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1.
Through a study of Web site design practice, we observed that designers employ multiple representations of Web sites as they progress through the design process and that these representations allow them to focus on different aspects of the design. In particular, we observed that Web site designers focus their design efforts at 3 different levels of granularity-site map, storyboard, and individual page-and that designers sketch at all levels during the early stages of design. Sketching on paper is especially important during the early phases of a project, when designers wish to explore many design possibilities quickly without focusing on low-level details. Existing Web design tools do not support such exploration tasks well, nor do they adequately integrate multiple site representations. Informed by these observations we developed DENIM: an informal Web site design tool that supports early phase information and navigation design of Web sites. It supports sketching input, allows design at different levels of granularity, and unifies the levels through zooming. Designers are able to interact with their sketched designs as if in a Web browser, thus allowing rapid creation and exploration of interactive prototypes. Based on an evaluation with professional designers as well as usage feedback from users who have downloaded DENIM from the Internet, we have made numerous improvements to the system and have received many positive reactions from designers who would like to use a system like DENIM in their work.  相似文献   

2.
Multichannel applications deliver the same content and a "similar interactive experience" using different devices and different technologies(e.g., web sites, palm held devices, car navigators, or interactive TVs). Various channels imply a number of differences, including screen (size), keyboard(size), pointing devices, output devices, performances, and the context of use (standing, sitting, walking, etc.). In most cases, today, applications for different channels are designed and implemented almost "independently", with ineffectiveness for the developers (high costs) and ineffectiveness for the users (loss of consistency across the different channels and the perception that they are "different applications"). This paper presents an interactive dialogue model (IDM), a novel design model specifically tailored for multichannel applications. The background research, moving from linguistic theories and practices, has led us to the development of a "channel-independent" design model (based on dialogue primitives). Design can start in a "conceptual", channel-independent fashion, and then proceed into a further "logical" design oriented toward specific channels of communication. Designing an interactive application in two steps (channel-independent first, and channel-dependent later) allows a number of advantages without making more cumbersome the overall design process. Beside the emphasis on multichannel, IDM has additional distinctive features: it is lightweight, providing a few set of primitives (and a simple graphic notation) which are easy to learn and teach. Moreover, it is suitable for brainstorming and generating ideas at early stage during design (or during the shift from requirements to design); finally, it is cost-effective (it requires little effort from designers) and modular (designers can take the part they wish, not being forced to "all or nothing"). IDM has been validated both in the academic and industry environments,providing excellent results so far.  相似文献   

3.
遗传算法在全终端网络可靠性优化中的应用   总被引:1,自引:0,他引:1  
在计算机通信网络建设过程中,通信主干网的高可靠性一直是广大设计者和用户所关心的重大问题。分析了通信主干网的全终端可靠性优化设计问题,建立了一种新的可靠性优化模型,并利用遗传算法对该模型进行了优化求解。计算机仿真实验结果表明:遗传算法在解决此类问题上是有效的。  相似文献   

4.
ContextThe participation of users in the design process is recognized as a positive and a necessary element as artifacts suit their needs. Two complementary approaches of users’ involvement co-exist: the user-centered design and the participatory design. These approaches involve learning process from users to designers and vice versa. However, there has no research in design of virtual reality (VR)-based software dealing with how the elaboration of needs is actually distributed in time and among users, designers and project leaders, as well as how it is actually supported by tools and methods.ObjectiveThis paper aims to observe, in a real design project of a virtual reality-based software, how the various stakeholders (users, designers, project leaders) actually participate by sharing and pulling pieces of information from the process of needs elaboration, and how these contributions evolve throughout the decisions made in the course of the project.MethodOur method, based on the observation of the practices in collective design, allows us to collect and analyze the relationship between each possible action (e.g., elicitation), each stakeholder who initiates these actions (e.g., users) and each phase of the design process (e.g., evaluation phase), and the dynamics of the construction of needs.ResultsOur results detail how the elicited needs are dealt with by designers, users and/or project leaders: (1) we show a strong contribution of users in the design, compared to others stakeholders, (2) among the needs elicited by users, most have been validated by the designers, (3) some elicited needs could have been firstly rejected and finally validated and implemented.ConclusionWe identify the reasons which justify and explain our results confronting them to the literature. We underline the conditions have been satisfied in our study in order to involve effectively users in the design of emerging technologies.  相似文献   

