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1.
This paper suggests three motivations for the strong interest in human factors' aspects of user interfaces and reviews five design issues: command language versus menu selection, response time and display rates, wording of system messages, on-line tutorials, explanations and help messages and hardware devices. Five methods and tools for system development are considered: participatory design, specification methods, software implementation tools, pilot studies and acceptance tests and evolutionary refinement based on user feedback.

The final portion of the paper presents direct manipulation, an approach which promises to become widely used in interactive systems. Direct manipulation involves representation of the object of interest, rapid incremental reversible actions and physical action instead of complex syntax.  相似文献   

2.

Work psychologists have introduced a concept, in which dialog design is a part of task design. A set of criteria of user‐oriented dialog design is presented here. These criteria are consistently integrated into a control concept. Empirical investigations on some of these criteria are then described. In an experiment to prove the criterion transparency, a desktop interface (high transparency) and a conventional menu selection interface (low transparency) were compared. The main result is the clear superiority of the user interface with direct manipulation over the conventional user interface with menu selection. Support is another of the criteria of user‐oriented dialog design that was empirically investigated. The advantages of goal‐ and task‐oriented help messages are also described here. To make the criterion flexibility and the criterion user‐definability practicable, the implementation of a dialog handler for user‐tailorable systems is introduced. The criterion participation was investigated in field studies. It will be shown that in projects with active participation the costs were exceeded to a lesser degree than in projects with passive participation and to a much lesser degree than in projects without participation.  相似文献   

3.

Language barriers present a major problem in the effectiveness of resource sharing and in common access to the resources of libraries. In this paper we present the TRANSLIB system, which consists of an integration of both new and existing multilingual information tools. This system takes full advantage of some AI-based methods in order to provide multilingual access to library catalogues. Its main features include functionalities for searching in multiple languages, multilingual presentation of the query results, and localization of the user interface. TRANSLIB has currently been tested in existing medium-sized bibliographic databases. Evaluation results show a remarkable improvement in the search process and report high user friendliness and easy and low-cost maintenance and upgrade of the system.  相似文献   

4.
Abstract

Ergonomics is not always used effectively by practising designers, and is still seen as limiting their creativity. Reasons for this include: ergonomics information is not presented in a readily assimilated form to designers during their design education and later design activities; design decisions relating to ergonomics issues are not addressed and discussed systematically by all members of the design team during concept design; the user centred approach that ergonomics encourages in design is not always included as part of the education of future designers.

With computers being used more widely in design and design education, they could be used to deliver ergonomics information and help structure discussion of ergonomics issues amongst the design team from the earliest stages of design. This paper describes findings relating to the use of ergonomics in automotive design, and proposes two tools which could enhance the use of ergonomics in design education and in current and future design practice.  相似文献   

5.
ABSTRACT

This article introduces the notion of design tensions as a paradigm. The concept of design tensions advances design decisions as a focus for analysis and reflection. It admits many paradigms of analysis but emphasizes the balancing of considerations in producing an entire system, emphasizing user or user group experience. This paradigm is presented in relationship to a particular design arena, the design of NetCalc, a system of handheld, wirelessly connected tools for math teaching/learning in classroom settings. Six intertwined project tensions are presented and explored for their technical, social, and cognitive antecedents and consequences, as they play out in relationship to achieving goals and system potential. Design tensions differ from design spaces in that they do not set boundaries or simplify the problem but rather provide a framework for creating a space of relevance.  相似文献   

6.
Abstract

This paper presents an enhancement of the CARESS system—A Constraint Approximative Reasoning System Support—introduced in (Popescu and Roventa, 1994). CARESS is an experimental system with primarily two objectives:

(1)knowledge representation and manipulation techniques and to implement them in PROLOG III, and

(2) to develop a knowledge programming environment for building expert systems. We discuss here the use of meta-programming, constraint logic programming and approximate reasoning for the design of expert systems

