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1.
Patterns Approach to Product Information Systems Engineering 总被引:1,自引:1,他引:0
This paper deals with the application of the pattern approach to product information systems (PIS) engineering. Two kind of patterns are distinguished: business patterns used for specification and providing solutions for application field problems, and software patterns used for implementation and providing solutions for technical problems (software). Particular attention is given to identifying and specifying different business patterns. The main focus is on the activity of design for reuse, i.e. discovery of business patterns and their integration in a pattern catalogue. The first step consisted of a field analysis providing a common terminology and a semantic of the principal concepts managed in PIS and proposing various models to fix these concepts. It forms a basis for exploring the problems frequently occurring during PIS specification. A pattern catalogue is then proposed to solve the identified problems. 相似文献
2.
Advances in mobile devices and wireless telecommunication infrastructure already provide mobile users with access to online
information sources and services. Compared to the PC world, however, mobile access is still quite restricted, especially with
regard to the display of graphical representations, such as images, drawings, diagrams, maps and logos. Since graphical representations
are increasingly used in the World Wide Web for the purpose of information presentation, the adaptation of graphics for tiny
displays is a challenge that should not be neglected. The current contribution discusses several transformation approaches
which might be employed to accomplish this adaptation task. 相似文献
3.
Paola Carrara Daniela Fogli Giuseppe Fresta Piero Mussio 《Universal Access in the Information Society》2002,1(4):288-304
This paper proposes a new effective strategy for designing and implementing interactive systems overcoming culture, skill
and situation hurdles in Human-Computer Interaction (HCI). The strategy to identify and reduce these hurdles is developed
in the framework of a methodology based on a recently introduced model of HCI, and exploits the technological innovations
of XML (Extensible Markup Language). HCI is modelled as a cyclic process in which the user and the interactive system communicate
by materializing and interpreting a sequence of messages. The interaction process is formalized by specifying both the physical
message appearance and the computational aspect of the interaction. This formalization allows the adoption of notation traditionally
adopted by users in their workplaces as the starting point of the interactive system design. In this way, the human–system
interaction language takes into account the users’ culture. Moreover, the methodology permits user representatives to build
a hierarchy of systems progressively adapted to users’ situations, skills and habits, according to the work organization in
the domain considered. The strategy is proved to be effective by describing how to implement it using BANCO (Browsing Adaptive
Network for Changing user Operativity), a feasibility prototype based on XML, which allows the hierarchy implementation and
system adaptations. Several examples from an environmental case under study are used throughout the paper to illustrate the
methodology and the effectiveness of the technology adopted.
Published online: 4 June 2002 相似文献
4.
Leopoldina Fortunati 《Personal and Ubiquitous Computing》2001,5(2):85-98
This paper analyses the shifting identity of the mobile phone in the light of research carried out in 1996 on a representative
population sample from five major European countries: Italy, UK, France, Germany and Spain. A total of 6609 people were interviewed
by means of a telephone survey. The mobile phone emerged as a charismatic technology compared to other mobile technologies
(laptop and car phone) and as a leading technology that, in just a few years, has appropriated 11% of total telephone traffic.
It has “dragged” its widespread presence and amount of use from the workplace to the domestic sphere, although in Italy, where
it has had greatest success, its widespread use has been detached from its use in the workplace. Another emerging result is
that the use of the mobile phone is not correlated to strong residential mobility in individuals. 相似文献
5.
Thai-Lai Pham Georg Schneider Stuart Goose Arturo Pizano 《Personal and Ubiquitous Computing》2001,5(1):25-28
Contemporary small screen devices are used as personal companion or communication devices. However, their physical dimensions constrain the processing, communication and user interface capabilities. Thus, rich content presentation and diverse service access via small screen appliances is limited accordingly. This paper introduces the Composite Device Computing Environment (CDCE) that provides a framework for dynamically detecting and utilising surrounding computing resources to overcome the small screen device limitations. CDCE includes the communication infrastructure in addition to supporting alternative models for interactivity between small screen clients and surrounding computing resources. 相似文献
6.
From Non-Functional Requirements to Design through Patterns 总被引:8,自引:2,他引:6
7.
Alexandra Weilenmann 《Personal and Ubiquitous Computing》2001,5(2):137-145
This paper is based on a study of the ways in which a group negotiated the use of a new mobile technology. The group was
made up of ski instructors who, during a one-week ski trip, were equipped with a mobile awareness device called the Hummingbird.
