献
8.
Exploring Context-aware Information Push 总被引:1,自引:1,他引:1
Despite much interest over recent years in the area of context-aware computing, there are still a number of significant gaps
in our understanding of the HCI issues associated with such systems. One particular issue that remains relatively unexplored
is how to design around the apparently conflicting goals of adapting to changes in context while at the same time adhering
to the principle of predictability. In this paper, we describe our exploration into this issue through two alternative designs
of an interactive context-aware tourist guide. One original design was based around information pull, i.e. the emphasis is
on the user to decide when context-aware information is presented. Our second design incorporates the notion of information
push whereby the actual presentation of context-aware information is triggered by contextual events, e.g. changes in the user’s
location or changes to the opening times of attractions. Through the evaluation of these alternative designs we hope to gain
a better understanding of the usability implications relating to push vs. pull in both this specific domain and in interactive
context-aware systems in general. 相似文献
9.
Rekha Kengeri Cheryl D. Seals Hope D. Harley Himabindu P. Reddy Edward A. Fox 《International Journal on Digital Libraries》1999,2(2-3):157-169
If digital libraries are to be used effectively, their user interfaces should be tested and enhanced. We observed 48 participants
as they worked with the following digital libraries: ACM, IEEE-CS, NCSTRL, and NDLTD. We discuss how the features of these
digital libraries influence the subjects’ efforts to perform search and retrieval tasks. Data analysis indicates that the
IEEE-CS digital library was rated the best overall and NDLTD had the best search time. We present user recommendations and
propose a taxonomy of features that we believe are essential for the design of future digital libraries. Noteworthy is the
observation that users’ judgements on the importance of different features varied widely between the beginning and end of
their test sessions.
Received: 15 December 1997 / Revised: June 1999 相似文献
10.
User and Concept Studies as Tools in Developing Mobile Communication Services for the Elderly 总被引:1,自引:0,他引:1
M. Mikkonen S. Va¨yrynen V. Ikonen M. O. Heikkila¨ 《Personal and Ubiquitous Computing》2002,6(2):113-124
The basis of this study was the ageing of the population all over the world. The study concentrated on finding out the key
service needs of elderly people. The service needs from the end users’ as well as the experts’ perspective were gathered by
means of various group methods such ideation sessions. Four mobile communication service concepts were created using these
groups’ opinions. After diverse communication, these concepts were tested by the elderly. The research methods comprised a
user study and a concept study.
Based on the results, the needs could be prioritised. Additionally, the main trend of the results confirmed the opinions
presented in the literature. One important finding was the positive opinions about additional value of wireless devices and
services. This knowledge can be used in mobile communication product development. Most of the elderly are ready to accept
new forms of mobile communication service. Ease of use and actual need of the services are important criteria. The elderly
are ready to begin using the services as long as they truly facilitate independent living. 相似文献
11.
Round-Trip Prototyping Based on Integrated Functional and User Interface Requirements Specifications
Requirements engineering in the new millennium is facing an increasing diversity of computerised devices comprising an increasing
diversity of interaction styles for an increasing diversity of user groups. Thus the incorporation of user interface requirements
into software requirements specifications becomes more and more mandatory. Validating these requirements specifications with
hand-made, throw-away prototypes is not only expensive, but also bears the danger that validation results are not accurately
fed back into the requirements specification. In this paper, we propose an enhancement of the requirements specification method
SCORES for an explicit capturing of user interface requirements. The advantages of the approach are threefold. First, the
user interface requirements specification is UML-compliant and integrated into the functional requirements specification.
Second, prototypes for validation purposes can semi-automatically be generated. Third, the model-based generation of prototypes
allows for ‘round-trip prototyping’ such that manual changes of the prototype during the validation process are automatically
fed back into the requirements specification. 相似文献
12.
S. Arbanowski S. van der Meer S. Steglich R. Popescu-Zeletin 《Personal and Ubiquitous Computing》2001,5(1):34-37
In the last few years, a variety of concepts for service integration and corresponding systems have been developed. On the
one hand, they aim for the interworking and integration of classical telecommunications and data communications services.
On the other, they are focusing on universal service access from a variety of end-user systems. Many of the technical problems,
resulting from the service integration, and service personalisation have been solved during the last years. However, all these
systems are driven by the concept of providing several technologies to users by keeping the peculiarity of each service.
Looking at humans’ communication behaviour and their communication space, it is obvious that human beings interact habitually
in a set of contexts with their environment. The individual information preferences and needs, persons to interact with, and
the set of devices controlled by each individual define their personal communication space. Following this view, a new approach
is to build communication systems not on the basis of specific technologies, but on the analysis of the individual communication
spaces. The result is a communication system adapted to the demands of each individual (I-centric). The communication system
will act on behalf of users’ demands, reflecting recent actions to enable profiling and self-adaptation to contexts and situations.
In this paper, we introduce I-centric Communications, an approach to design communication systems that adapt themselves to
the individual communication space and individual environment and situation. In this context “I” means I, or individual, “Centric”
means adaptable to I requirements and a certain user environment. 相似文献
13.
This paper examines how computer-mediated communication (CMC) affects cultural aspects in workplaces. For the concept of
culture used in this paper, we draw on the surface level of culture among three levels of organisational culture and 10 categories
of culture. Some studies on CMC are presented based on its impacts on some cultural categories, among which temporality and
territoriality are emphasised. The knowledge imparted by this kind of analysis can help CMC and information systems (IS) developers
understand and predict what will happen in the users’ way of working after implementation. It will also help them develop
effective systems. By emphasising time and space from the cultural point of view, we expect the paper will contribute to understanding
newly emergent organisational forms such as virtual organisations in which temporal and spatial dimensions are significantly
transformed. 相似文献
14.