It has already been proven that meta-programming and logic programming are powerful techniques for expert system design. Fuzzy logic can be used to model one kind of uncertainty. Constraint logic programming is useful for dealing with the constraints given by operations using fuzzy sets.  相似文献   

7.
Abstract

Recent HCI research has produced analytic evaluation techniques which claim to predict potential usability problems for an interactive system.Validation of these methods has involved matching predicted problems against usability problems found during empirical user testing. This paper shows that the matching of predicted and actual problems requires careful attention, and that current approaches lack rigour or generality. Requirements for more rigorous and general matching procedures are presented. A solution to one key requirement is presented: a new report structure for usability problems.It is designed to improve the quality of matches made between usability problems found during empirical user testing and problems predicted by analytic methods. The use of this report format is placed within its design research context, an ongoing project on domain-specific methods for software visualizations.  相似文献   

8.
Abstract

This paper outlines the strategies adopted by the psychologists and ergonomists of the HUSAT Research Group to help organizations learn about information technology and systematically review and plan its organizational ramifications. An essential point is that it is not enough to understand the technology; effective implementation demands the ability to establish organizational needs and to choose a form of technology which will meet them.

The paper examines three ways of designing systems. Firstly, a technology-led approach which leads to 'fire fighting' when the negative organizational effects become apparent. A second method has tried to compensate for this by involving users in the design process. Unfortunately by the time the users have come to terms with their new task and are able to make a contribution, the system has usually been designed.

The third method of design expressly seeks to give users the time and opportunity to learn how to contribute to design, by making the design process evolutionary; i.e. by building slowly from small systems to large ones and retaining the flexibility to change. Within this concept user learning and adaptation is promoted by pilot systems, user design exercises, user support and evaluation procedures. It is only by these methods that users can be given the confidence and knowledge to exploit the potential of the new technology.  相似文献   

9.

The design of the user interface of a digital welding machine based on a user centred design process is described in this paper. Due to the iterative design process and the involvement of end users, interaction techniques have been designed which are optimised for the mental work model of the target user groups.  相似文献   

10.
Abstract

The issues being tackled within ergonomics problem spaces are shifting. Although existing paradigms appear relevant for modern day systems, it is worth questioning whether our methods are. This paper asks whether the complexities of systems thinking, a currently ubiquitous ergonomics paradigm, are outpacing the capabilities of our methodological toolkit. This is achieved through examining the contemporary ergonomics problem space and the extent to which ergonomics methods can meet the challenges posed. Specifically, five key areas within the ergonomics paradigm of systems thinking are focused on: normal performance as a cause of accidents, accident prediction, system migration, systems concepts and ergonomics in design. The methods available for pursuing each line of inquiry are discussed, along with their ability to respond to key requirements. In doing so, a series of new methodological requirements and capabilities are identified. It is argued that further methodological development is required to provide researchers and practitioners with appropriate tools to explore both contemporary and future problems.

Practitioner Summary: Ergonomics methods are the cornerstone of our discipline. This paper examines whether our current methodological toolkit is fit for purpose given the changing nature of ergonomics problems. The findings provide key research and practice requirements for methodological development.  相似文献   

11.
ContextEvery interactive system is composed of a functional core and a user interface. However, the software engineering (SE) and human–computer interaction (HCI) communities do not share the same methods, models or tools. This usually induces a large work overhead when specialists from the two domains try to connect their applicative studies, especially when developing augmented reality systems that feature complex interaction cores.ObjectiveWe present in this paper the essential activities and concepts of a development method integrating the SE and HCI development practices, from the specifications down to the design, as well as their application on a case study.MethodThe efficiency of the method was tested in a qualitative study involving four pairs of SE and HCI experts in the design of an application for which an augmented reality interaction would provide better user performance than a classic interactive system. The effectivity of the method was evaluated in a qualitative study comparing the quality of three implementations of the same application fragment (based on the same analysis model), using software engineering metrics.ResultsThe first evaluation confirmed the ease of use of our method and the relevance of our tools for guiding the design process, but raised concerns on the handling of conflicting collaborative activities. The second evaluation gave indications that the structure of the analysis model facilitates the implementation of quality software (in terms of coupling, stability and complexity).ConclusionIt is concluded that our method enables design teams with different backgrounds in application development to collaborate for integrating augmented reality applications with information systems. Areas of improvement are also described.  相似文献   

