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1.
Despite all the effort dedicated to bringing better User-Centered Design (UCD) tools to market, current studies show that the industry is still dominated by tools that do not support the activities and workstyles of designers. Also, there is a growing need for interaction design tools aimed at software engineers, a problem related to bringing usability into the software engineering processes.

We propose a new workstyle model that can be effectively used to envision, design and evaluate a new generation of innovative interaction and software design tools, aimed at integrating usability and software engineering.

We illustrate the effectiveness of our model by describing a new tool, called CanonSketch, that was built in order to support UCD in terms of the dimensions in our workstyle model. We also describe an evaluation study aimed at contrasting paper prototyping with our tool as well as the level of workstyle support.  相似文献   


2.
The design of computational artifacts involves many communication acts occurring through different channels; usability tests, for example, have been used as a main communication channel between designers and users. Other channels used during the design process include requirement analysis, scenario construction, prototyping, etc. This work takes the Westley and MacLehan communication model and projects it into the context of interactive artifact design, resulting in a model of fractal nature. Some channels already present during the design process fit in well with the model we are proposing. It also reveals that other channels have not been explored in the global process of communication. Thus, we show how a semiotic-based analysis can unify techniques, methods and tools that support design, as well as make explicit the necessary interactions among designers, users and computers through different channels.  相似文献   

3.
The design of any interactive computer system requires consideration of both humans and machines. Software usability is one aspect of human–computer interaction that can benefit from knowledge of the user and their tasks. One set of methods for determining whether an application enables users to achieve their predetermined goals effectively and efficiently is task analysis. In the present study, a task analysis was applied to the graphical user interface of fatigue modelling software used in industry. The task analysis procedure allowed areas of usability improvement to be identified and then addressed with alternate interface prototypes. The present method of task analysis illustrates a practical and efficient way for software designers to improve software usability, user effectiveness and satisfaction, by involving users in the design process.  相似文献   

4.
Many efforts to improve the interplay between usability evaluation and software development rely either on better methods for conducting usability evaluations or on better formats for presenting evaluation results in ways that are useful for software designers and developers. Both of these approaches depend on a complete division of work between developers and evaluators. This article takes a different approach by exploring whether software developers and designers can be trained to conduct their own usability evaluations. The article is based on an empirical study where 36 teams with a total of 234 first-year university students on software development and design educations were trained through an introductory course in user-based website usability testing that was taught in 40 h. They used the techniques from this course for planning, conducting, and interpreting the results of a usability evaluation of an interactive website. They gained good competence in conducting the evaluation, defining user tasks and producing a usability report, while they were less successful in acquiring skills for identifying and describing usability problems.  相似文献   

5.
In the past decade, home appliances have been rapidly developed to satisfy the various requirements of users. Thus, there are increases in requirements to explore appropriate evaluation methods that reflect the usability of home appliances quickly and comprehensively. This study aims to develop a scenario‐based usability checklist for product designers early in the design process. In this study, the scenario‐based usability checklist consists of two parts: 1) a heuristic evaluation checklist, and 2) a scenario evaluation checklist. In heuristic evaluation checklist development, usability factors of home appliances are extracted and then coupled to user interface (UI) elements. In scenario evaluation checklist development, scenarios are developed through brainstorming by focus group interview (FGI), and then evaluation elements are extracted from previous scenarios analysis. The proposed scenario‐based usability checklists can enable designers to evaluate product design quickly and comprehensively early in the development process with users' viewpoints. © 2010 Wiley Periodicals, Inc.  相似文献   

6.
《Software, IEEE》2008,25(3):20-21
In traditional software development environments, many designers don't routinely put their software in front of users. If the ultimate measure of well-designed software is how effectively it serves its intended purpose, then validating that it does so is critical, and the sooner the better. Many user-centered design practitioners do this with usability testing. A formal usability test is a rather sciencey affair. It involves a number of different people in different roles. This paper deals with software design validation. This test-fix-test-fix cycle continues until the software starts to feel pretty tight. This approach is called RITE (Rapid Iterative Testing and Evaluation).  相似文献   

7.
Organizations are rushing to establish a presence on the World Wide Web (WWW). Researchers, designers, and users all recognize the importance of network delays, with longer delays frequently being associated with more negative user experiences. Although some delay is unavoidable, design decisions do contribute to the total delay users experience. In this article, a collection of tools that allow individuals to experience realistic network delays during informal evaluations, usability studies, and controlled experiments are described. These tools allow practitioners to more effectively assess usability in the context of realistic network delays, researchers to more effectively investigate the factors that affect the usability of information and applications delivered via the WWW, and educators to more effectively convey the importance of design decisions in the context of the WWW. This article describes how these tools may be used as well as the tools themselves, including the algorithms that make them effective. 2 approaches for validating simulations with results are presented. The first validation suggests that the simulation process utilized in the wide-area network delay simulator tools (Borella & Sears, 1997) effectively reproduces the network delays observed when retrieving material via the WWW. The second validation provides even stronger support, indicating that the simulation process can be used to reproduce a specific set of network conditions more accurately than the network itself. Directions for additional research are also discussed.  相似文献   

