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1.
In this paper we review some problems with traditional approaches for acquiring and representing knowledge in the context of developing user interfaces. Methodological implications for knowledge engineering and for human-computer interaction are studied. It turns out that in order to achieve the goal of developing human-oriented (in contrast to technology-oriented) human-computer interfaces developers have to develop sound knowledge of the structure and the representational dynamics of the cognitive system which is interacting with the computer.We show that in a first step it is necessary to study and investigate the different levels and forms of representation that are involved in the interaction processes between computers and human cognitive systems. Only if designers have achieved some understanding about these representational mechanisms, user interfaces enabling individual experiences and skill development can be designed. In this paper we review mechanisms and processes for knowledge representation on a conceptual, epistemological, and methodologieal level, and sketch some ways out of the identified dilemmas for cognitive modeling in the domain of human-computer interaction.  相似文献   

2.
Nielsen  J. 《Software, IEEE》1996,13(3):89-90
Discusses one of the most basic topics in user-interface design: how to run a user test. No matter how good we are at designing a user interface, we must always test it with real users to see whether it is as usable as we hope. The three main rules of user testing are: get real users, have them do real tasks, and shut up while they are trying. Tools, techniques and concepts to optimize user interfaces are described, and ethical issues are discussed  相似文献   

3.

Process design artifacts have been increasingly used to guide the modeling of business processes. To support users in designing and understanding process models, different process artifacts have been combined in several ways leading to the emergence of the so-called “hybrid process artifacts”. While many hybrid artifacts have been proposed in the literature, little is known about how they can actually support users in practice. To address this gap, this work investigates the way users engage with hybrid process artifacts during comprehension tasks. In particular, we focus on a hybrid representation of DCR Graphs (DCR-HR) combining a process model, textual annotations and an interactive simulation. Following a qualitative approach, we conduct a multi-granular analysis exploiting process mining, eye-tracking techniques, and verbal data analysis to scrutinize the reading patterns and the strategies adopted by users when being confronted with DCR-HR. The findings of the coarse-grained analysis provide important insights about the behavior of domain experts and IT specialists and show how user’s background and task type change the use of hybrid process artifacts. As for the fine-grained analysis, user’s behavior was classified into goal-directed and exploratory and different strategies of using the interactive simulation were identified. In addition, a progressive switch from an exploratory behavior to a goal-directed behavior was observed. These insights pave the way for an improved development of hybrid process artifacts and delineate several directions for future work.

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4.
The aim of this study is to analyze and comparatively evaluate the usability of touch screen mobile applications through cognitive modeling and end-user usability testing methodologies. The study investigates the accuracy of the estimated results of a cognitive model produced for touch screen mobile phone interfaces. A mobile wallet application was chosen as the mobile software. The CogTool modeling tool was used as the cognitive modeling method. Eight tasks were determined and user tests were conducted in a usability laboratory with 10 participants. The tasks were compared on the basis of step time and total task completion time. This study reveals that CogTool gives approximate estimations with actual user performance on touch screen mobile phone application interfaces. However, if there are special cases in the tasks such that users are very accustomed to the steps or decision-making that is involved in the tasks, the “Think Operation” in CogTool should be modified.  相似文献   

5.
Task-based and user-oriented user interfaces utilize knowledge about user tasks and user characteristics to the utmost extent. They support users throughout their work flows, and must be constructed by a development process that avoids loss of application context and involves user feedback, from requirements specification to code generation. The concepts behind the task analysis/design/end users systems (TADEUS) approach to enable seamless task-based development are a semantically rich representation scheme, a model-driven development procedure, a diagrammatic notation and unifying specification scheme. Thus, interactive applications can be developed seamlessly. Specifications comprise problem domain knowledge, work processes, user roles and personal profiles, as well as interaction modalities (required for task accomplishment). For user-interface prototyping the TADEUS environment contains a model interpreter that executes structure and behavior specifications. This way, early feedback on task-based portals can be provided by users. In this paper we detail the latest developments in the TADEUS project when implementing a work-process based usability life cycle. We review the underlying methodology and the features of the TADEUS environment, in order to demonstrate the benefits for developers and users resulting of smooth transition support for and between the different stages of development  相似文献   

