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1.
In this paper we argue that user interface design should evolve from iterative to evolutionary in order to support the user interface development life cycle in a more flexible way. Evolutionary design consists of taking any input that informs to the lifecycle at any level of abstraction and its propagation through inferior and superior levels (vertical engineering) as well as the same level (horizontal engineering). This lifecycle is particularly appropriate when requirements are incomplete, partially unknown or to be discovered progressively. We exemplify this lifecycle by a methodology for developing user interfaces of workflow information systems. The methodology involves several models (i.e., task, process, workflow, domain, context of use) and steps. The methodology applies model-driven engineering to derive concrete user interfaces from a workflow model imported into a workflow management system in order to run the workflow. Instead of completing each model step by step, any model element is either derived from early requirements or collected in the appropriate model before being propagated in the subsequent steps. When more requirements are elicited, any new element is added at the appropriate level, consolidated with the already existing elements, and propagated to the subsequent levels. A workflow editor has been developed to support the methodology. 相似文献
2.
This paper presents a novel method for user classification in adaptive systems based on rough classification. Adaptive systems
could be used in many areas, for example in a user interface construction or e-Learning environments for learning strategy
selection. In this paper the adaptation of web-based system user interface is presented. The goal of rough user classification
is to select the most essential attributes and their values that group together users who are very much alike concerning the
system logic. In order to group users we exploit their usage data taken from the user model of the adaptive web-based system
user interface. We presented three basic problems for attribute selection that generates the following partitions: that is
included, that includes and that is the closest to the given partition.
Ngoc Thanh Nguyen, Ph.D., D.Sc.: He currently works as an associate professor at the Faculty of Computer Science and Management, Wroclaw University of Technology
in Poland. He received his diplomas of M.Sc, Ph.D. and D.Sc. in Computer Science in 1986, 1989 and 2002, respectively. Actually,
he is working on intelligent technologies for conflict resolution and inconsistent knowledge processing and e-learning methods.
His teaching interests consist of database systems and distributed systems. He is a co-editor of 4 special issues in international
journals, author of 3 monographs, editor of one book and about 110 other publications (book chapters, journal and refereed
conference papers). He is an associate editor of the following journals: “International Journal of Computer Science & Application”; “Journal of Information Knowledge System Management”; and “International Journal of Knowledge-Based & Intelligent Engineering Systems”. He is a member of societies: ACM, IFIP WG 7.2, ISAI, KES International, and WIC.
Janusz Sobecki, Ph.D.: He is an Assistant Professor in Institute of Applied Informatics (IAI) at Wroclaw University of Technology (WUT). He received
his M. Sc. in Computer Science from Faculty of Computer Science and Management at WUT in 1986 and Ph.D. in Computer Science
from Faculty of Electronics at WUT in 1994. For 1986–1996 he was an Assistant at the Department of Information Systems (DIS)
at WUT. For 1988–1996 he was also a head of the laboratory at DIS. For 1996–2004 he was an Assistant Professor in DIS and
since fall of 2004 at IAI, both at WUT. His research interests include information retrieval, multimedia information systems,
system usability and recommender systems. He is on the editorial board of New Generation Computing and was a co-editor of
two journal special issues. He is a member of American Association of Machinery. 相似文献
3.
J. Kaasboll 《Information Systems Journal》1993,3(2):103-118
Abstract. A general way of contrasting the object-oriented to the function-oriented approach, called 'object-order' and 'function-order', is proposed in this paper. In addition, when modelling information systems, there is a third principle of ordering, 'subject-order'. Object and function-order are used to define the two approaches to modelling information systems and in human-computer interaction, in ways that are compatible to the corresponding distinction in programming. The conditions for selecting either of the two approaches are, however, not discussed here.
By means of an object-ordered method, e.g. Jackson System Development (JSD), an object-ordered model is produced, and the user interface that can be derived from the model is object-ordered too. However, other guidelines in JSD support subject-order. A function-ordered interface can be derived from the subject-ordered model. A computer system designed by means of an object-organized method may therefore obtain an interface that is partially object-ordered and partially function-ordered. Other object-oriented methods give guidelines for designing function-oriented interfaces without relating these guidelines to the model.