8.
9.
Virtual reality (VR) can provide useful tools for a variety of applications. However, for these tools to be effective, they must be easy to use. In virtual environments (VEs), usability is impaired by poorly designed navigation systems. Insufficient realism and missing physiological orientation and motion cues impair spatial learning in desktop VEs. Capabilities for navigation in a VE are far more varied than in reality; so much greater flexibility can be offered, but designing VEs with too many options can overwhelm users. To assist designers in building effective, usable navigation systems for VEs, navigation techniques must be evaluated to identify which features actually support users in accomplishing their tasks and which features create unnecessary problems.This study evaluates navigation in two different VEs to develop recommendations for the design of navigation systems in desktop VEs. The study consists of an objective assessment of navigation control dynamics, a guideline-based evaluation and a review of data collected during two experimental studies. The findings indicate that real-world constraints, specialised navigation techniques and feedback regarding location and direction of travel are needed to support navigation in desktop VEs.  相似文献   

10.
This article discusses the limitations and challenges surrounding the present usability engineering (UE) labs. Usability laboratories include hardware and software tools to observe users, collect and analyse diverse data about the users' interactions, behaviours, actions, and reactions including their raw feedback regarding their experiences. Using statistical analysis and data mining software, these qualitative and quantitative data are transformed into design insights and recommendations for future usability improvements. First, we survey the existing stationary, portable, and remote laboratories. We then review the current usability tools while highlighting the gap between the existing tools/labs and the UE practices. We will show how this gap can be closed via a roadmap using a computer-assisted usability engineering environment (CAUTE). A CAUTE provides a unifying user interface that exploits a process-sensitive architecture for integrating the large variety of the existing tools into the best UE practices. Beyond the technical problems, there is also a need to address research issues including determining the interest of the CAUTE approach in comparison with the current usability labs.  相似文献   

11.
Information access tools for software reuse   总被引:2,自引:0,他引:2  
Software reuse has long been touted as an effective means to develop software products. But reuse technologies for software have not lived up to expectations. Among the barriers are high costs of building software repositories and the need for effective tools to help designers locate reusable software. Although many design-for-reuse and software classification efforts have been proposed, these methods are cost-intensive and cannot effectively take advantage of large stores of design artifacts that many development organizations have accumulated. Methods are needed that take advantage of these valuable resources in a cost-effective manner. This article describes an approach to the design of tools to help software designers build repositories of software components and locate potentially reusable software in those repositories. The approach is investigated with a retrieval tool, named CodeFinder, which supports the process of retrieving software components when information needs are ill-defined and users are not familiar with vocabulary used in the repository. CodeFinder uses an innovative integration of tools for the incremental refinement of queries and a retrieval mechanism that finds information associatively related to a query. Empirical evaluation of CodeFinder has demonstrated the effectiveness of the approach.  相似文献   

12.
There is strong evidence of the importance of good interaction design in the creation of intuitive-use products. However, there is also a strong indication, both in the literature and in the study with designers documented in this paper, that despite this evidence designers get little support in adequately representing, analysing and comparing design and user information. Since designers require a practical and relatively easy-to-use support tool that would enable them to better understand cognitive processes of users and evaluate the accessibility and usability of different product features, this paper proposes the Goals-Actions-Beliefs-Objects (GABO) modelling approach that can form the basis of such a tool for designers. The four distinct stages of the GABO approach are designed to assess and compare designers and users’ understanding and usage of everyday products. The evaluation results of the GABO approach with eight product designers have indicated that designers find it useful and effective in identifying the key similarities and differences in the understanding of designers and users.  相似文献   

13.
Numerous studies have identified links among culture, user preferences, and Web site usability. Most of these studies were reports of findings from a behavioral perspective in explaining how cultural factors affect processes of Web-related content design and use. Based on the research of Vygotsky and Nisbett, the authors propose a broader model, referred to as "cultural cognition theory," by which Web design, like other types of information production, is seen as being shaped by cultural cognitive processes that impact the designers' cognitive style. This study explores issues related to Web designers' cultural cognitive styles and their impact on user responses. The results of an online experiment that exposed American 1 and Chinese users to sites created by both Chinese and American designers indicate that users perform information-seeking tasks faster when using Web content created by designers from their own cultures.  相似文献   

14.
Academic libraries gain information about their users in many ways. Long a standard practice in the technology industry, studies in the form of usability tests and other user-centered methods seek to determine if software products meet end user needs. Libraries have availed themselves of user-centered techniques borrowed from technology to test webpage interfaces and other library technologies. This article aims to describe the technology foundations of user-centered techniques and their evolution in libraries. Snapshots of position postings, user experience departments, comparisons of methods, library-centric thinking, and service design efforts illustrate libraries’ status in addressing user experience for their patrons.  相似文献   

15.
This article shows how usability engineering methods-presented in Burmester, Komischke, and Wust (this issue)-were successfully applied to user-interface design in industrial process control. The goal of the research was to optimize the work of both designers (automation engineers) and end users (operators) of process control systems. Expert interviews and task analyses in different sectors were carried out. For the first time operator core sequences were identified in the field and across sectors. For these common activities, software building blocks were conceptually specified and a prototype was evaluated iteratively in the field using demonstrations, focused interviews, usability tests, and questionnaires.  相似文献   

