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1.
Managing the layout of multi-dimensional visualizations is a crucial concern for the development of effective visual analytic interfaces. In these environments, heterogeneous and multi-dimensional information must be structured and combined into data representations that demand low cognitive resources but yield accurate mental models and insights. In this paper, we use Information-Rich Virtual Environments (IRVE) to articulate crucial tradeoffs in the use of Depth and Gestalt cues in text label layouts. We present a design space and evaluation methodology to explore the usability effects of these tradeoffs and collect results from a series of user studies. These lessons are posed as a set of design guidelines to aid developers of new, advantageous interfaces and specifications.  相似文献   

2.
User interfaces often only support one way to do a task when the physical interface or the requirements of the task would permit other ways. In contrast, a user interface that supports multiple approaches is permissive. This paper argues that permissive user interfaces are easier to use—and even when they are not applicable for particular applications, considering permissiveness is a productive design heuristic.Many user interfaces are difficult to use yet very easily demonstrated or explained by experts—with the results that users become frustrated because hindsight makes usability problems look like the user's own fault. The lack of permissiveness in such user interfaces explains this paradox.  相似文献   

3.
李娟妮  华庆一  吴昊  陈锐  苏荟  周筠 《软件学报》2018,29(12):3692-3715
为了适应普适计算环境中用户、设备、使用环境和开发平台的多样性,基于模型的方法被应用于用户界面开发过程中,试图在抽象层次上描述界面,通过模型转换,使其适用于不同的平台.然而,由于目前基于模型的用户界面开发方法(model-based user interface development,简称MBUID)中所采用任务模型的局限性,致使生成的界面难以满足动态环境下用户的可用性需求.提出一种基于任务模型的用户界面开发框架,旨在建模和生成有效、高效、令用户满意的用户界面.在可用性方面,为了准确描述普适计算环境中用户任务,提出一种基于感知控制理论的任务分析方法(perceptual-control-theory-based task analysis,简称PCTBTA),将使用上下文信息引入到任务分析过程中,并且在较高的抽象层次上反映交互的内容,给可用性设计提供任务空间;在技术方面,为PCTBTA任务模型向界面模型的转换提供技术支持.最后,通过实例说明所提出方法的可行性,并通过与其他方法在可用性和性能方面的比较,表明该方法的有效性.  相似文献   

4.
User interface development in Ambient Intelligence (AmI) environments is anticipated to be a particularly complex and programming intensive endeavor. Additionally, AmI environments should ensure accessibility and usability of interactive technologies by users with different characteristics and requirements in a mainstream fashion. Therefore, appropriate user interface development methods and tools are required, capable of both reducing development efforts and ‘injecting’ accessibility issues into AmI applications from the early design stages. This paper introduces two tools, named AmIDesigner and AmIPlayer, which have been specifically developed to address the above challenges through automatic generation of accessible Graphical User Interfaces in AmI environments. The combination of these two tools offers a simple and rapid design-and-play approach, and the running user interfaces produced integrate non-visual feedback and a scanning mechanism to support accessibility. AmIDesigner and AmIPlayer have been evaluated to assess their usability by designers, and have been put to practice in the redevelopment of a light control application in a smart environment as a case study demonstrating the viability of the design-and-play approach. The results confirm the usefulness and usability of the tools themselves. Overall, the proposed approach has the potential to contribute significantly to the development, up-take and user acceptance of AmI technologies in the home environment.  相似文献   

5.
ContextFor user interfaces design, the use of appropriate terminology in writing use case narratives may determine the effectiveness of the design process, facilitating communication within multidisciplinary web development teams and leading to agreed designs.ObjectiveThis paper proposes a user task vocabulary for web user interface design. This vocabulary compiles terms related to the use of web applications, regardless of the application domain, as a way of standardizing the terminology used in the elaboration of use case narrative. The use of the vocabulary would help to reduce misunderstandings within multidisciplinary web development teams.MethodThe construction of the vocabulary is based on the combination of both committee and empirical approaches. Committee approaches rely on experts in designing web applications, while empirical ones are focused on analyzing content objects, such as interaction design patterns and use case narratives.ResultsThe final version of the monolingual controlled vocabulary of web user tasks compiles a total of 40 tasks; each of them has a key term and a definition of the interaction carried out by users. Additionally, 41 semantic relationships were collected and represented as synonyms. The vocabulary has been assessed through an expert evaluation, proving its correctness and completeness, and an usability evaluation checking the efficacy of the vocabulary.ConclusionThe language employed in use case narratives can determine the value of use cases for designing user interfaces. The usage of a controlled vocabulary may allow designers to elaborate unambiguous use case narratives as a way of creating consistent task models for designing web user interfaces.  相似文献   

