共查询到12条相似文献,搜索用时 15 毫秒
1.
Duan Varan Andrew Turk Sam Bucolo Deb Polson Margot Brereton Jared Donovan Kim Montgomery Gael McIndoe 《Personal and Ubiquitous Computing》2006,10(2-3):166-169
Among the many new opportunities that digital technologies are enabling are an increased capacity for viewers to interact
not only with the program content, but with an increasingly wide array of other digital applications. Within this context
this project has developed a new interaction device (incorporating gestural platform technology) and user interfaces to facilitate
interactive access to digital media in a lounge room setting. This paper provides an overview of an interdisciplinary design
process applied by Australasian CRC for Interaction Design (ACID) researchers—in order to develop the device and present in
detail its unique features. 相似文献
2.
Steve Jones 《Computer Supported Cooperative Work (CSCW)》1994,3(3-4):379-404
As groupware and workflow technologies become widely accepted, it is important to identify and clarify best practice at all stages of the development of those systems. One approach to the promulgation of best practice is to develop clear and effective guidelines for application in system development.This paper is primarily concerned with the identification of guidelines to drive the design and implementation of one class of groupware — collaborative writing systems. In particular, consideration is given to guidelines for systems which support groups of distributed collaborating authors working asynchronously.Three relevant areas are investigated. First, social and integration issues of generic groupware are presented. Second, the design of existing collaborative writing tools is addressed. Third, models of both individual writers and collaborative writing tasks are discussed. Guidelines are drawn from each area.The guidelines have been adopted in the design of MILO, a collaborative writing system. MILO is briefly described and the way in which the guidelines have been implemented in MILO is reviewed. In conclusion, insights gained from informal observations of MILO in use for both single and multiple author tasks are presented. 相似文献
3.
We present an analysis of a longitudinal case study whose aim was to understand the processes of integration of a face‐to‐face and networked collaborative learning technology and pedagogy into a secondary school history‐geography classroom. Students carried out a sequence of argumentative tasks relating to sustainable development, including argument generation, sharing and elaboration, debate using a computer‐mediated communication, and organization of arguments in a shared diagram. Students' interactions and diagrams were analysed in terms of degree and quality of argumentativity, as well as catachresis (‘getting round’ the software to perform a non‐prescribed task). Results run counter to positive systems of ideas and values concerning collaborative learning and its technological mediation in that the scenario did not meet its pedagogical aims, having to be abandoned before its planned end. We discuss possible explanations for this ‘failure story’ in terms of the articulation between everyday, technology‐related and educational discourse genres, with their associated social milieux, as well as the social structure of the classroom. The relevance of these aspects for future attempts to integrate such technologies is discussed. In conclusion, we discuss a vision of learning that takes into account students who do not accept to play the educational game. 相似文献
4.
5.
In Seok Heo Alivia K. H. Putri Beom Su Kim Min Seong Kwon Sang Ho Kim 《人机工程学与制造业中的人性因素》2024,34(2):100-117
Industrial collaborative robots have become increasingly important in recent years due to their ability to work safely and efficiently alongside humans. As a result, there is a growing need for evaluation standards to ensure the quality of collaborative robots. However, existing studies only consider system-centered and technical aspects of collaborative robots, and there is a lack of research on user-centered quality evaluation. In this study, we identified 21 user requirements based on a user-centered design framework and confirmed the limitations of existing quality standards by reviewing the standard clauses for collaborative robots. It was found that user needs to be related to performance, safety, and even usability and enjoyment are already being expressed according to the user-centered design framework, but the quality standards for these needs only present design principles or do not consider them at all. This study provides information on the quality attributes that need to be fulfilled to satisfy user requirements and suggests the need and direction for further research on the user-centered evaluation of collaborative robots. Accordingly, the user's perception and experience of collaborative robots are expected to improve. 相似文献
6.
Habib Fardoun Francisco Montero Víctor Lpez Jaquero 《Advances in Engineering Software》2009,40(12):1297-1305
With the evolution of technology, and especially of the Internet, a growing interest has appeared for on-line education. The many advantages of e-Learning have made this teaching philosophy an ideal partner for teachers, either as a complement to regular education or as a substitute for traditional education. The development of an e-Learning system poses extra challenges for software developers, since there are other facets, such as contents and user tracking, not usually considered in software development methodologies. In this paper eLearniXML approach to the development of e-Learning systems is presented. This approach enriches the development of e-Learning systems method proposed in ADDIE with the model-based development of user interfaces and software quality consideration. By doing so, we aim at the development of, what we have named, a Model-Based Instructional Development Environment (MB-ISDE), to include e-Learning development in the current trends of model-based software development. 相似文献
7.
