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1.
This work explores the possibility of taking the structural characteristics of approaches to interaction design as a basis for the organization of interaction design patterns. The Universal Model of the User Interface (Baxley, 2003) is seen as well suited to this; however, in order to cover the full range of interaction design patterns the model had to be extended slightly. Four existing collections of interaction design patterns have been selected for an analysis in which the patterns have been mapped onto the extended model. The conclusion from this analysis is that the use of the model supports the process of building a pattern language, because it is predictive and helps to complete the language. If several pattern writers were to adopt the model, a new level of synergy could be attained among these pattern efforts. A concluding vision would be that patterns could be transferred freely between pattern collections to make them as complete as possible. 相似文献
2.
In recent years Human-Robot Collaboration (HRC) has become a strategic research field, considering the emergent need for common collaborative execution of manufacturing tasks, shared between humans and robots within the modern factories. However, the majority of the research focuses on the technological aspects and enabling technologies, mainly directing to the robotic side, and usually neglecting the human factors. This work deals with including the needs of the humans interacting with robots in the design in human-robot interaction (HRI). In particular, the paper proposes a user experience (UX)-oriented structured method to investigate the human-robot dialogue to map the interaction with robots during the execution of shared tasks, and to finally elicit the requirements for the design of valuable HRI. The research adopted the proposed method to an industrial case focused on assembly operations supported by collaborative robots and AGVs (Automated Guided Vehicles). A multidisciplinary team was created to map the HRI for the specific case with the final aim to define the requirements for the design of the system interfaces. The novelty of the proposed approach is the inclusion of typically interaction design tools focusing in the analysis of the UX into the design of the system components, without merely focusing on the technological issues. Experimental results highlighted the validity of the proposed method to identify the interaction needs and to drive the interface design. 相似文献
3.
A walkthrough method for evaluating virtual reality (VR) user interfaces is described and illustrated with a usability assessment of a virtual business park application. The method is based on a theory of interaction that extends Norman's model of action. A walkthrough analysis method uses three models derived from the theory. The first model describes goal-oriented task action, the second exploration and navigation in virtual worlds, while the third covers interaction in response to system initiative. Each stage of the model is associated with generic design properties that specify the necessary support from the system for successful interaction. The evaluation method consists of a checklist of questions using the properties and following the model cycle. Use of the method uncovered several usability problems. Approaches to evaluation of VR applications and future work are discussed. 相似文献
4.
A walkthrough method for evaluating virtual reality (VR) user interfaces is described and illustrated with a usability assessment of a virtual business park application. The method is based on a theory of interaction that extends Norman's model of action. A walkthrough analysis method uses three models derived from the theory. The first model describes goal-oriented task action, the second exploration and navigation in virtual worlds, while the third covers interaction in response to system initiative. Each stage of the model is associated with generic design properties that specify the necessary support from the system for successful interaction. The evaluation method consists of a checklist of questions using the properties and following the model cycle. Use of the method uncovered several usability problems. Approaches to evaluation of VR applications and future work are discussed. 相似文献
5.
为了提高Web交互设计模式抽取的准确性,增加现有方法对中文站点的分析能力,提出了一种基于HTML词法分析的改进方法.利用设计的HTML词法分析器将Web页面表示成语法树,抽取Web交互设计模式的特征,并对特征的词条内容进行语义扩展,细化了特征抽取的粒度.实验结果表明,改进的方法在召回率和准确率等方面明显优于现有的方法,并在中文站点交互模式抽取方面取得了很好的效果. 相似文献
6.
The present paper shows some examples of the generation of design data for plates by numerical experiments using non-linear shell analysis programs. A new simple design formula for the ultimate strength of simply supported plates in transverse compression is proposed. Further, a parametric study of plates with aspect ratio 3 subject to biaxial compression is performed. Compared to the presently used interaction formula proposed by Faulkner[8] a less conservative formula is suggested. The effect of altrenative loading sequences is investigated, concluding that biaxial design formulas have to be based on proportional incrementation of longitudinal and transverse loads. The general form of the interaction formula is also correlated to available design data for square plates [31]. A design code formulation covering plate aspect and slenderness ratios of most ship and offshore structures is then proposed. 相似文献
7.