6.
An integrated development environment (IDE) monitors all the changes that a user makes to source code modules and responds accordingly by flagging errors, by reparsing, by rechecking, or by recompiling modules and by adjusting visualizations or other information derived from a module. A module manager is the central component of the IDE that is responsible for this behavior. Although the overall functionality of a module manager in a given IDE is fixed, its actual behavior strongly depends on the programming languages it has to support. What is a module? How do modules depend on each other? What is the effect of a change to a module?We propose a concise design for a language parametric module manager: a module manager that is parameterized with the module behavior of a specific language. We describe the design of our module manager and discuss some of its properties. We also report on the application of the module manager in the construction of IDEs for the specification language Asf+Sdf as well as for Java.Our overall goal is the rapid development (generation) of IDEs for programming languages and domain specific languages. The module manager presented here represents a next step in the creation of such generic language workbenches.  相似文献   

7.
ABSTRACT

Most studies on tangible user interfaces for the tabletop design systems are being undertaken from a technology viewpoint. Although there have been studies that focus on the development of new interactive environments employing tangible user interfaces for designers, there is a lack of evaluation with respect to designers' spatial cognition. In this research we study the effects of tangible user interfaces on designers' spatial cognition to provide empirical evidence for the anecdotal views of the effect of tangible user interfaces. To highlight the expected changes in spatial cognition while using tangible user interfaces, we compared designers using a tangible user interface on a tabletop system with 3D blocks to designers using a graphical user interface on a desktop computer with a mouse and keyboard. The ways in which designers use the two different interfaces for 3D design were examined using a protocol analysis method. The result reveals that designers using 3D blocks perceived more spatial relationships among multiple objects and spaces and discovered new visuo-spatial features when revisiting their design configurations. The designers using the tangible interfaces spent more time in relocating objects to different locations to test the moves, and interacted with the external representation through large body movements implying an immersion in the design model. These two physical actions assist in designers' spatial cognition by reducing cognitive load in mental visual reasoning. Further, designers using the tangible interfaces spent more time in restructuring the design problem by introducing new functional issues as design requirements and produced more discontinuities to the design processes, which provides opportunity for reflection and modification of the design. Therefore this research shows that tangible user interfaces changes designers' spatial cognition, and the changes of the spatial cognition are associated with creative design processes.  相似文献   

8.
ContextModern enterprise Integrated Development Environments (IDEs) like Microsoft Visual Studio significantly changed the programming practice from revolving around writing code to including many practices such as the visual design of the UI and database schemas. Despite the surge of productivity in many areas of development, enterprise IDEs still suffer from a high cost of debugging.ObjectiveIn order to identify the causes of difficulties associated with debugging under enterprise IDEs, we studied a group of programmers in a company using an IDE to develop medium size 3-tier software systems. We also elicited possible alleviations for those difficulties.MethodThe qualitative results were generated using the Grounded Theory research approach. The study involved observing 17 programmers debugging stubborn bugs. We coded the major tasks involved in debugging, and then we categorized these tasks in four categories and evaluated the time spent on each of these categories. We then involved those programmers to get an explanation of the causes of those difficulties and to get recommended alleviations.ResultsThe results showed that most of the programmers’ time during debugging is spent on categories of tasks that are directly related to the nature of the enterprise IDE as opposed to classical programming.ConclusionsThe enterprise IDE platform for software development is more than a “better” development tool; it radically reshapes the development landscape shifting the time allocation of developers to new areas. Thus, corresponding fundamental changes and adaptation are needed in the IDE tools, in the way organizations manage their accumulated expertise and even in the programming techniques.  相似文献   

9.
10.
Pen-based user interface (PUI) has drawn significant interest, owing to its intuitiveness and convenience. While much of the research focuses on the technology, the usability of a PUI has been relatively low since human factors have not been considered sufficiently. Scenario-centric designs are ideal ways to improve usability. However, such designs possess some problems in practical use. To cope with these design issues, the concept of “interface scenarios” is proposed in to facilitate the interface design, and to help users understand the interaction process in such designs. The proposed scenario-focused development method for PUI is coupled with a practical application to show its effectiveness and usability.  相似文献   

