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There is consensus among the members of the HCI community as well as among software developers that work tasks and user characteristics (i.e. context) should play a leading role in the course of system development. There seems to be less consensus on how the information about users and work tasks should be acquired and subsequently moved to the design process of a development project. Due to the use of unifying methods and concepts--such as object-orientation-- that might be used for analysis, design and implementation, this transition seems to be facilitated. However, few inputs have been provided to guide developers on how to shift knowledge from analysis to design when task- and user knowledge are considered to be inherent parts of the development knowledge. This paper details the interface between analysis and design, reviews existing concepts to bridge the gap between the two phases of development, and enriches these findings with some empirical results from a survey with respect to practical experiences. From these findings, requirements to successfully shift knowledge in the early phases of software development have been derived.  相似文献   

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ContextLearning can be regarded as knowledge construction in which prior knowledge and experience serve as basis for the learners to expand their knowledge base. Such a process of knowledge construction has to take place continuously in order to enhance the learners’ competence in a competitive working environment. As the information consumers, the individual users demand personalised information provision which meets their own specific purposes, goals, and expectations.ObjectivesThe current methods in requirements engineering are capable of modelling the common user’s behaviour in the domain of knowledge construction. The users’ requirements can be represented as a case in the defined structure which can be reasoned to enable the requirements analysis. Such analysis needs to be enhanced so that personalised information provision can be tackled and modelled. However, there is a lack of suitable modelling methods to achieve this end. This paper presents a new ontological method for capturing individual user’s requirements and transforming the requirements onto personalised information provision specifications. Hence the right information can be provided to the right user for the right purpose.MethodAn experiment was conducted based on the qualitative method. A medium size of group of users participated to validate the method and its techniques, i.e. articulates, maps, configures, and learning content. The results were used as the feedback for the improvement.ResultThe research work has produced an ontology model with a set of techniques which support the functions for profiling user’s requirements, reasoning requirements patterns, generating workflow from norms, and formulating information provision specifications.ConclusionThe current requirements engineering approaches provide the methodical capability for developing solutions. Our research outcome, i.e. the ontology model with the techniques, can further enhance the RE approaches for modelling the individual user’s needs and discovering the user’s requirements.  相似文献   

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A domain knowledge driven user interface development approach is described.As a conceptual design of the user interface,the domain knowledge defines the user interface in terms of objects,actions and their relationships that the user would use to interact with the application system.It also serves as input to a user interface management system (UIMS) and is the kernel of the target user interface.The principal ideas and the implementation techniques of the approach is discussed.The user interface model,user interface designer oriented high-level specification notatiopn,and the transformation algorithms on domain knowledge are presented.  相似文献   

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Semiotic approaches to user interface design   总被引:2,自引:0,他引:2  
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The analysis of the interactive relations among interface elements using a structuralized method can help user interface designers to satisfy the different requirements of design and improve design efficiency. This study develops a three-stage structured user interface design approach for complex information systems consisting of multiple components. First, the Quality Function Development (QFD) approach is used to confirm the user's design demand and its mapping components. Next, the Interpretive Structural Model (ISM) technique is adopted to construct a clear model of a hierarchical structure. Finally, the Impact Matrix Cross-Reference Multiplication Applied to a Classification (MICMAC) approach is employed to analyze the effect and dependence among the overall design components, and to consider the relationship network graph of distribution of components in the system. The research approach applies the Web mail system as its case study. Through the empirical study of web-based system, interface designers can effectively grasp a user's differentiated demand that changes rapidly and reflect it in the combination of designed components. This study establishes a strategy for creating an information system design pattern with multiple components is by building a hierarchical structure and analyzing the component distribution.  相似文献   

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Abstract

Electronic displays are ubiquitous as the interface between people and computers. By far the most important perceptual sense used to interpret and analyse information provided by such displays is vision. This area has a vast and distinguished history, stretching back through names as eminent as Da Vinci, Descartes, Newton, Helmholtz and Young; this makes a thorough review of the area impossible in the space available here. Instead this review is limited to those areas of perception relevant to users of electronic displays. The purpose of this paper is to make designers of user interfaces aware of certain issues in visual perception and to provide a discussion of what psychophysics has to offer interface design.  相似文献   

