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1.
为提升软件测试效率与加强测试质量,考虑装备软件数据接口功能多变、任务复杂的特点,提取装备测控软件数据处理接口共性,分析测试与控制参数以及数据通信接口数据帧结构、内容与特点,并以此为基础构造数据处理接口测试模式,提出对应的测试策略.通过这种办法更科学系统地指导针对数据输入/输出接口、人机交互接口及数据文件接口测试用例的设计.将所述测试方法应用于某装备测控软件数据处理接口测试,能有效发现软件缺陷,提升装备软件质量.  相似文献   

2.
为了减少电力系统中谐波的危害,本文将神经网络理论应用于谐波监测,使用界面设计方便美观的Labview编程语言制作了一种谐波监测仪。文中构造了一个目前应用最为广泛的BP网络,给出了网络算法,形成了训练样本。并用基于Labview工作平台的G语言,编写了训练程序,将所形成的样本对网络进行了训练,然后对训练好的网络进行仿真实验。结果表明:所设计的神经网络可很好的监测谐波,并对谐波参数的显示设计了很好的人机界面。  相似文献   

3.
The CUBRICON Intelligent Window Manager (CIWM) is a knowledge-based system that automates windowing operations. The CIWM is a component of CUBRICON, a prototype knowledge-based multi-media human-computer interface. CUBRICON accepts inputs and generates outputs using integrated multiple media/modalities including speech, printed/typed natural language, tables, forms, maps, graphics, and pointing gestures. The CIWM automatically performs window management functions on CUBRICON's color and monochrome screens. These functions include window creation, sizing, placement, removal, and organization. These operations are accomplished by the CIWM without direct human inputs, although the system provides for user override of the CIWM decisions.The motivation for automated window management is based on the premise that, by freeing the user's cognitive and temporal resources from the task of managing the human-computer interface, more of these resources are available for the user's application domain activities. As the problems and tasks confronting computer users become more complex and information intensive, the potential of this approach for improving overall performance is enhanced. Recent research discussed in this paper indicates that, for some database management tasks, a significant portion of the user's time is spent in managing the window-based interface. If these findings are representative of the larger range of computer-based tasks that use windowing systems, the concept of automated window management offers great potential for enhancing human performance on these computer-based tasks.This paper provides a brief overview of the CUBRICON system and describes the CIWM and its underlying design principles and premises. The following important CIWM features are discussed: the hybrid tiled and overlapped approach to window layout; an algorithm for determining the importance of a window based on its contents, relation to the ongoing dialogue, time of creation, frequency of use, and recency of use; and an approach to determining window size based on clutter and object resolution requirements. Actual interactive examples are provided to illustrate the CIWM functionality. Results of an evaluation of CUBRICON support the design. Those results which pertain specifically to the CIWM are presented. Limitations and applicability of this research are also discussed.  相似文献   

4.
人机界面是软件与用户最直接的交互层.界面的好坏决定用户对软件的第一印象。良好的界面设计越来越受到系统分析、设计人员的重视,但是如何对人机界面进行测试并给出客观、公正的评价,却没有一个统一的标准。从通用规则和个性突出的角度,给出一些人机界面的测试原则和建议。  相似文献   

5.
《Ergonomics》2012,55(3):491-502
A user-centred approach to human-computer interface design requires that the designer has appropriate tools to aid in the design process and employs iterative design procedures which incorporate user evaluations. The concept of using models of the user as an interface design tool is discussed, and several approaches to user modelling are described. These approaches are divided into the broad categories of conceptual and quantitative models. Conceptual models deal primarily with representations of users1 cognitive processes, structures and strategies. Quantitative models include performance, ergonomic, computer simulation and statistical models. Examples of both a conceptual and a quantitative model are provided to illustrate human-computer interface design implications. Some unresolved issues pertaining to both categories of models are discussed, and recommendations are made to improve modelling as an interface design tool.  相似文献   

6.
The paper presents a model of how the availability of implementation details affects performance in designing a human-computer interface. Two experiments have been used to test the validity of this model. The experiments involved varying the amount of implementation detail presented to interface designers and having the designers perform an interface design task. The amount of work performed and the quality of the resulting human-computer interface design are analysed.