5.
The collective communication process studied here involves the ability of users to request information from diverse sources (both in terms of locality and data type) and receive this information before the users' deadlines expire. A model has been developed and examined for the case when the network is oversubscribed and not all requests in the system can be satisfied. This model is based upon systems that are in use or are planned for development. The heuristics presented for scheduling data traffic do not have explicit control of the network; the heuristics work with a network manager to configure and set up single-source, multiple-destination information channels that allow users to receive information. The goal is to create a near-optimal set of collective communication information channels that will satisfy the users' requests. Four components are employed to create value functions that are used to order the importance of the information channels for presentation to the network manager. In addition, two different weightings for the relative importance of different priority levels are considered. Simulation studies have been performed that evaluate the performance of the heuristics developed. It is shown that the heuristics perform well compared to the upper and lower bounds developed. These results can be used to develop techniques that can be deployed in actual military systems. Furthermore, the model and heuristics studied here can be applied to other domains, such as business applications that utilize the internet to obtain critical information.  相似文献   

6.
Multiple spatially-related videos are increasingly used in security, communication, and other applications. Since it can be difficult to understand the spatial relationships between multiple videos in complex environments (e.g. to predict a person's path through a building), some visualization techniques, such as video texture projection, have been used to aid spatial understanding. In this paper, we identify and begin to characterize an overall class of visualization techniques that combine video with 3D spatial context. This set of techniques, which we call contextualized videos, forms a design palette which must be well understood so that designers can select and use appropriate techniques that address the requirements of particular spatial video tasks. In this paper, we first identify user tasks in video surveillance that are likely to benefit from contextualized videos and discuss the video, model, and navigation related dimensions of the contextualized video design space. We then describe our contextualized video testbed which allows us to explore this design space and compose various video visualizations for evaluation. Finally, we describe the results of our process to identify promising design patterns through user selection of visualization features from the design space, followed by user interviews.  相似文献   

7.
Biologically inspired design (BID) is one of the common methods for product design. To solve the problem of inaccurate acquisition of inspirational creatures due to the lack of user perception preference analysis, a data-driven intelligent service model for BID considering user perception needs is proposed based on Kansei engineering. Firstly, by extracting the perceptual features of creatures from the semantic source elements of products through mapping and encodes them, we proposed a data acquisition method based on intuitionistic fuzzy sets considering different customer preference distributions, bridging the gap caused by the asymmetry between designers and users. Secondly, the functional relationship between biometric features and user-perceived attributes is identified and predicted, and a predictive model of biodata considering user preferences is obtained by multiple linear regression analysis. Finally, based on the data clustering and reorganization theory to understand the organization and dynamics of the database, the construction of a BID library was completed, and the design resources in the library were used as analyzed knowledge for designers to plan design activities. Taking the bionic design of a UAV product as an example, a prototype of a computer-aided design service system was developed based on the theory proposed in the article, and the analyzed knowledge was used to improve the efficiency and science of the design, effectively verifying the usefulness of this study for design. To a certain extent, this study addresses the problem of cognitive limitations of designers and cognitive differences between designers and users, promotes the application of bioinspiration in product design, and improves the marketability of design solutions.  相似文献   

8.
《Computers & Graphics》2012,36(8):1119-1131
Multi-touch interfaces have emerged with the widespread use of smartphones. Although a lot of people interact with 2D applications through touchscreens, interaction with 3D applications remains little explored. Most 3D object manipulation techniques have been created by designers who have generally put users aside from the design creation process. We conducted a user study to better understand how non-technical users tend to interact with a 3D object from touchscreen inputs. The experiment consists of 3D cube manipulations along three viewpoints for rotations, scaling and translations (RST). Sixteen users participated and 432 gestures were analyzed. To classify data, we introduce a taxonomy for 3D manipulation gestures with touchscreens. Then, we identify a set of strategies employed by users to perform the proposed cube transformations. Our findings suggest that each participant uses several strategies with a predominant one. Furthermore, we conducted a study to compare touchscreen and mouse interaction for 3D object manipulations. The results suggest that gestures are different according to the device, and touchscreens are preferred for the proposed tasks. Finally, we propose some guidelines to help designers in the creation of more user friendly tools.  相似文献   

9.
Network Community Design: A Social-Technical Design Circle   总被引:1,自引:0,他引:1  
Network communities are especially interesting and useful settings in which to look closely at the co-evolution of technology and social practice, to begin to understand how to explore the full space of design options and implications. In a network community we have a magnified view of the interactions between social practice and technical mechanisms, since boundaries between designers and users are blurred and co-evolution here is unusually responsive to user experience. This paper is a reflection on how we have worked with social and technical design elements in Pueblo, a school-centered network community supported by a MOO (an Internet-accessible, text-based virtual world). Four examples from Pueblo illustrate different ways of exploring the design space. The examples show how designers can rely on social practice to simplify a technical implementation, how they can design technical mechanisms to work toward a desirable social goal, how similar technical implementations can have different social effects, and how social and technical mechanisms co-evolve. We point to complexities of the design process and emphasize the contributions of mediators in addressing communication breakdowns among a diverse group of designers.  相似文献   