The system designer may benefit from having three principles of ordering when modelling a system. However, a user may be confused by an interface that sometimes gives preference to objects, sometimes to functions. 相似文献
By means of an object-ordered method, e.g. Jackson System Development (JSD), an object-ordered model is produced, and the user interface that can be derived from the model is object-ordered too. However, other guidelines in JSD support subject-order. A function-ordered interface can be derived from the subject-ordered model. A computer system designed by means of an object-organized method may therefore obtain an interface that is partially object-ordered and partially function-ordered. Other object-oriented methods give guidelines for designing function-oriented interfaces without relating these guidelines to the model.
The system designer may benefit from having three principles of ordering when modelling a system. However, a user may be confused by an interface that sometimes gives preference to objects, sometimes to functions. 相似文献
4.
《Interacting with computers》2002,14(3):175-194
Software components are becoming increasingly popular design and implementation technologies that can be plugged and played to provide user-enhanceable software. However, developing software components with user interfaces that can be adapted to diverse reuse situations is challenging. Examples of such adaptations include extending, composing and reconfiguring multiple component user interfaces, and adapting component user interfaces to particular user preferences, roles and subtasks. We describe our recent work in facilitating such adaptation via the concept of user interface aspects, which support effective component user interface design and realisation using an extended, component-based software architecture. 相似文献
5.
Vasilios Zarikas 《Universal Access in the Information Society》2007,6(1):87-101
The present work proposes a methodological approach for modeling adaptation decisions and for solving the problem of integrating
existing as well as acquired knowledge in the decision module of an adaptive interface. So far, most applications do not exploit
in full the value of data originating from user models or knowledge acquisition engines that monitor the user and the context.
The proposed decision theoretic model is represented through specifically structured influence diagrams. It provides to designers
and developers a specific method to encode user and context information, as well as other crucial decision factors, to be
subsequently used in the decision making process regarding user interface adaptation actions. Such a process is driven by
the definition of relevant utilities referring to the design of a user interface. The proposed model guides designers and
developers of an adaptive or intelligent interface to integrate, without conflicts and incoherence, design strategies, design
goals, user goals, alternative constituents, user profile, context and application domain knowledge. An illustrative example
of the analyzed modeling method is presented.
相似文献
Vasilios ZarikasEmail: |
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7.
The paper examines the positive and the possible adverse effects of adaptive user interfaces (AUIs) in the context of an in-vehicle telematic system as a function of four factors: (1) four different levels of adaptivity (ranging from manual to fully adaptive with intermediate levels); (2) different tasks; (3) routine (familiar) and non-routine (unfamiliar) situations; and (4) different user age groups. Both experiments included three sessions during which participants drove a simple driving simulator and performed tasks with the telematic system at one of the adaptivity levels. We measured task performance times and lane position variance. Adaptivity was not always equally beneficial, and its benefits depended on a number of factors, including the frequency in which the tasks were performed, the user’s age, the difficulty of the task and the user's involvement in the task. In familiar, routine situations, a fully adaptive system was beneficial for all participants, particularly older ones. In unfamiliar situations, to which the AUI was not adjusted, cognitive workload increased substantially, adversely affecting performance. Intermediate levels of adaptivity keep users involved in the task and help them become more proficient when performing both routine and non-routine tasks. However, intermediate levels of adaptivity should also be implemented with care, because they may also have adverse effects when users encounter non-routine situations. 相似文献
8.
Multipurpose prototypes for assessing user interfaces in pervasive computing systems 总被引:1,自引:0,他引:1
In pervasive computing systems, prototypes serve several uses and have different requirements related to those uses. We've developed CogTool to enable low-cost, rapid construction of interactive prototypes that serve all three UI purposes. CogTools core prototyping technique is storyboarding -specifically, interactive storyboarding using HTML. Rather than covering all possible pervasive systems, CogTool focuses on systems involving deliberate commands that the user invokes by some motor action. Such systems include PDAs, cell phones, handheld terminals (such as those used by rental car return personnel), in-vehicle driver information systems, and certain wearable computers that run desktop- or PDA-like applications. 相似文献
9.
10.
Erez Kikin-Gil 《Personal and Ubiquitous Computing》2006,10(2-3):181-182
This paper presents the design of the Light-Wall, a tangible user interface aimed at teaching children the core principles
of systems thinking. This document presents the design problem, process and solution. 相似文献
11.