6.
Numerous studies have identified links among culture, user preferences, and Web site usability. Most of these studies were reports of findings from a behavioral perspective in explaining how cultural factors affect processes of Web-related content design and use. Based on the research of Vygotsky and Nisbett, the authors propose a broader model, referred to as "cultural cognition theory," by which Web design, like other types of information production, is seen as being shaped by cultural cognitive processes that impact the designers' cognitive style. This study explores issues related to Web designers' cultural cognitive styles and their impact on user responses. The results of an online experiment that exposed American 1 and Chinese users to sites created by both Chinese and American designers indicate that users perform information-seeking tasks faster when using Web content created by designers from their own cultures.  相似文献   

7.
In the last few years, the production of systems which support learning and group work has been high. However, the design and development of these types of systems are difficult, mainly due to the multidisciplinarity involved. Furthermore, the Graphic User Interface (GUI) of an application is receiving greater attention, since it can be decisive in determining if the application is accepted or rejected by users. Model-based design is a widespread technique in the user interface development process. While reviewing approaches that deal with the modeling and design of user interfaces supporting collaborative tasks, we have detected that there is no proposal that links interactive and collaborative issues. We have introduced a methodological approach to solve this shortcoming. This approach is called CIAM (Collaborative Interactive Application Methodology) and it is composed of several stages in which conceptual models are created using CIAN (Collaborative Interactive Application Notation). These models start by modeling the organization in which the application will be used, as well as the tasks that must be supported. In the initial stages, the organization and the collaborative tasks are modeled using high-level specifications. In the following stages, the level of detail increases and, finally, the interaction between the individual users and the application is modeled using ConcurTaskTrees (CTT) notation. The interaction model acts as a bridge between the design and the implementation of the Graphic User Interface. In this paper we present our methodological approach and an example of applying this method for user interface design of collaborative and interactive applications.  相似文献   

8.
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   

9.
It's important to consider both primary and secondary users when designing for intermediated interaction scenarios in India and elsewhere in the developing world. However, most of this research has focused on supporting users in the developed world who are voluntarily collaborating on a computing task. Many users in India, especially those from disadvantaged classes, have only partial or no physical access to computing devices. We refer to these users as secondary users to distinguish them from the primary users that the interface design process traditionally considers. Secondary users must interact with information resources via a proxy primary user who has the required access rights and skills. The proxy's filtering and funneling decisions limit the secondary users' information-seeking behavior; the secondary user might also have an unequal power relationship with the proxy. Therefore, secondary users might never know the full scope of actions and knowledge available to them. If we are to realize the egalitarian potential of computing, we must consider secondary users in the design process. We must develop technologies that recognize the needs and aspirations of all classes of users, including those without direct access to the user interface. In fact, by designing user interfaces explicitly supporting intermediated tasks, both primary and secondary users can benefit.  相似文献   

10.
Controlling and observing complex systems is central to the study of human–machine interaction. In our understanding, there is much to be gained from integrating formal modeling and analysis, including the reconfiguration of user interfaces, with the development of user interfaces with high usability. To this end, we introduce a new approach to modeling and reconfiguration of user interfaces jointly with a newly developed set of tools for interactive and visual creation and automatic transformation of user interfaces' interaction logic to a formal language based on Petri nets. Reconfiguration will be embedded into a process for adapting user interfaces to the user's cognitive representation of the controlled system. This process involves practicing the use of a given user interface, adapting it to the user's needs through reconfiguration, and applying the resulting adaptations to the formally defined interaction logic. An evaluation study confirms that this process reduces errors in interaction.  相似文献   

11.
This issue of IEEE Internet Computing is focused on data-driven applications in sensor networks, which, in a literal sense, might not seem to have much to do with user experience (UE). We are hoping to offer some insights into how UE people might think about this problem area and others like it, what issues they might raise, and what opportunities could arise by considering those issues. The final message is that, although sensor-network management presents a unique set of challenges, the usual rules of user-centered design still apply: know your users; know their tasks; design, test, and repeat. In some highly technical domains, you might be designing for skilled, experienced users with a clear foundation of domain knowledge and expertise. From a UE design perspective, this means that the designers can assume the presence of this knowledge about the domain, and design the system around it. The interface that results could well be impenetrable to anybody outside the domain, but that might be okay - there's nothing wrong with building interfaces for experts if that's who your users are. The catch is that the UI designers has to learn enough about the domain that they can do the design, because so much of what makes it an effective interface is bound up in the domain's details. That's the route that gets you a great interface, and a great user experience.  相似文献   