The group was studied using ethnomethodologically inspired qualitative methods, with the focus on the group members’ different
views of the Hummingbird’s intended use. Negotiations of use occurred using two methods: talk and action. The users negotiated issues such as where and when to use the technology, and whether to consider the Hummingbird a work tool or a gadget for social events. Further, the empirical
results clearly show how negotiations of new, mobile technology differ from stationary technology. 相似文献
8.
Configuring the Mobile User: Sociological and Industry Views 总被引:2,自引:2,他引:0
This article considers the role of the consumer in the diffusion of mobile telecommunications technologies. There is presently little research on the consumption and use of mobile technologies, and the aim of the present paper is to facilitate discussion about the way consumer behaviour is currently understood in industry and academia. The paper considers key themes in social science research on mobile ICTs, and understandings of the consumer held by those in the mobile industry. Bringing these understandings together, we reiterate the now well attested view that the diffusion and consumption of mobile telephony and computing cannot be understood without investigating the contexts and processes of their use in everyday life. 相似文献
9.
Tony Manninen 《Personal and Ubiquitous Computing》2002,6(5-6):390-406
This paper relates to the problems of designing rich interaction, in the context of multi-player games, that would adequately
support communication, control and co-ordination. The aspects of fun and rich experiences, usually required within the entertainment
context, are easily overlooked in technologically driven system design. The concepts of a future ubiquitous game can be difficult
to comprehend and evaluate in cases where a fully functioning physical prototype is not an option. One solution for the problem
is Contextual Virtual Reality Prototyping that adds the missing context to the design simulations. The product can be designed
and demonstrated in the corresponding environment, thus making it easier to understand the use-cases of, for example, a mobile
device that has various location-dependent features. The main contribution of this research is the design and development
approach that supports the creation of rich interaction. The primary emphasis of the approach is to avoid purely technologically
driven design and development, but rather to provide a supporting, or even a guiding, approach that focuses on the creative
process and conceptual understanding of rich interaction. This conceptually grounded content production-oriented approach
to interactive system design is described and evaluated.
Correspondence to: T. Manninen, Department of Information Processing Science, University of Oulu, PO Box 3000, 90014 Oulun Yliopisto, Finland.
Email: tony.manninen@oulu.fi 相似文献
10.
Constantine Stephanidis Anthony Savidis 《Universal Access in the Information Society》2001,1(1):40-55
Accessibility and high quality of interaction with products, applications, and services by anyone, anywhere, and at any time are fundamental requirements
for universal access in the emerging Information Society. This paper discusses these requirements, and their relation to the concept of automated
adaptation of user interfaces. An example application is presented, showing how adaptation can be used to accommodate the
requirements of different user categories and contexts of use. This application is then used as a vehicle for discussing a
new engineering paradigm appropriate for the development of adaptation-based user interfaces. Finally, the paper investigates
issues concerning the interaction technologies required for universal access.
Published online: 23 May 2001 相似文献
11.
Location Models from the Perspective of Context-Aware Applications and Mobile Ad Hoc Networks 总被引:1,自引:0,他引:1
Location models are crucial for providing location-dependent data to context-aware applications. In this paper, we present
two approaches for modeling location information taken from an infrastructure-based and an ad hoc network-based application scenario. From these approaches we derive requirements for a general location modeling language
for ubiquitous computing.
Correspondence to: M. Bauer, Fakult?t Informatik, Universit?t Stuttgart, Breitwiesenstr. 20-22, D-70565 Stuttgart, Germany. Email: mabauer@informatik.uni-stuttgart.de 相似文献
12.
Overcoming the Lack of Screen Space on Mobile Computers 总被引:5,自引:0,他引:5
Stephen Brewster 《Personal and Ubiquitous Computing》2002,6(3):188-205
One difficulty for interface design on mobile computers is lack of screen space caused by their small size. This paper describes
a small pilot study and two formal experiments that investigate the usability of sonically-enhanced buttons of different sizes.