Karanya Sitdhisanguan Nopporn Chotikakamthorn Ajchara Dechaboon Patcharaporn Out 《Personal and Ubiquitous Computing》2012,16(2):143-155
In this paper, the design of a computer-based training (CBT) system for low-functioning autistic children is addressed. The
emphasis is on ease-of-use and learning efficiency of CBT systems with different interaction styles, namely the WIMP (Window
Icon Menu Pointing Device) and TUI (Tangible User Interface) interaction styles. Two WIMP-based CBT systems with different
pointing devices were involved in the study. The first system applied a standard computer mouse as a pointing device, while
the second one employed a touch screen instead. For the TUI-based CBT system, a tabletop setting was adopted. Based on the
known characteristics of TUI and children with autism, as well as related cognitive and learning theories, the benefits of
TUI for low-functioning autistic children have been investigated. Elementary skill teaching was chosen as a case study for
performance evaluation of these CBT systems. Empirical results show that the touch-based and TUI-based systems offered much
better ease-of-use performance than that of the mouse-based system. Regarding learning efficacy, experimental results show
that the TUI-based system achieved higher skill improvement, as compared with the WIMP-based system and a non-computer training
method. Some guidelines and suggestions for the design of a TUI-based system for children with autism are summarized. 相似文献
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13.
David S.H. Rosenthal 《Computer aided design》1980,12(5):223-227
A review of the tools available for easing the tasks of constructing and modifying the user interface of CAD application programs. 相似文献
14.
Shi-Kuo Chang Costagliola G. Pacini G. Tucci G. Tortora G. Bing Yu Jing-Sheng Yu 《Software, IEEE》1995,12(2):33-44
The Universities of Pittsburgh and Salerno have jointly developed the Pittsburgh-Salerno Iconic System which lets users design, specify, and interpret custom visual languages for different applications. The system is still in the experimental stage, although we have used it in two practical applications. The experimental system lets interface developers create a custom visual language from sample visual sentences composed of custom or basic icons. The system has already been tested in two small applications, one involving a system for speech-impaired users 相似文献
15.
Universal Access in the Information Society - This study discusses the preferred highlighting mode for graphical user interface (GUI) design. The study investigated the effects of different... 相似文献
16.
《Computer》2001,34(3):37-45
Volumetric displays, which enable true 3D image visualization, hold the promise of enhancing rendered 3D graphics' sense of realism by providing all the depth cues humans require. Although still in the prototype stage, 3D volumetric displays present unique user interface challenges. The authors use physical mock-ups to explore solutions to interaction styles for 3D volumetric displays 相似文献
17.
The UI must be designed to facilitate the widespread and increased use of mobile content. Current UI approaches in the computing domain - such as windows, icons, menus, and pointing (WIMP) - are inadequate and inappropriate for mobile applications. Mobile device constraints pose several UI design challenges. UIs for emerging mobile devices consist of hardware and software combinations such as additional buttons for text input and special functional keys, touch-sensitive screens, audio/visual interfaces, and haptic interfaces to provide virtual-reality (VR) experiences. Analysts expect that third-generation mobile phones and beyond will be conduits for enormous amounts of multimedia content. Several major issues along a variety of dimensions must be addressed in the design and provision of content to these mobile devices. Because they are crucial for enhancing the user experience and enabling the effective consumption of mobile content, UIs are therefore among the major issues that need further study and work. 相似文献
18.
Gender preferences for multimedia interfaces 总被引:1,自引:0,他引:1
Abstract This study examined the gender differences in the preferences to varying designs of multimedia learning interfaces. In the study it was assumed that design characteristics add to the interest in learning and a taxonomy of design of efficient user interfaces for both boys and girls was developed. The research included 90 children from three kindergarten classes who used interactive multimedia stories. The research subjects responded to questions which elicited their level of satisfaction with the various interfaces. The research findings indicate that there is a significant difference in the level of satisfaction between boys and girls depending on the design of the learning interfaces. This paper reports on the findings which were statistically significant. 相似文献
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20.
P Levi 《Microprocessors and Microsystems》1983,7(1):3-17
A problem-oriented language for manufacturing control and operator guidance within production systems is described. In-process control and the human/computer communication is combined and based on transactions. These are preplanned instruction sequences for a machine and an operator which are constructed logically. The commands of this language are everyday to reduce the error rate. Experimental characteristics of the language, of the dialogue types and of the system performance are presented. The usage of this professional language in local networks controlling production processes is demonstrated. 相似文献