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
8.
A design method is proposed for nanofluidic circuits, based on the flow equation for a nanoscale fluid flow. This method incorporates the use of the concepts of the flow resistance, the flow rate, the pressure drop and the power loss, as like in electric circuits. The equations for calculating the flow resistance and the power loss in exemplary nanofluidic circuits including in a nanotube tree are presented. It was found that the nanotube size and the fluid-tube wall interaction both have great influences on the flow resistance and the power loss in nanochannel flow. Exemplary design analysis is given for some nanofluidic circuits, based on the proposed method. 相似文献
9.
A computer technique is proposed for a simple practical method of automatically designing tower structures. Dynamic programming is used to find the optimum geometric configuration of the structural members, while the member sizes are proportioned by direct iteration. Tower structures are particularly suited to this method of automatic design since the rapidity of the analysis and design depends primarily upon substructuring. Substructuring of towers is comparatively simple because interaction between adjacent substructures can be simulated with reasonable accuracy. Typical examples are presented to illustrate the method. 相似文献
10.
The numerical treatment of shape optimization problems requires sophisticated software tools such as Computer Aided Design (CAD), the Finite Element Method (FEM) and a suitable Mathematical Programming (MP) algorithm. Efficiency of the overall procedure is guaranteed if these tools interact optimally. The theoretical and numerical effort for sensitivity analysis reflect the complexity of this engineering problem.In this paper we outline a general modelling concept for shape optimization problems. Hierarchical design models within Computer Aided Geometrical Design (CAGD) and the interaction of geometry and FEM lead to an efficient overall optimization procedure. Our concept has been derived, implemented and tested for shell structures but it is seen to be generally applicable.After a short introduction containing the state of the art we give an overview of the numerical tools used and outline the interaction of CAGD and FEM within the overall optimization procedure.The paper is mainly devoted to the hierarchical design space based on a hierarchical geometrical modelling. The major part of computational effort is consumed by sensitivity analysis related to the number of design variables. Therefore, this number should be limited and only few powerful design variables corresponding to the special interests of the considered problem should be defined. This procedure may lead to a considerable limitation of the design space. Based on a hierarchy in the geometrical model different types of design variables are introduced: design variables with global, regional and local influence. The new method is based on successive activation of these types of design variables. This procedure leads to a considerable reduction of computational time for the sensitivity analysis without loss of geometrical flexibility.A new method of geometrical refinement and a successive adaptively driven expansion and reduction of the design space is described. It is based on the degree elevation or degree reduction of parametric curves and surfaces, respectively.A numerical example illustrates the new method and the efficiency of the overall optimization procedure. 相似文献
11.
作业安全与设计质量对提高医院公共环境消杀机器人"人机系统"运行效率具有关键作用.以人因工程学、交互科学、认知科学理论为视角,探究医院消杀机器人作业安全与交互设计策略.采用层次任务与表格任务结合H TA-T分析法,构建消杀作业任务流程,剖析作业流程中典型安全事故及其致因逻辑,基于工作域分析法(WDA)对消杀作业约束条件进... 相似文献
12.
Many usability approaches have been devised to enable software developers to evaluate and improve user interfaces. Techniques have been focused on design recommendations not always supported by empirical evidences. However, in different environments based on Internet/web browser access, software applications are the support for repetitive tasks (in many cases supporting industrial or engineering processes, e.g. hosted in Intranets) where operation time and learning curve are important items to be controlled. In this paper, a new method for measuring required operation time as basis for improving interaction and interface design is presented. The basis of the method has been inspired on the adaptation of the well-known MTM method for time measurement and task analysis in industrial environments. Empirical evidences support the relationship between the proposed measure and the time required for operations by software users. 相似文献
13.
