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1.
ABSTRACT

Library Web sites can be instructional tools, especially for those patrons who utilize library resources from their homes. Many libraries are developing online tutorials, but there is an opportunity for Web instruction on another level. The organization and design of a Web site can act as an instructional tool in itself. This paper is a call to library Web designers to assess their work in terms of learning style preferences. Learning style theory is based on how people process information and learn new material. Applying these ideas to Web page design can make library resources more accessible and improve the patron's comprehension of how the library works.  相似文献   

2.
ABSTRACT

Color plays an integral role in the success or failure of a Web site. Unfortunately, many Web designers misuse this vital element by making color design decisions based solely on personal opinions, rather than on scientific evidence. This evidence shows that color affects the viewers' experiences of the Web site in terms of how the viewers learn information, how they perceive the site's readability and download speed, and how satisfied they are with the Web site overall. This article (1) discusses the basic elements of color: hue, saturation, and luminance, (2) investigates the physiological, psychological, and cultural research on color perception, and (3) provides recommendations for Web designers based on this research.  相似文献   

3.

We present 19 systems that have been developed over the past decade to support collaborative writing over the Web. The aim of this article is to present the state of the art on the use of the Web for collaborative writing and thus (1) help designers improve current systems or define future systems, and (2) help users choose the most appropriate system to support their needs. Among available systems, groups can select from tools to write a document (on- or off-line), collect comments about a document, or maintain a Web site. The lack of experimental data concerning Web-based applications forces designers to use other sources of information to guide their design choices, such as a list of functions that an ideal collaborative writing tool should offer. This list has revealed several potential points for improvement.  相似文献   

4.
ABSTRACT

This is a selective annotated bibliography of books, journal articles, and electronic resources relating to the usability assessment or testing of the academic library Web site. It focuses on the library Web site specifics, thus answering a librarian's need for one source of information on the available publications. All journal articles have been written by or for academic librarians. This bibliography embraces the issues of usability testing as a process, its goals, objectives, tools, and methodology. The bibliography is grouped by the following topics: background information, tools and methodologies, case studies, dedicated Web sites, and samples of presentations.  相似文献   

5.
The increasing popularity of whiteboards as a popular tool in meeting rooms has been accompanied by a growing interest in making use of the whiteboard as a user interface for human-computer interaction. Therefore, systems based on electronic whiteboards have been developed in order to serve as meeting assistants for, e.g., collaborative working. However, as special pens and erasers are required, natural interaction is restricted. In order to render this communication method more natural, it was proposed to retain ordinary whiteboard and pens and to visually observe the writing process using a video camera [22, 25]. In this paper a prototype system for automatic video-based whiteboard reading is presented. The system is designed for recognizing unconstrained handwritten text and is further characterized by an incremental processing strategy in order to facilitate recognizing portions of text as soon as they have been written on the board. We will present the methods employed for extracting text regions, preprocessing, feature extraction, and statistical modeling and recognition. Evaluation results on a writer-independent unconstrained handwriting recognition task demonstrate the feasibility of the proposed approach.Received: 11 March 2003, Accepted: 9 October 2004, Markus Wienecke: Correspondence toThis work was in part supported by the German Research Foundation (DFG) within project Fi799/1.  相似文献   

6.
Abstract

Ergonomics is not always used effectively by practising designers, and is still seen as limiting their creativity. Reasons for this include: ergonomics information is not presented in a readily assimilated form to designers during their design education and later design activities; design decisions relating to ergonomics issues are not addressed and discussed systematically by all members of the design team during concept design; the user centred approach that ergonomics encourages in design is not always included as part of the education of future designers.