The underlying hypothesis being that presenting information about the buttons in sound would increase their usability and
allow their size to be reduced. An experimental interface was created that ran on a 3Com Palm III mobile computer and used
a simple calculator-style interface to enter data. The buttons of the calculator were changed in size between 4×4, 8×8 and
16×16 pixels and used a range of different types of sound from basic to complex. Results showed that sounds significantly
improved usability for both standard and small button sizes – more data could be entered with sonically-enhanced buttons and
subjective workload reduced. More sophisticated sounds that presented more information about the state of the buttons were
shown to be more effective than the standard Palm III sounds. The results showed that if sound was added to buttons then they
could be reduced in size from 16×16 to 8×8 pixels without much loss in quantitative performance. This reduction in size, however,
caused a significant increase in subjective workload. Results also showed that when a mobile device was used in a more realistic
situation (whilst walking outside) usability was significantly reduced (with increased workload and less data entered) than
when used in a usability laboratory. These studies show that sound can be beneficial for usability and that care must be taken
to do testing in realistic environments to get a good measure of mobile device usability. 相似文献
13.
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
14.
The convergence of mobile communications and handheld computers offers the opportunity to develop technology that will assist
individuals and groups to learn anytime, anywhere. We describe the theory-informed design, implementation and evaluation of
a handheld learning device. It is intended to support children to capture everyday events such as images, notes and sounds,
to relate them to web-based learning resources, to organise these into a visual knowledge map, and to share them with other
learners and teachers. A working prototype system, for children aged 9–11, is discussed and evaluated, as an exemplar of personal
mobile systems for life-long learning. 相似文献
15.
16.
Peter Ljungstrand 《Personal and Ubiquitous Computing》2001,5(1):58-61
This paper investigates some aspects of how context-awareness can support users of mobile phones, in particular the calling
party. The use of mobile and stationary phones is discussed in relation to situational properties of a phone conversation,
especially with regards to who might benefit from context-awareness in this context. An initial hypothesis is that mobile
phone users communicate context information to each other (verbally) to a much higher degree than do stationary phone users.
Mobile phone users could benefit much from context awareness technology, in particular when about to make a call, if they
can receive context information regarding the person they are trying to reach prior to establishing the call. We argue that
such technology should require low amounts of explicit user interaction, and could lead to less disrupting calls in inappropriate
moments, as well as less frustration for the calling party when a call is not answered. 相似文献
17.
As computers are increasingly woven into the fabric of everyday life, interaction design may have to change – from creating
only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds
us and therefore is a part of our activities for long periods of time. We present slow technology: a design agenda for technology aimed at reflection and moments of mental rest rather than efficiency in performance. The
aim of this paper is to develop a design philosophy for slow technology, to discuss general design principles and to revisit
some basic issues in interaction design from a more philosophical point of view. We discuss examples of soniture and informative art as instances of slow technology and as examples of how the design principles can be applied in practice. 相似文献
18.
Context-aware Retrieval: Exploring a New Environment for Information Retrieval and Information Filtering 总被引:2,自引:2,他引:2
The opportunities for context-aware computing are fast expanding. Computing systems can be made aware of their environment
by monitoring attributes such as their current location, the current time, the weather, or nearby equipment and users. Context-aware
computing often involves retrieval of information: it introduces a new aspect to technologies for information delivery; currently
these technologies are based mainly on contemporary approaches to information retrieval and information filtering. In this
paper, we consider how the closely related, but distinct, topics of information retrieval and information filtering relate
to context-aware retrieval. Our thesis is that context-aware retrieval is as yet a sparsely researched and sparsely understood
area, and we aim in this paper to make a start towards remedying this. 相似文献
19.
Georg Strom 《Personal and Ubiquitous Computing》2002,6(4):307-310
Mobile devices such as cameras or mobile phones can be used as props; actively to convey a specific impression to people
in the vicinity and to feel better when interacting with them. Based on field studies and interviews, three aspects of users
acting with mobile devices are described: warm versus cold devices; how a mobile device conveys a specific impression by association
to similar devices and specific situations of use; and how the characteristics of a mobile device may open or restrict the
body language of the user. 相似文献
20.
Leo Ojala Nisse Husberg Teemu Tynjälä 《International Journal on Software Tools for Technology Transfer (STTT)》2001,3(4):382-393
A distributed dynamic channel allocation algorithm has been proposed in [11]. In this paper the algorithm is modelled using predicate/transition nets. The same model can be used for any number of cell and channel configurations. The Maria reachability analyser has been used to analyse the protocol for some configurations. These are deadlock-free and are shown to satisfy the requirement that the same channel is never allocated to two neighbouring cells. The suitability of high-level nets for the modelling and analysis of distributed algorithms is discussed. Published online: 24 August 2001 相似文献