The results presented in this paper show that the quality of a human-computer interface design improves if the designer is presented with some information about implementation details. However, presenting a designer with all implementation details of the system functions results in a lower quality design. The relevance of these results to human-computer interface design and future directions for research are discussed.  相似文献   

7.
Enhancing the way people use computers to perform tasks has become a very important issue in interface design and human-computer interactions. When the concept of human-computer interaction first began to emerge it was commonly understood as the hardware and software through which a human and computer could effectively communicate (Laurel, 1990). This effective communication is also know as user-friendliness. The concept of user friendliness has recently been expanded to include various attributes and cognitive aspects of the user's needs and experiences. Focus should be on the user's experiences, expectations, preferences, and cognitive aspects in developing efficient and effective computer interface designs. It is the basic premise of this paper to emphasize using a user-centered design in developing computer interfaces.  相似文献   

8.
《Computers & Graphics》1987,11(2):141-146
A considerable amount of research has been done in the area of human-computer interaction. High quality human-computer interfaces are especially important when a program needs to perform in nearly real-time. In this paper, a particular human-computer interface is analyzed. The observations made are abstracted and generalized to problems in interfaces for process control. Specific benchmarks for evaluation of interfaces in a real-time or near real-time setting are developed. We show that these benchmarks are more useful than general performance measures of computer systems for estimating computer performance. We develop general guidelines for designing interfaces which satisfy severe time constraints and determine to what extent they follow generally accepted principles for interface design.  相似文献   

9.
The Author's Interactive Dialogue Environment (AIDE) of the Dialogue Management System is an integrated set of interactive tools for developing human-computer interfaces. AIDE is used by an interface specialist, called a dialogue developer, to implement an interface by directly manipulating and defining its objects, rather than by the traditional method of writing source code. This paper describes the structural dialogue transaction model upon which AIDE is based, describes the use of AIDE for developing human-computer interfaces, and describes an empirical study comparing use of AIDE with use of a programming language for implementing a human-computer interface. Results of this study empirically support, possibly for the first time, the claim that interactive tools for interface development, such as AIDE, can improve productivity and reduce frustration in developing interfaces over traditional programming techniques for interface development.  相似文献   

10.
Abstract

The paper presents a model of how the availability of implementation details affects performance in designing a human-computer interface. Two experiments have been used to test the validity of this model. The experiments involved varying the amount of implementation detail presented to interface designers and having the designers perform an interface design task. The amount of work performed and the quality of the resulting human-computer interface design are analysed.

The results presented in this paper show that the quality of a human-computer interface design improves if the designer is presented with some information about implementation details. However, presenting a designer with all implementation details of the system functions results in a lower quality design. The relevance of these results to human-computer interface design and future directions for research are discussed.  相似文献   

11.
Traditional laboratory-based usability evaluations have many costs associated with them: financial costs, temporary loss in participant productivity, travel issues. For this reason, many human-computer interaction practitioners cannot conduct as many test iterations as they would like or may fail to secure representative samples, especially as user groups become more global. In recent years, we have begun to use less expensive remote evaluation techniques to complement traditional methods. This article describes some collaborative software that allows remote evaluations, along with the necessary hardware, to reproduce, as closely as possible, traditional evaluation techniques. It also describes the types of activities that lend themselves to this sort of approach and provides tips for conducting these sorts of sessions. Finally, this article provides data that suggest remote techniques are not only effective at improving interface designs, but also produce results comparable to traditional approaches for typical measures.  相似文献   

12.
Pointing devices, essential input tools for the graphical user interface (GUI) of desktop computers, require precise motor control and dexterity to use. Haptic force-feedback devices provide the human operator with tactile cues, adding the sense of touch to existing visual and auditory interfaces. However, the performance enhancements, comfort, and possible musculoskeletal loading of using a force-feedback device in an office environment are unknown. Hypothesizing that the time to perform a task and the self-reported pain and discomfort of the task improve with the addition of force feedback, 26 people ranging in age from 22 to 44 years performed a point-and-click task 540 times with and without an attractive force field surrounding the desired target. The point-and-click movements were approximately 25% faster with the addition of force feedback (paired t-tests, p < 0.001). Perceived user discomfort and pain, as measured through a questionnaire, were also smaller with the addition of force feedback (p < 0.001). However, this difference decreased as additional distracting force fields were added to the task environment, simulating a more realistic work situation. These results suggest that for a given task, use of a force-feedback device improves performance, and potentially reduces musculoskeletal loading during mouse use. Actual or potential applications of this research include human-computer interface design, specifically that of the pointing device extensively used for the graphical user interface.  相似文献   