With computers being used more widely in design and design education, they could be used to deliver ergonomics information and help structure discussion of ergonomics issues amongst the design team from the earliest stages of design. This paper describes findings relating to the use of ergonomics in automotive design, and proposes two tools which could enhance the use of ergonomics in design education and in current and future design practice.  相似文献   

7.
ABSTRACT

This study investigates employees’ acceptance of corporate Web 2.0 applications for collaboration and knowledge sharing. Results show that altruism, managerial support, and perceived usefulness are good predictors of the intention to use corporate blogs as tools for collaboration and knowledge sharing. The study further explores differences between employees from companies with low and high adoption rates, and uses prediction-oriented segmentation to unveil two different paths to adoption of Web 2.0 collaborative tools in companies.  相似文献   

8.
This paper describes our recently developed system which captures pen strokes on physical whiteboards in real time using an off-the-shelf video camera. Unlike many existing tools, our system does not instrument the pens or the whiteboard. It analyzes the sequence of captured video images in real time, classifies the pixels into whiteboard background, pen strokes and foreground objects (e.g., people in front of the whiteboard), extracts newly written pen strokes, and corrects the color to make the whiteboard completely white. This allows us to transmit whiteboard contents using very low bandwidth to remote meeting participants. Combined with other teleconferencing tools such as voice conference and application sharing, our system becomes a powerful tool to share ideas during online meetings  相似文献   

9.
ContextWebsites are increasingly important for advertising and announcing information and they have become virtual business operations support tools. Thus, website designers have to take an increasing number of criteria (cost, delay, quality, security, maintenance) into account during design process to satisfy the needs.ObjectiveThe objective of this paper was to present our WISDOM method that: guides the designer through the website design process, proposes design solutions based on already existing solutions for online website design, facilitates the choice of software components to implement specific services, and speeds up website construction.MethodThe originality of our method is that it links the design process to formalized experience and a software component characterization that allows both functional and non-functional aspects to be considered.ResultsThis method relies on the state-of-the-art strengths in the website design process, modeling dimensions, Model-Driven Engineering and the patterns approach. We propose an implementation of our method as a dedicated website which helps website design and provides a website analysis catalog and a software component analysis catalog.ConclusionOur analysis of the method’s use highlights that formalizing the steps of the design process helps designers, especially novice designers, to design a website; our analysis of the tool’s use highlights its efficiency for rapid website development and its use of the “website family” concept. The results are so very encouraging for both method and tool; both facilitate website design by reusing existing solutions and components.  相似文献   

10.
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   

11.
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   

12.
Most visual diagramming tools provide point‐and‐click construction of computer‐drawn diagram elements using a conventional desktop computer and mouse. SUMLOW is a unified modelling language (UML) diagramming tool that uses an electronic whiteboard (E‐whiteboard) and sketching‐based user interface to support collaborative software design. SUMLOW allows designers to sketch UML constructs, mixing different UML diagram elements, diagram annotations, and hand‐drawn text. A key novelty of the tool is the preservation of hand‐drawn diagrams and support for manipulation of these sketches using pen‐based actions. Sketched diagrams can be automatically ‘formalized’ into computer‐recognized and ‐drawn UML diagrams and then exported to a third party CASE tool for further extension and use. We describe the motivation for SUMLOW, illustrate the use of the tool to sketch various UML diagram types, describe its key architecture abstractions and implementation approaches, and report on two evaluations of the toolset. We hope that our experiences will be useful for others developing sketching‐based design tools or those looking to leverage pen‐based interfaces in software applications. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

13.
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15.

The way in which designers choose between alternatives in user interface design can affect both the design process and also the quality of the outcome, i.e., the user interface. However, little is known about the knowledge drawn on during, or the processes that guide, the choice between design alternatives. This paper presents the results of an empirical study aimed at modelling 'trade-off decision making' in user interface design. It is argued that a single abstract vocabulary can capture important aspects of the rich knowledge drawn on during design problem solving. It is also argued that designers' reasoning during 'choice episodes' is not sophisticated. In choosing between alternatives in design, designers invariably limit the range, or nature, of the alternatives considered. The implications of this finding are discussed.  相似文献   