16.
The desire to make computing available to broader populations has historically been a motivation for research and innovation that led to new breakthroughs in usability. Menus, graphical user interfaces and the World Wide Web are examples of innovative technological solutions that have arisen out of the challenge of bringing larger and more diverse groups of users into the world of computing. Universal usability is the latest such challenge: In order to build systems that are universally usable, designers must account for technology variety, user diversity and gaps in user knowledge. These issues are particularly challenging and important in the context of increasing the usability of the World Wide Web. To raise awareness, web designers are urged to provide universal usability statements that offer users information about the usability of their sites. These statements can inform users and thereby reduce frustration and confusion. Further steps toward universal usability might be achieved through research aimed at developing tools that would encourage or promote usability. The paper closes with five proposals for future research.  相似文献   

17.
This article reports the results of a research project conducted to address the lack of feedback provided by generic user eXperience (UX) design methods, specifically in the case of applications for blind users. The objective of this research was to determine whether the application of a modified card sorting interaction design method with blind users can provide valuable insights into the desirable architecture of the menus in an interactive software system. For the analysis of the effectiveness of this approach, we performed the test with 15 blind users, using a modified semi-closed card sorting method, focusing on the menu structure of specific software (Android TalkBack). As a result, we obtained significant feedback for menu organization that included the users suggestions for new tasks and categories. Based on these data, we recommend the use of the modified card sorting interaction design method to evaluate the usability of applications for blind users, because this method allows reliably defining how to select and order the menu items in an intuitive and friendly way that is specific for this type of users.  相似文献   

18.
In the recent years, there is an intense competition between software development companies to design better interfaces. In this marketing rat race, Ribbon interface came to make software user interface easier. After the introduction of Ribbon by Microsoft, it was widely used by various software development companies. Ribbon is a replacement for menus and toolbars and it tends to organize tools in tabs based on their similarities. Although Ribbon interface has many advantages, previous researches have shown that there are serious usability issues that hinder usage of Ribbon interfaces for users with less computer literacy. In order to solve Ribbon interfaces usability issues, this study tried to introduce Ribbon interface design guidelines by focusing on the issues related to users with less computer literacy. In this study two separate sets of moderated (in-person) usability testing were used. The first set evaluated the usability issues of an experimental Ribbon interface software in terms of both visual and cognitive issues. The second set was used to evaluate the Ribbon interface prototype that was designed based on the discovered usability issues in the first usability test. In order to ensure the validity of the data, the researchers tried to triangulate the data collection process by collecting data from different sources, namely, quantitative measurement of participants' performance, direct observation, and interview. Based on the comparison of the usability tests results which points out the factors that have led to participants' performance improvement in the prototype version, a number of guidelines are extracted for Ribbon interfaces. These guidelines are applicable to Microsoft Office, Microsoft SharePoint and most of the software that can be developed with Ribbon interface. Putting these guidelines into action, self-learning would be promoted and learning issues of users with less computer literacy would be decreased.  相似文献   

19.
Visual aesthetics measurement has been studied in the information processing. Indeed, it was mainly conducted by designers and experts previously, which is related to evaluate final works of visual aesthetics. By contrast, relations of inspirations and outcomings are largely ignored in the field of interface design. The result was measured by students, users, and experts, so as to understand the different effects of the interface design inspirations. Two studies were to investigate the influences of inspirations, such as the image‐verbal–oriented (task 1) and the interface‐image–oriented (task 2), and measure the outcomings by users, experts, and participants works. Thirty participants, two experts, and two users, rated the interface design works. The code frequency and correlation analysis were adopted. The findings demonstrate that usability and aesthetics are scored highly in task 2 that is supported by the rating from users and experts. The originality and creativity are rated superior in task 1 than task 2 that is rated by experts. This study reveals that image‐verbal–oriented inspiration matches to the creativity and originality in interface design, and the interface‐image–oriented inspiration was related to the usability and aesthetics, which contribute to the interface design processing and inspiration adoption.  相似文献   

20.
The usability of the user interface is a key aspect for the success of several industrial products. This assumption has led to the introduction of numerous design methodologies addressed to evaluate the user-friendliness of industrial products. Most of these methodologies follow the participatory design approach to involve the user in the design process. Virtual Reality is a valid tool to support Participatory Design, because it facilitates the collaboration among designers and users.The present study aims to evaluate the feasibility and the efficacy of an innovative Participatory Design approach where Virtual Reality plays a ‘double role’: a tool to evaluate the usability of the virtual product interface, and a communication channel that allows users to be directly involved in the design process as co-designers.In order to achieve these goals, we conducted three experiments: the purpose of the first experiment is to determine the influence of the virtual interface on the usability evaluation by comparing “user–real product” interaction and “user–virtual product” interaction. Subsequently, we tested the effectiveness of our approach with two experiments involving users (directly or through their participation in a focus group) in the redesign of a product user interface. The experiments were conducted with two typologies of consumer appliances: a microwave oven and a washing machine.  相似文献   

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