10.
There are three fundamental problems that may occur in the process of user participation design: first, the participants/users may not be able to express their requirements clearly; second, they have little knowledge about design; and third, they are generally unfamiliar with the software that designers use. Based on this understanding, a method that considers design rationale is proposed in this work to support the process of user participation design. In addressing the user participation process, a fuzzy analytic hierarchy process (AHP) approach is applied to grasp people's ideas, in the initial design phase. A case study on creating house layout design is employed to illustrate the proposed approach. In this regard, to help participants/users create layout designs, it is proposed that a 3D generative system is used, which integrates navigational concepts, direct manipulation, and the design rationale theory. In a nutshell, this research proposes a system to implement a design rational model and improve design communication in the user participation process. To demonstrate the effectiveness of the proposed prototype system, a user test is performed and we put forward some findings and research questions for further research and industry practices.  相似文献   

11.
Scanning keyboards are used as augmentative communication aids by persons with severe speech and motion impairments. Literature reports two approaches for the design of scanning keyboards; design based on the experience and intuition of designers and user model based design methods. None of these approaches, however, considers user errors in the design process, potentially limiting the practical usefulness of the designs. We have performed experiments in order to study user errors on scanning keyboards. We have found that two types of errors affect performance of scanning keyboard users significantly, namely (a) timing error that occurs when a user fails to select a key at the appropriate time and (b) selection error that occurs when the user selects a wrong key. These errors have been found to increase users’ text entry time by as high as 65% and 35%, respectively. Based on empirical observations, we have developed a state transition model of user behavior during user–keyboard interaction. The model comprises of four states, each of which represents the physical and cognitive state of the user at particular instant of the interaction. The transitions are caused by users’ physical, cognitive and perceptual activities. We have found that the errors could be explained as caused due to the problems in making the transitions properly. In addition to explaining errors, the model has helped us to predict distribution of error probabilities with respect to the distance between keys. We have used the model predicted error distributions to develop principles for scanning keyboard design that aim to reduce user errors. The principles state that the frequently used key pairs should be placed apart by a minimum distance, which has been obtained from the error distributions, in order to reduce errors. The method and results of the study, the user model and the design principles are presented in this paper.  相似文献   

12.
智能算法在全终端网络可靠性优化设计中的应用   总被引:1,自引:0,他引:1  
在计算机通信网络建设过程中,通信主干网的高可靠性一直是广大设计者和用户所关心的重大问题,分析了通信主干网的全终端可靠性优化设计问题,针对一种典型可靠性优化模型,分别设计了用于求解该模型的改进遗传算法、模拟退火算法、改进蚁群算法以及改进粒子群算法,并对该模型进行了优化求解,计算机仿真实例表明:粒子群算法在算法的优化质量和收敛速度上都优于其它三种算法,能够取得满意的优化结果,具有一定的实用价值.  相似文献   

13.
Intimate interactions between remotely located individuals are not well supported by conventional communication tools, mainly due to the lack of physical contact. Also, haptic research has not focused on the use of a kiss as a mode of interaction that maintains intimacy in long distance relationships. In this study, we designed and developed a haptic device called Kissenger (Kiss-Messenger) for this issue. Kissenger is an interactive device that provides a physical interface for transmitting a kiss between two remotely connected people. Each device is paired with another and the amount of force and shape of the kiss by the user is sensed and transmitted to another device that is replicated using actuators. Kissenger is designed to augment already existing remote communication technologies. Challenges in the design and development of the system are addressed through an iterative design process involving constant evaluation by users after each stage. The devices are evaluated through a short- and a long-term user study with remotely located couples. The results point to an initial acceptance of the device with feedback from the users on directions to improve the overall experience. This study discusses potential issues that designers should be aware of when prototyping for remote intimate interactions.  相似文献   

14.
Rich Internet applications have removed most of the constraints of Web 1.0 while giving users more responsiveness and advanced browsing and interaction experiences. These new horizons, however, raise many challenges for people with disabilities or using limited hardware and software technologies, whose risk to be excluded from the benefits deriving from advanced web applications. To address this problem, WCAG 2.0 guidelines have been released as the newest World Wide Web Consortium recommendation for accessible web content, and WAI-ARIA is a candidate recommendation which provides reference specifications for accessible rich Internet applications. However, both specifications contain a huge amount of information that often discourages most web designers from dealing with accessibility issues. Moreover, guidelines are suitable and usually adopted to judge a design solution a posteriori, but they do not suggest how to face a design problem constructively. This paper proposes a design pattern language for accessibility. The language can be regarded as a universal design resource for helping web designers create accessible rich Internet applications compliant with the most recent standards. Knowledge representation through design patterns reflects the problem-solving approach usually followed by software and web designers, while pattern organization in a structured language aims to guide web designers throughout the design process. The language has been implemented as an accessible rich Internet application itself, thus allowing designers with disabilities to participate in web design. In order to evaluate the design pattern language, a three-step process was carried out including: (1) a heuristic analysis with a group of human–computer interaction experts, (2) a survey study with a group of web designers, and (3) a validation on the field with two designers who have been requested to apply the language in real design cases.  相似文献   