16.
Despite the availability of advanced software design tools, software developers are known to frequently turn to the whiteboard when faced with a specific design problem. Free from any restrictions, they engage in an informal form of software design that relies heavily on sketching. However, whereas whiteboards afford flexibility and fluidity, they at the same time limit a designer in only being able to draw and erase content. This paper presents Calico, a novel software design tool that leverages electronic whiteboards to enhance the design experience with explicit support for the creative, exploratory aspects of design. Specifically, Calico offers a grid to partition the drawing space, scraps to organize and manipulate the content, and a reusable palette together with gesture-based input to address several natural behaviors exhibited by software designers, including frequent shifts in focus, use of low-detail models, use of a variety of notations, and a tendency to refine representations. To evaluate Calico, we performed a laboratory experiment involving the design of an educational traffic simulator. Through a three-pronged analysis examining the use of Calico’s features, design behaviors exhibited by the participants, and the nature of the design conversations, we show how Calico benefits the design process as it takes place at the whiteboard.  相似文献   

17.
IntroductionThe primary objective of this research was to explore the use of an interactive whiteboard as an Emergency Response Focus Board (ERFB) for offshore emergency response teams (ERT) during a training and assessment process.MethodsThirty-seven participants completed simulation testing in a randomized study design with two visual display conditions (static and dynamic display). Outcome measures included speed and accuracy of response to situation awareness questions presented orally during three separate simulation freezes, and self-rating of performance.ResultsResults indicate that the type of ERFB display significantly influenced the speed and accuracy of responses. Qualitative results indicate that situation awareness was increased when using the dynamic ERFB.ConclusionsIt can be concluded that the dynamic ERFB offers an objective measure of performance and as a consequence, it is recommended that dynamic ERFBs be implemented into future offshore emergency response assessment training.Relevance to industryGiven the enormous amount of information available during an emergency, the dynamic ERFB offers an improved system for data logging, consolidation of information, and greater comprehension of relevant resource allocation factors.  相似文献   

18.

This paper describes research that seeks to facilitate the capture, representation, and reasoning about, temporal information by usability engineers. The product, a method we call KAT-LITTER, is an extension of Johnson and Johnson's (1991) Knowledge Analysis of Tasks (KAT). An evaluation of KAT-LITTER showed that it influenced the design process in two significant ways: firstly, designers using KAT-LITTER spent more time reasoning about temporal issues than designers using KAT alone, and secondly these same designers considered a broader spectrum of temporal issues. Further developments of KAT-LITTER are briefly discussed.  相似文献   

19.
《Ergonomics》2012,55(11):1451-1467
The authors are presently developing tools to enable software designers to carry out task analyses (TA). The tools will support a methodology comprising techniques for carrying out task analyses and will also take account of integrating the resulting TA information into system design. To support integration and to identify the requirements for TA tools, a group of designers were surveyed. The survey identified how the designers approach design, whether the designers believe TA would be of use to them and how, why and where TA might contribute to design. Finally the designers' views of the desired characteristics of TA tools was sought. This paper outlines the results of this small, detailed survey of what designers want, need and expect from TA tools.  相似文献   

20.
Whiteboards facilitate coordinative practices by making information publicly accessible and thereby strengthening communication and joint commitment about it. This study investigates how coordination is accomplished in an emergency department through interactions with the whiteboard and with the coordinating nurse, who is the main keeper of the whiteboard. On the basis of observations, we find that coordination is accomplished through a highly intertwined process of technologically mediated visual overview combined with orally communicated details. The oral details serve to clarify and elaborate information at a more fine-grained level than the overview information on the whiteboard, to negotiate and reach agreement about the decisions that underlie the whiteboard information, and as a safeguard against misunderstandings and errors. This process is contingent on the clinicians tending to perceive the whiteboard and the coordinating nurse as a unit in the sense that they frequently update the whiteboard by informing the coordinating nurse about the change and, similarly, consider making a change on the whiteboard the same as having informed the coordinating nurse. These smooth transitions between instrumental and communicative coordination are central to the coordinative function of the whiteboard. We discuss this and other implications for design.  相似文献   

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