Immersive virtual environments (VEs) have potential in many application areas, but many complex VE systems exhibit usability and interaction problems. This is partly due to a lack of consideration or understanding of 3D interaction tasks and techniques. This paper proposes the systematic study of the design, evaluation, and application of VE interaction techniques. In this methodology, design and evaluation are based on a formal task analysis and categorization of techniques, using multiple performance measures. As a direct consequence of our use of this methodology, we also present a variety of novel designs and evaluation results with respect to interaction techniques for three common VE tasks. 相似文献
14.
In this paper a computer tool for the simulation of the dynamic pantograph–catenary interaction is presented. We model this interaction and study its behavior in the energy transmission process. The calculation of the dynamic equation of the pantograph–catenary interaction is considered from a simulation point of view by means of a high performance computing algorithm, where the amount of data and the time requirements have been dramatically reduced. Finally, the present algorithm has been used to implement an user-friendly, interactive and graphically oriented toolbox whose design is presented in this work. This tool is used for the static and dynamic analysis of a catenaries system, which is shown by means of a real case of study. 相似文献
15.
An approximate computational algorithm is derived which permits a refined element analysis to be altered on a small capacity computer. The intent of the algorithm is to permit frequent design changes on any small computing machine where the computer cost is low and the machine-designer interaction is essentially instantaneous. The method is based upon the dynamic normal mode method and upon an accompanying solution technique known as ·dynamic relaxation”. Geometric and material alterations, including the effects of material nonlinearities, are permissible design changes within the normal mode approach. The design alteration leads to a system of uncoupled nonlinear equations whose numerical solution is economical in terms of both computing time and core storage. 相似文献
16.
人物角色是交互设计有力的设计工具之一,是进行良好交互设计的基础。本文阐述了人物角色的定义、以及在交互设计过程中人物角色的创建步骤,最后以实际案例来分析人物角色在交互设计中所起的重要作用。 相似文献
17.
Methodological support for the design of non-speech user interface sounds for human–computer interaction is still fairly scarce. To meet this challenge, this paper presents a sound design case which, as a practical design solution for a wrist-computer physical training application, outlines a prosody-based method for designing non-speech user interface sounds. The principles used in the design are based on nonverbal communicative functions of prosody in speech acts, exemplifying an interpersonal approach to sonic interaction design. The stages of the design process are justified with a theoretical analysis and three empirical sub-studies, which comprise production and recognition tasks involving four communicative functions. The final evaluation study indicates that the resulting sounds of the design process successfully served these functions. In all, this study suggests that prosody-based sound design provides widely applicable means to attribute meaningful, interaction-derived qualities to non-speech sounds for interactive applications. 相似文献
18.
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
19.
传统的基于拓扑分析方法的特征可视化系统的扩展性、通用性和交互性较差。本文分析了流场的特征,在此基础上提出了一种基于BP神经网络的可选择智能流场特征提取方法,设计了一种三层BP神经网络结构,用户可以对感兴趣的新特征进行选取并进行训练和提取,而无须修改程序。该方法利用神经网络较强的非线性映射能力,提高了系统的扩展性、通用性和交互性。基于上述方法,设计并实现了一个流场可视化原型系统。实验表明,该方法对流场任意特征具有高识别率和较低的误警率、漏报率。 相似文献
20.
随着管理信息系统的广泛使用,其人机交互的问题日渐突出。试图将交互设计的理念引入到管理信息系统的设计和开发中去。从交互设计的概念入手,明确设计目标,并结合管理信息系统的本质,阐明了进行管理信息系统交互设计的意义。同时结合现行的管理信息系统的分析设计现状,提出了基于流程的交互设计的方法(Process based Interaction Design)。流程设计是管理信息系统的核心部分,将交互设计和流程设计结合起来,能使系统获得更好的交互性。 相似文献
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