15.
16.
Guidance is an emerging topic in the field of visual analytics. Guidance can support users in pursuing their analytical goals more efficiently and help in making the analysis successful. However, it is not clear how guidance approaches should be designed and what specific factors should be considered for effective support. In this paper, we approach this problem from the perspective of guidance designers. We present a framework comprising requirements and a set of specific phases designers should go through when designing guidance for visual analytics. We relate this process with a set of quality criteria we aim to support with our framework, that are necessary for obtaining a suitable and effective guidance solution. To demonstrate the practical usability of our methodology, we apply our framework to the design of guidance in three analysis scenarios and a design walk-through session. Moreover, we list the emerging challenges and report how the framework can be used to design guidance solutions that mitigate these issues.  相似文献   

17.
18.
Parametric CAD/CAE integration using a common data model   总被引:1,自引:0,他引:1  
This paper proposes a CAD/CAE integration method using a “common data model” (CDM) containing all the required parametric information for both CAD modeling and CAE analysis. CDM is automatically generated by a knowledge embedded program code. The CDM is used as a parametric data model repository and the supply source of input for those associative entities of CAD and CAE models and thus maintaining the associative dependences among them. The structure as well as the data flow in the CDM is governed according to the general and widely used design processes. Thus designers can relate the expected scenarios with the engineering changes proposed and can take the parametric actions accordingly. CDM acts as the centralized parametric input for computer modeling software tools through their APIs. Throughout the design process the common data model gets modified during each development cycle according to designer’s intent, the changes in it are consistently reflected in both CAD and CAE models through regenerations and analysis iterations semi-automatically. The same data model in a suitable file format can be used to work with different CAD and CAE packages. As CDM, CAD and CAE work as different modules interconnected through a develop software prototype package which integrates APIs and knowledge rules embedded in the engineering procedures. However, each of the software tools used for each purpose can vary as per the original data requirement without hindering the process structure. The data model is reusable and the whole process is automated as far as possible so that the embedded expertise in the cycles of the adaptive design and manufacturing can be consistently applied iteratively during product development processes. Also being a data file in a suitable format generated via computer programming, the CDM is convenient to record and store information associated to all the product design revisions.  相似文献   

19.
Formed on an analysis of design practices, the behaviour chain model stipulates that social network designer’s ultimate aim is to encourage users to adopt the social network site by entering a phase of true commitment. During this phase, social network users are driven to connect to known or unknown others by engaging in instrumental uses that create value and content and involve others, while staying active and loyal by investing time in the site. This paper investigates how designer’s intentions, as captured by the behaviour chain model, materialise through users’ reported practices in the social network site Facebook. A total of 423 Facebook users from 5 countries answered a questionnaire that allowed us to examine how 2 user characteristics, experience with the site, and culture, shape the nature of true commitment. Our findings show that experience with the site and even more so, culture, have an effect on users’ motivations for using Facebook, as well as their instrumental uses and the time they invest on the site. This analysis reifies the behaviour chain model by allowing designers to understand how the features they design are embodied in users’ practices.  相似文献   

20.
Software agents have been increasingly used in the product and process development in industry over the past years due to the rapid evolvement of the Internet technology. This paper describes agents for the integration of conceptual design and process planning. Agents provide mechanisms to interact with each other. This mechanism is important since both of those processes involve negotiations for optimization. A set of design and planning software agents has been developed. These agents are used in a computer-based collaborative environment, called a multi-agent platform. The main purpose of developing such a platform is to support product preliminary design, optimize product form and structure, and reduce the manufacturing cost in the early design stage. The agents on the platform have access to a knowledge base that contains design and planning rules. These rules are derived from an analysis of design factors that influence process and resource planning, such as product material, form, shape complexity, features, dimension, tolerance, surface condition, production volume, and production rate. These rules are used by process planning agents to provide process planners with information regarding selecting preliminary manufacturing processes, determining manufacturing resources, and constructing feedback information to product designers. Additionally, the agents communicate with WEB servers, and they are accessible by users through Internet browsers. During performing design and planning tasks, agents access the data pertinent to design and manufacturing processes by the programming interfaces of existing computer-aided design (CAD) and manufacturing system. The agents are supported by a developed prototype agent platform. The agents and the platform enable the information exchange among agents, based on a previously developed integrated design and manufacturing process object model.  相似文献   

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