12.
Abstract

As a result of the importance of the usability approach in system development and the EC's ‘Directive concerning the minimum safety and health requirements for VDT workers’ (EWG 1990), there is an accepted need for practical evaluation methods for user interfaces. The usability approach and the EC Directive are not restricted to user interface design, as they include the design of appropriate hardware and software, as well as organization, job, and task design. Therefore system designers are faced with many, often conflicting, requirements and need to address the question, ‘How can usability requirements comprehensively be considered and evaluated in system development?’ Customers buying hardware and software and introducing them into their organization ask, (How can I select easy-to-use hardware and software?’ Both designers and customers need an evaluation procedure that covers all the organizational, user, hard- and software requirements. The evaluation method, EVADIS.II, we present in this paper overcomes characteristic deficiencies of previous evaluation methods. In particular, it takes the tasks, the user, and the organizational context into consideration during the evaluation process, and provides computer support for the use of the evaluation procedure.  相似文献   

13.
Abstract

Different approaches to the measurement of usability are reviewed and related to definitions of usability in international standards. It is concluded that reliable measures of overall usability can only be obtained by assessing the effectiveness, efficiency and satisfaction with which representative users carry out representative tasks in representative environments.This requires a detailed understanding of the context of use of a product. The ESPRIT MUSiC project has developed tools which can be used to measure usability in the laboratory and the field. An overview is given of the methods and tools for measuring user performance, cognitive workload, and user perceived quality.  相似文献   

14.
Moshe Rubin 《Cryptologia》2013,37(4):328-379
Abstract

Chaocipher is a method of encryption invented by John F. Byrne in 1918, who tried unsuccessfully to interest the US Signal Corp and Navy in his system. In 1953, Byrne presented Chaocipher-encrypted messages as a challenge in his autobiography Silent Years. Although numerous students of cryptanalysis attempted to solve the challenge messages over the years, none succeeded. For 90 years, the Chaocipher algorithm was a closely guarded secret known only to a handful of persons. Following fruitful negotiations with the Byrne family during the period 2009–2010, the Chaocipher papers and materials have been donated to the National Cryptologic Museum in Ft. Meade, MD. This paper presents a comprehensive historical and technical evaluation of John F. Byrne and his Chaocipher system.  相似文献   

15.
《Ergonomics》2012,55(2):235-236
Abstract

Industrial Design is a discipline which, despite an early pre-occupation with styling and making technology saleable, is now centrally concerned with user needs. This is reflected in Coventry's unique degree course in the Industrial Design/Transport Department at Lanchester Polytechnic. The course contains a significant commitment to Human Factors and this is evident in the range of design projects which are undertaken either by students or as sponsored research. The emphasis in these projects is on practical designs which meet user requirements.

This paper describes the following typical course projects:

1. The competition winning design for a dinghy which can be used as an emergency life-raft.

2. An adaptation of a standard front-wheel-drive car with a transverse slide seat to allow easy access for a wheel chair user.