12.
In this paper we present TangiWheel,a collection manipulation widget for tabletop displays.Our implementation is flexible,allowing either multi-touch or interaction,or even a hybrid scheme to better suit user choice and convenience.Different TangiWheel aspects and features are compared with other existing widgets for collection manipulation.The study reveals that TangiWheel is the first proposal to support a hybrid input modality with large resemblance levels between touch and tangible interaction styles.Several experiments were conducted to evaluate the techniques used in each input scheme for a better understanding of tangible surface interfaces in complex tasks performed by a single user (e.g.,involving a typical master-slave exploration pattern).The results show that tangibles perform significantly better than fingers,despite dealing with a greater number of interactions,in situations that require a large number of acquisitions and basic manipulation tasks such as establishing location and orientation.However,when users have to perform multiple exploration and selection operations that do not require previous basic manipulation tasks,for instance when collections are fixed in the interface layout,touch input is significantly better in terms of required time and number of actions.Finally,when a more elastic collection layout or more complex additional insertion or displacement operations are needed,the hybrid and tangible approaches clearly outperform finger-based interactions.  相似文献   

13.
The paper describes the modeling of a user's conceptual knowledge in the general user modeling shell system BGP-MS. On the one hand, BGP-MS is a workbench for the develment of a user model in a particular application domain. It supports the definition of the architecture of the individual user model, and of the architecture and the contents of user stereotypes. A rich representation language for conceptual knowledge, a partition mechanism, and flexible graphics-based interfaces are at the disposal of the user model developer. On the other hand, BGP-MS is a runtime user modeling tool aimed at fulfilling central tasks of a user modeling component in an application system. In this mode, the system offers a functional interface for accessing and updating the model of the current user, as well as basic domain-independent inference mechanisms, support for inferences defined by the developer, and a customizable stereotype management utility. The usefulness of BGP-MS will be demonstrated by illustrating how it can support the user modeling of various recently developed application systems.  相似文献   

14.
One of the most difficult tasks facing new computer users is the management of data and programs through an operating system (OS) interface. Both command languages and graphical interfaces can impede a user unfamiliar with the terminology and organizational techniques of modern file management systems. Various attempts have been made in recent years to develop systems that will enable users to interact with the computer in natural language. By simplifying the form of user input to an OS, such interfaces allow the user to concentrate on file management tasks rather than on the means of expressing OS-specific instructions. The Informational Network for a Natural Talking (INFANT) System was originally developed as a conversational system for communication at the level of a small child. It has since been adapted for use as a general-purpose English language interface for standard OS file management operations. The INFANT System reduces an input sentence to a hierarchy of standardized propositional forms, which are mapped through a propositional knowledge base and a compositional semantics process into a high-level representation of meaning. Its effectiveness as a working natural language interface has been verified in a pair of experiments performed in a college computer lab. © 1996 John Wiley & Sons, Inc.  相似文献   

15.
This paper describes a user study on the benefits and drawbacks of simultaneous spatial sounds in auditory interfaces for visually impaired and blind computer users. Two different auditory interfaces in spatial and non-spatial condition were proposed to represent the hierarchical menu structure of a simple word processing application. In the horizontal interface, the sound sources or the menu items were located in the horizontal plane on a virtual ring surrounding the user’s head, while the sound sources in the vertical interface were aligned one above the other in front of the user. In the vertical interface, the central pitch of the sound sources at different elevations was changed in order to improve the otherwise relatively low localization performance in the vertical dimension. The interaction with the interfaces was based on a standard computer keyboard for input and a pair of studio headphones for output. Twelve blind or visually impaired test subjects were asked to perform ten different word processing tasks within four experiment conditions. Task completion times, navigation performance, overall satisfaction and cognitive workload were evaluated. The initial hypothesis, i.e. that the spatial auditory interfaces with multiple simultaneous sounds should prove to be faster and more efficient than non-spatial ones, was not confirmed. On the contrary—spatial auditory interfaces proved to be significantly slower due to the high cognitive workload and temporal demand. The majority of users did in fact finish tasks with less navigation and key pressing; however, they required much more time. They reported the spatial auditory interfaces to be hard to use for a longer period of time due to the high temporal and mental demand, especially with regards to the comprehension of multiple simultaneous sounds. The comparison between the horizontal and vertical interface showed no significant differences between the two. It is important to point out that all participants were novice users of the system; therefore it is possible that the overall performance could change with a more extensive use of the interfaces and an increased number of trials or experiments sets. Our interviews with visually impaired and blind computer users showed that they are used to sharing their auditory channel in order to perform multiple simultaneous tasks such as listening to the radio, talking to somebody, using the computer, etc. As the perception of multiple simultaneous sounds requires the entire capacity of the auditory channel and total concentration of the listener, it does therefore not enable such multitasking.  相似文献   