The elicitation or communication of user requirements comprises an early and critical but highly error-prone stage in system
development. Socially oriented methodologies provide more support for user involvement in design than the rigidity of more
traditional methods, facilitating the degree of user–designer communication and the ‘capture’ of requirements. A more emergent
and collaborative view of requirements elicitation and communication is required to encompass the user, contextual and organisational
factors. From this accompanying literature in communication issues in requirements elicitation, a four-dimensional framework
is outlined and used to appraise comparatively four different methodologies seeking to promote a closer working relationship
between users and designers. The facilitation of communication between users and designers is subject to discussion of the
ways in which communicative activities can be ‘optimised’ for successful requirements gathering, by making recommendations
based on the four dimensions to provide fruitful considerations for system designers. 相似文献
15.
Christopher D. Shaw James M. Kukla Ian Soboroff David S. Ebert Charles K. Nicholas Amen Zwa Ethan L. Miller D. Aaron Roberts 《International Journal on Digital Libraries》1999,2(2-3):144-156
This paper describes aminimally immersive three-dimensional volumetric interactive information visualization system for management
and analysis of document corpora. The system, SFA, uses glyph-based volume rendering, enabling more complex data relationships
and information attributes to be visualized than traditional 2D and surface-based visualization systems. Two-handed interaction
using three-space magnetic trackers and stereoscopic viewing are combined to produce aminimally immersive interactive system
that enhances the user’s three-dimensional perception of the information space. This new system capitalizes on the human visual
system’s pre-attentive learning capabilities to quickly analyze the displayed information. SFA is integrated with adocument
management and information retrieval engine named Telltale. Together, these systems integrate visualization and document analysis
technologies to solve the problem of analyzing large document corpora. We describe the usefulness of this system for the analysis
and visualization of document similarity within acorpus of textual documents, and present an example exploring authorship
of ancient Biblical texts.
Received: 15 December 1997 / Revised: June 1999 相似文献
16.
This paper presents a virtual classroom field experiment utilising broadband cellular radio telecommunication technologies
and involving real users. The aim of the investigation was to experiment in the field cellular broadband systems in realising
virtual classroom situations. In particular, we investigated learners’ performance and usability aspects of the multimedia
tele-education system including ease of use, usefulness, telepresence and users’ satisfaction about the system. Results confirmed
the effectiveness of the multimedia system in terms of both technical and psychological features. Some operational results
and practical solutions were obtained as well. They included the basic features of multimedia systems used in virtual classroom
and the correct procedures for training teachers and learners in the equipment use. 相似文献
17.
In the light of the developing discourse on the relative merits of ‘hard’ and ‘soft’ approaches to information systems development,
we present a case study application of a methodology which attempts to dissolve such dualities. Personal Construct Psychology
(PCP) offers, as a unity, the construing person who is both biology and culture. PCP argues that both the world and the person’s
construct system are phenomenologically real and that the viability of any particular construct system depends only on its
usefulness to the construing person. In this study, we used PCP to explore the organisational context of information use and
distribution in a large hospital. We used repertory grids, a PCP technique, to elicit from 16 members of staff their personal
construals of information from different sources in the hospital. The results highlight the relationship between meaningful
information and meaningfully active relationships, a theme which we discuss in terms of the development of the hospital information
system and in terms of the value of PCP in dissolving hard–soft dichotomies. 相似文献
18.
Adrian David Cheok Xubo Yang Zhou Zhi Ying Mark Billinghurst Hirokazu Kato 《Personal and Ubiquitous Computing》2002,6(5-6):430-442
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the
real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional
computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based
Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space,
the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game
play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human
to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions
between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates
computer entertainment systems with social human-to-human and human-to-physical touch interactions.
Correspondence to: Professor A. Cheok, National University of Singapore, 10 Kent Ridge Crescent, Singapore 119260. Email: adriancheok@nus.edu.sg 相似文献
19.
As multimedia applications spread widely, it is crucial for programming and design support systems to handle “time” in multimedia
documents effectively and flexibly. This paper presents a set of interactive system support tools for designing and maintaining
the temporal behavior of multimedia documents. The tool set provides mechanisms for anomaly detection, temporal query processing,
and interactive scheduling. It is based on a fast incremental constraint solver we have developed, which can be adapted by
any constraint-based system. The incremental constraint solver provides immediate feedback to the user, supporting a highly
interactive design process. Combined with existing optimal layout generation mechanisms proposed in the literature, our tools
effectively utilize the flexibility provided by constraint-based systems. 相似文献
20.
ExploreNet is an experimental environment for creating and delivering networked “virtual worlds.” This system's style of user
interaction was inspired by the concept of a “habitat” as first articulated in the LucasFilm's Habitat system. Players enter
and interact in a habitat via their animated alter egos, called “avatars.” Habitats may be created for many purposes, including
social interaction, entertainment and education. Our focus has been to facilitate the creation of habitats in which virtual
communities of learners and mentors interact. This paper presents details of the current ExploreNet system, including its
user interface, the means it provides for creating complex behaviors, details of its implementation, the outcomes of several
experiments using this system, and our plans for its natural migration to a World Wide Web-based system. 相似文献