11.
. 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   

12.
13.
Through the rapid spread of smartphones, users have access to many types of applications similar to those on desktop computer systems. Smartphone applications using augmented reality (AR) technology make use of users' location information. As AR applications will require new evaluation methods, improved usability and user convenience should be developed. The purpose of the current study is to develop usability principles for the development and evaluation of smartphone applications using AR technology. We develop usability principles for smartphone AR applications by analyzing existing research about heuristic evaluation methods, design principles for AR systems, guidelines for handheld mobile device interfaces, and usability principles for the tangible user interface. We conducted a heuristic evaluation for three popularly used smartphone AR applications to identify usability problems. We suggested new design guidelines to solve the identified problems. Then, we developed an improved AR application prototype of an Android-based smartphone, which later was conducted a usability testing to validate the effects of usability principles.  相似文献   

14.
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   

15.
Digital control systems, like those controlling the functions of buildings or industrial processes, pose a number of special problems for good user interface design. The general problems of providing usability, common to all systems, include difficulty in accessing and applying principles of good design. In addition, digital control systems can have multiple users, with multiple roles, and each installation has different configurations of systems, controls, and user interface devices. Providing interactions for the users of building control systems is often achieved by manually implementing each required display. This is an expensive solution, which often produces less than optimal results. We address these problems through the automation of user interface design. Our solution, called DIGBE (dynamic interface generation for building environments), separates the domain knowledge, interaction design, and presentation heuristics into multiple collaborating models. Each model contains knowledge about a particular aspect of interface design, and uses this knowledge to dynamically create each user interface that is needed to support the users of a control system. DIGBE demonstrates that it is possible to automatically and dynamically create consistent and individualized user interfaces from model-based design knowledge  相似文献   

16.
A prototype e-mail system was developed for cognitively disabled users, with four different interfaces (free format, idea prompt, form fill and menu driven). The interfaces differed in the level of support provided for the user and complexity of facilities for composing e-mail messages. Usability evaluation demonstrated that no one interface was superior because of individual differences in usability problems, although the majority of users preferred interfaces which did not restrict their freedom of expression (free format). In contrast to traditional evaluation studies, no common pattern of usability errors emerged, demonstrating the need for customisation of interfaces for individual cognitively disabled users. A framework for customising user interfaces to individual users is proposed, and usability principles derived from the study are expressed as claims following the task artefact cycle.  相似文献   

17.
A major challenge, and thus opportunity, in the field of human-computer interaction and specifically usability engineering is designing effective user interfaces for emerging technologies that have no established design guidelines or interaction metaphors or introduce completely new ways for users to perceive and interact with technology and the world around them. Clearly, augmented reality is one such emerging technology. We propose a usability engineering approach that employs user-based studies to inform design, by iteratively inserting a series of user-based studies into a traditional usability engineering lifecycle to better inform initial user interface designs. We present an exemplar user-based study conducted to gain insight into how users perceive text in outdoor augmented reality settings and to derive implications for design in outdoor augmented reality. We also describe lessons learned from our experiences conducting user-based studies as part of the design process.  相似文献   

18.
《Software, IEEE》1997,14(6):89-91
Describes tools, techniques and concepts to optimize user interfaces. Increasingly, individual tools are being replaced by programming environments, which increase productivity and usability by tight integration with and knowledge of the user's working context. An integrated environment provides several benefits, such as preventing users from making mistakes that cause rework. Recently, as integrated environments have demonstrated higher levels of usability and the ability to enhance productivity, experienced developers have overcome their resistance to them  相似文献   

19.
It is commonly acknowledged that user needs should drive design, but often technical influences prevail. Currently, there are no standard interaction devices or interfaces used in 3-D environments, and there is a lack of specific best practice guidelines to develop these. This paper discusses the process of collecting feedback on prototype designs for VR/VE interaction devices from both expert users and non-expert users, and demonstrates how the information gained from human centred evaluation can be used to further the design process. Experiment 1 examined the usability of two magnetically tracked interaction devices with three different types of menus (Sphere, Linear and Fan). Quantitative and qualitative analysis was carried out on the results, and usability problems with the menus and devices are discussed. The findings from this experiment were translated into general design guidance, in addition to specific recommendations. A new device was designed on the basis of some of these recommendations and its usability was evaluated in Experiment 2. Feedback from participants in Experiment 2 demonstrated that the design recommendations emerging from Experiment 1 were successfully applied to develop a more usable and acceptable device.  相似文献   

20.
如果说1964年的Dartmouth BASIC IDE算是第一个真正意义上的IDE,那么IDE已经陪伴我们走过了44年的风风雨雨。有人说IDE让程序员变懒了:有人说IDE让程序员疏远了编译和连接等操作。但是这并不能否定IDE为提升开发效率所作出的贡献。本期月度关注将带您走进Java IDE的世界,继续体验技术进步所为我们带来的便捷。  相似文献   

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