16.
Nielsen  J. 《Software, IEEE》1995,12(3):75-78
The best prototype for designing a new user interface is your old user interface. The second best prototype is a competing product. Your competitors have invested significant resources in designing and implementing what they believe to be good user interfaces. You can glean much of what you need to create a new interface by examining products designed to solve similar problems. As with your own old user interface, you can analyze competing interfaces to see what works and what doesn't. You can also watch how users interact with competing products, and thus learn how they approach tasks. This, in essence, is competitive usability analysis. I recommend performing it very early in the usability engineering life-cycle-after you have visited the customer, gathered requirements, and defined the product vision, but before you design and prototype your new user interface  相似文献   

17.
Currently, a lot of the tasks engaged by users over the Web involve dealing with multiple Web sites. Moreover, whilst Web navigation was considered as a lonely activity in the past, a large proportion of users are nowadays engaged in collaborative activities over the Web. In this paper we argue that these two aspects of collaboration and tasks spanning over multiple Web sites call for a level of coordination that require Distributed User Interfaces (DUI). In this context, DUIs would play a major role by helping multiple users to coordinate their activities whilst working collaboratively to complete tasks at different Web sites. For that, we propose in this paper an approach to create distributed user interfaces featuring procedures that are aimed to orchestrate user tasks over multiple Web sites. Our approach supports flexible process modeling by allowing users to combine manual tasks and automated tasks from a repertoire of patterns of tasks performed over the Web. In our approach, whilst manual tasks can be regarded as simple instructions that tell users how to perform a task over a Web site, automated tasks correspond to tools built under the concept of Web augmentation (as it augments the repertoire of tasks users can perform over the Web) called Web augmenters. Both manual and automated tasks are usually supported by specific DOM elements available in different Web sites. Thus, by combining tasks and DOM elements distributed in diverse Web sites our approach supports the creation of procedures that allows seamless users interaction with diverse Web site. Moreover, such an approach is aimed at supporting the collaboration between users sharing procedures. The approach is duly illustrated by a case study describing a collaborative trip planning over the Web.  相似文献   

18.
Cognitive engineering of a new telephone operator workstation using COGNET   总被引:1,自引:0,他引:1  
Many cognitive engineering methodologies for user-centered design involve modeling procedural knowledge; others deal with domain semantics or conceptual models. COGnitive NEwork of Tasks (COGNET) is a framework for modeling human cognition and decision-making which provides an integrated representation of the knowledge, behavioral actions, strategies and problem solving skills used in a domain or task situation, yielding a powerful cognitive engineering tool. A case study of the design of the user interface for a new telephone operator workstation is presented to illustrate the derivation of the design from the components of the COGNET model. The model does not directly convey any specific feature of the interface design, but rather a formal representation of what the user must do with the resulting interface. This information is then evolved through a set of transformations which systematically move toward design features, in a fully traceable manner.

Relevance to industry

With the increasing prevalence of technical systems in complex work domains, cognitive engineering is necessary in designing the user interface for those systems to promote efficient integration of person and machine. The cognitive engineering methodology presented here addresses that need.  相似文献   


19.
PurposeThe purpose of this paper is to describe an experimental study to reduce cognitive load and enhance usability for interactive geometry software.Design/methodology/approachThe Graphical User Interface is the main mechanism of communication between user and system features. Educational software interfaces should provide useful features to assist learners without generate extra cognitive load. In this context, this research aims at analyzing a reduced and a complete interface of interactive geometry software, and verifies the educational benefits they provide. We investigated whether a reduced interface makes few cognitive demands of users in comparison to a complete interface. To this end, we designed the interfaces and carried out an experiment involving 69 undergraduate students.FindingsThe experimental results indicate that an interface that hides advanced and extraneous features helps novice users to perform slightly better than novice users using a complete interface. After receiving proper training, however, a complete interface makes users more productive than a reduced interface.Originality/valueIn educational software, successful user interface designs minimize the cognitive load on users; thereby users can direct their efforts to maximizing their understanding of the educational concepts being presented.  相似文献   

20.
The cognitive basis of several issues critical to building expert systems is reviewed. Required and desirable attributes of a knowledge elicitation methodology are identified. It is argued that knowledge should be elicited from several levels of expertise. Plausible contributions of research in human problem solving to knowledge representation and design of control structure are examined. Implications of the literature on human learning and on expert-novice differences for machine learning are reviewed. The applicability of systems, which rely on user modelling, to the design of intelligent interfaces is discussed.  相似文献   

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