Methods and guidelines for the design and development of domestic ubiquitous computing applications 总被引:1,自引:0,他引:1
Bringing ubiquitous computing applications to home environments is a great challenge. In our research we investigate how applications can be conceived, designed and implemented in such a way that they fit into people’s lives. We describe our experiments on how methods of user centred design and participatory design can be appropriated to elicit users’ requirements and design ideas for ubiquitous computing applications for the home. In particular we report on a study on information presentation using display appliances. In a participatory design process enhanced with technology probes, we individually discussed potential solutions for specific homes with 14 people. Each of the resulting solutions is tailored to suit a single person. For each of these individual solutions we specified prototypes that would accommodate the user’s needs but are generic in its applicability at the same time. Based on this we derived a first set of guidelines for the design of display appliances in the home environment. 相似文献
8.
《Behaviour & Information Technology》2012,31(1):68-79
We propose the collaborative activity of mapping design patterns against stakeholder values as a viable method for grounding conceptual design of information and communication technology (ICT) services for heterogeneous sets of stakeholders. Preliminary experiences from designing a case book service for video-mediated gastro-medical team meetings are presented. A diverse set of stakeholders and the challenge to apply novel technologies in a demanding environment have placed more responsibility on the Human Computer Interaction (HCI) team to conceptualise new work practices and their expected effects than what traditional participatory design projects typically entail. By combining the methodologies of genre analysis and pattern languages, design pattern maps have been used to conceptualise solutions that span both work and interface aspects of the solution and that match declared values of the stakeholders concerned. A series of mapping sessions with different stakeholders helped the inter-disciplinary project team to better define, what stakeholder values called for what new work patterns and what kind of supporting interaction design patterns these new work patterns in turn called for. 相似文献
9.
In this paper, it is argued that the design of computer interfaces for complex, multi-layered systems needs to take into account the differing intentional models that are held by different types of users of such systems, and that there is a strong correlation between the job roles of individuals and the level of abstraction of the mental models held by such users. An approach to the analysis and design of complex multi-layered systems based on the analysis of job roles to elicit such models is suggested and linked with other techniques of task analysis and object-oriented analysis and design. The methodology is illustrated with the interface analysis for an automatic environmental chemical analyser. 相似文献
10.
Service‐oriented computing provides a suitable technological foundation for developing and executing dynamic business processes. However, most current approaches for composition languages and architectures for dynamic process integration do not provide the flexibility and dynamism required by interorganisational evolving environments. In this work, the DENEB platform for the development and execution of Web processes is presented. DENEB is based on the conversational approach and the Nets‐within‐Nets paradigm, allowing Web processes to acquire and execute new interaction protocols at run‐time. This makes DENEB a well‐adapted and flexible platform for dynamic service composition, interaction and integration, suitable for this kind of scenario. The scalability of the proposed solution is evaluated by means of the development of a set of experiments. Copyright © 2011 John Wiley & Sons, Ltd. 相似文献
11.
A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers
to think in terms of utility and usability and helps develop a system based on what is actually needed. This paper discusses
the case of HyperAudio, a context-sensitive adaptive and mobile museum guide developed in the late 1990s. User requirements
were collected via a survey to understand visitors’ profiles and visit styles in natural science museums. The knowledge acquired
supported the specification of system requirements, helping define the user model, data structure and adaptive behaviour of
the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers,
and what instead needed more sophisticated adaptive techniques. This is a fundamental choice when all the computation must
be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed
as a further step in an iterative design process that considers the user interaction to be the central point. This paper discusses
how such an environment allows designers and developers to experiment with different system behaviours and to widely test
it under realistic conditions by simulating the actual context evolving over time. The understanding gained in HyperAudio
is then considered from the perspective of later developments: our findings still appers to be valid despite the time that
had passed.
Daniela Petrelli: The work discussed in this paper was carried out when the author was at ITC-irst in Italy. 相似文献
12.
《Ergonomics》2012,55(3):512-530
A range of techniques have been developed to improve the integration of computer systems into complex working environments. For instance, computer aided design tools can be used to simulate operators' posture at a particular workstation. Fitting studies can then be used to validate potential layouts. Unfortunately, few of these techniques can also be used to support the development of interactive dialogues. This is a critical problem for systems where designers must distribute application data amongst a number of different presentation devices. The position of these displays can be used to reflect the salience and priority of information. This paper presents techniques that support both user interface development and workstation layout. First order logic can be used to represent and reason about constraints on the design of human computer dialogues. The same formalism can also be used to identify appropriate locations for presentation devices within their working context; control rooms and offices. The findings of ergonomic studies can then be applied to analyze the mental and physical demands imposed by the interactive dialogues that are supported by particular devices. Unfortunately, formal specifications provide little impression of what it would be like to interact with a system within a particular environment. We have developed simulation tools to address this problem. Prototype displays can be presented within three dimensional models of their working context. The resulting simulations are directly derived from formal specifications and can be shown to members of concurrent design teams. They also provide a medium for communication with potential operators. 相似文献