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Formal models for user interface design artefacts   总被引:1,自引:1,他引:0  
There are many different ways of building software applications and of tackling the problems of understanding the system to be built, designing that system and finally implementing the design. One approach is to use formal methods, which we can generalise as meaning we follow a process which uses some formal language to specify the behaviour of the intended system, techniques such as theorem proving or model-checking to ensure the specification is valid (i.e., meets the requirements and has been shown, perhaps by proof or other means of inspection, to have the properties the client requires of it) and a refinement process to transform the specification into an implementation. Conversely, the approach we take may be less structured and rely on informal techniques. The design stage may involve jotting down ideas on paper, brainstorming with users etc. We may use prototyping to transform these ideas into working software and get users to test the implementation to find problems. Formal methods have been shown to be beneficial in describing the functionality of systems, what we may call application logic, and underlying system behaviour. Informal techniques, however, have also been shown to be useful in the design of the user interface to systems. Given that both styles of development are beneficial to different parts of the system we would like to be able to use both approaches in one integrated software development process. Their differences, however, make this a challenging objective. In this paper we describe models and techniques which allow us to incorporate informal design artefacts into a formal software development process.  相似文献   

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Designing software involves good perception, good reasoning, and a talent to express oneself effectively through programming and interactive languages. Semiotic theories can help HCI designers increase their power to perceive, reason and communicate. By presenting some of the results we have reached with semiotic engineering over the last few years, we suggest that the main contributions of semiotic theory in supporting HCI design are: to provide designers with new perceptions on the process and product of HCI design; to bind together all the stages of software development and use, giving them a unique homogeneous treatment; and to pose innovative questions that extend the frontiers of HCI investigations.  相似文献   

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Recently, the role of task analysis in design has been brought into question. It has been argued, for example, that task analysis leads to the non-creative redesign of existing artefacts. In this paper. we offer a view of task analysis that resolves this problem. In particular, we argue that by focusing upon the analysis of user/operator goals rather than an existing task implementation, task analysis encourages novel and apt design. A reformulation of hierarchical task analysis is offered, based on the sub-goal template (SGT) scheme. The SGT scheme provides a notation for goal-oriented task analysis and defines an appropriate level at which task analyses can inform the design process without constraining it to existing task implementations. The SGT scheme is compared with the systems analysis-based design methodology SSADM and the advantages of each approach are reviewed.  相似文献   

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Recently, the role of task analysis in design has been brought into question. It has been argued, for example, that task analysis leads to the non-creative redesign of existing artefacts. In this paper. we offer a view of task analysis that resolves this problem. In particular, we argue that by focusing upon the analysis of user/operator goals rather than an existing task implementation, task analysis encourages novel and apt design. A reformulation of hierarchical task analysis is offered, based on the sub-goal template (SGT) scheme. The SGT scheme provides a notation for goal-oriented task analysis and defines an appropriate level at which task analyses can inform the design process without constraining it to existing task implementations. The SGT scheme is compared with the systems analysis-based design methodology SSADM and the advantages of each approach are reviewed.  相似文献   

17.
《Ergonomics》2012,55(10):1283-1310
This paper presents a methodological approach towards the integration of accessibility guidelines into the user interface development life cycle. The term accessibility guidelines refers to the consolidated design wisdom, as documented in general recommendations, principles of good practice, experience-based heuristics or otherwise ‘blessed’ rules, regarding the construction of interactive computer-based software for people with disabilities. At the core of the proposed method is the use of a design repository and a supporting tool environment capable of encapsulating, customizing and reusing experience-based accessibility wisdom, so as to facilitate the integration of previously generated, tested and agreed, accessibility recommendations into new design cases and user interface implementations. It is argued that the proposed approach eliminates some of the limitations or shortcomings associated with more conventional methods, such as the use of paper-based guidelines, or reviews by experts, while it facilitates more effective communication amongst designers and developers of user interfaces.  相似文献   

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P. Sukaviriya 《Knowledge》1993,6(4):220-229
Research on adaptive interfaces in the past has lacked support from user interface tools which allow interfaces to be easily created and modified. Also, current user interface tools provide no support for user models which can collect task-oriented information about users. Developing an adaptive interface requires a user model and an adaptation strategy. It also, however, requires a user interface which can be adapted. The latter task is often time-consuming, especially in relation to more sophisticated user interfaces.

The paper presents a user interface design environment, UIDE, which has a different software infrastracture. Designers use high-level specifications to create a model of an application and links from the application to various interface components. The model is the heart of all the design and run-time support in UIDE, including automatic dialog sequencing and help generation. UIDE provides automatic support for collecting task-oriented information about users, by the use of its high-level specifications in its application model as a basic construct for a user model. Some examples of adaptive interfaces and adaptive help are presented that use the information that is collectable in UIDE.  相似文献   


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