3. The design for a bus seat which can be used either as a conventional seat or as a standee ‘lean’ seat.

4. Design of a vehicle for use by spina bifida children.

5. Design for a pedal driven power unit for transport and machine uses in Developing Countries.

6. The design of adult tricycles for the transport of mothers plus children under 5 yr.

It is concluded that greater collaboration between industrial designers and ergonomists would be possible if the latter published their data in a more accessible form, and that designers must place greater emphasis on the product evaluation aspect of their work.  相似文献   

16.
《Ergonomics》2012,55(10):1140-1156
This paper presents a conceptual framework that can support efforts to integrate human factors (HF) into the work system design process, where improved and cost-effective application of HF is possible. The framework advocates strategies of broad stakeholder participation, linking of performance and health goals, and process focussed change tools that can help practitioners engage in improvements to embed HF into a firm's work system design process. Recommended tools include business process mapping of the design process, implementing design criteria, using cognitive mapping to connect to managers’ strategic goals, tactical use of training and adopting virtual HF (VHF) tools to support the integration effort. Consistent with organisational change research, the framework provides guidance but does not suggest a strict set of steps. This allows more adaptability for the practitioner who must navigate within a particular organisational context to secure support for embedding HF into the design process for improved operator wellbeing and system performance.

Practitioner Summary: There has been little scientific literature about how a practitioner might integrate HF into a company's work system design process. This paper proposes a framework for this effort by presenting a coherent conceptual framework, process tools, design tools and procedural advice that can be adapted for a target organisation.  相似文献   

17.
Abstract

To evaluate ubiquitous computing technologies, which may be embedded in the environment, embedded in objects, worn, or carried by the user throughout everyday life, it is essential to use methods that accommodate the often unpredictable, real-world environments in which the technologies are used. This article discusses how we have adapted and applied traditional methods from psychology and human-computer interaction, such as Wizard of Oz and Experience Sampling, to be more amenable to the in situ evaluations of ubiquitous computing applications, particularly in the early stages of design. The way that ubiquitous computing technologies can facilitate the in situ collection of self-report data is also discussed. Although the focus is on ubiquitous computing applications and tools for their assessment, it is believed that the in situ evaluation tools that are proposed will be generally useful for field trials of other technology, applications, or formative studies that are concerned with collecting data in situ.  相似文献   

18.

Given the increased globalization and popularization of computer applications, translating a system's human interface into the local language has become a major consideration for software vendors and distributors. In this paper, we suggest a theoretical framework for the study of user interface translation. The framework includes recognizing vendors' and users' costs of, and benefits from, software translation. An experiment was conducted, based on this framework, to test user performance and preferences regarding interface translations. The experiment manipulated the translation of two interface components: documentation language and manipulation language. The results indicate that users are sensitive to different combinations of interface translation in a way that is commensurate with the instruction-following process (Terwilliger and Polson 1997). Users performed best when a fully translated interface was used and worst when only the manipulation language was translated. Users' preferences were in line with their performance, indicating that a cost benefit approach can serve as a promising starting point to the study of interface translation.  相似文献   

19.

We describe a system for freehand entry and editing of mathematical expressions using a pen and tablet. The expressions are entered in the same way that they would be written on paper. The system interprets the results and generates output in a form suitable for use in other applications, such as word processors or symbolic manipulators. Interpretation includes character segmentation, character recognition, and formula parsing. Our interface incorporates easy to use tools for correcting interpretation errors at any stage. The user can also edit the handwritten representation and ask the system to reinterpret the results. By recovering the formula's structure directly from its handwritten form, the user is free to use common conventions of mathematical notation without regard to internal representation. We report the results of a small user study, which indicate that the new style of interaction is effective.  相似文献   

20.
Abstract

During the last few years personas has become an established design technique within the IT-design field. Using personas has proven itself as a valuable approach for designers to switch between a developer's perspective and a user's perspectivein the design process. The technique is claimed to help designers in keeping a clear focus and shaping a consistent user-interface by making ‘the user’ present in the design work. In this paper we report on a number of projects where we have elaborated on the persona approach for collaborative design. With the goalof creating ‘user presence’ in the design process, we have developed an approach building on a combination of ethnographic exploration, participatory inquiry, and collaborative design. This paper carries two interrelated points: the grounding of personasin existing practice; and the notion that ‘the user’ is created as an ongoing process throughout the design work.  相似文献   

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