13.
基于认知心理学知识的人机界面设计   总被引:9,自引:0,他引:9  
张云鹏 《计算机工程与应用》2005,41(30):105-107,139
提出把认知心理学知识应用于人机界面设计的理念。首先对传统人机界面设计方法的缺陷进行了分析,然后论述如何利用认知心理学知识建立合理、有效、良好的人机界面,并总结出设计人机界面的多个原则。运用这些原则进行实际设计取得了良好的效果。  相似文献   

14.
15.
Jacob Palme 《Software》1979,9(9):741-747
The COM teleconferencing system was designed to be easy to use for both beginners and people with much computer experience. A number of design choices in organizing the human-computer interface were considered very carefully. These design problems are not unique for teleconferencing applications, but will appear in many other developments of human-computer interfaces for non-computer specialists. This report discusses naming conventions, menu format, user commands, help facility and the treatment of ‘type ahead’ from the users.  相似文献   

16.
Various methods for specification and design of the human-computer interface have been proposed but practice of such methods is not widespread. Possible reasons for this may be the lack of integration of human-computer interface design with software engineering and the specialized nature of HCI methods. A method of interface design is proposed which integrates the development of the human-computer interface with structured systems analysis and design. The method covers task and user analysis, interface specification and dialogue design. A case study of a library system is used to illustrate the method which is discussed in relation to different approaches that have been adopted for interface specification and design. It is argued that software design methods should cover all aspects of process design and the human-computer interface.  相似文献   

17.
Linking a symbol to the object it represents is a skill that develops gradually over the first few years of life. However, prior work shows that frequent use of this capacity makes it unintuitive for adults to recognize it as a challenge for young children. We hypothesized that this disconnect would manifest in software interfaces designed for young children, such that applications would embed symbols that the target audience would fail to understand. We conducted a randomized controlled trial with 34 preschoolers between the ages of 2 and 5 to assess their ability to work with user interface elements that require symbolic mappings. In particular, we assessed, (1) symbolic progress bars and (2) demonstrations of touch interactions by an on-screen cartoon hand. We found that these techniques are entirely inaccessible for children under 3 and that they require specific design choices to facilitate understanding in children between the ages of 3 and 5. Among a sample of 94 popular apps targeting children in this age range, we found that these symbolic techniques are incorporated into 44% of apps for preschoolers. We further found that embellishing symbolic elements with visual detail, a common practice in apps for preschoolers, increases children׳s cognitive burden and is an additional barrier to performing the symbolic mappings necessary to use these interfaces. We present design alternatives that make these prevalent user interface elements accessible to this user group.  相似文献   

18.
With the widespread use of computer-aided engineering (CAE) to solve computational mechanics problems, engineering design has become more accurate and efficient. The integration of the finite element method (FEM) and flexible multibody dynamics (FMD) is a typical application of computational mechanics. It constitutes an important contribution to engineering development, but its potential is restrained by numerical computation. Computational time is a critical factor that influences the efficiency and cost of design and analysis. The advent of symbolic computation enables faster simulation code, but the symbolic integration of FEM and FMD is at the initial stages. A general symbolic integration procedure is presented in this paper. The performance of the symbolic model is compared with models from the literature and numerically-based commercial software.  相似文献   

19.
网站页面设计中的人机界面设计分析   总被引:3,自引:0,他引:3  
论述了在网站页面设计中涉及到的:定位网站的CI形象、界面整体布局设计、网站的链接结构,网站的整体风格等以及在网站设计中应该注意的前期调研,舒适性设计,人性化设计及和谐的人机环境.通过论述,进一步理解人机界面设计理论在网站设计应用中的重要性.阐明了人机界面设计中的"以人为本"设计思想,并将该思想贯穿于网站页面设计的全过程中.  相似文献   

20.
Modern, technologically driven society is characterized by an increase in the rate of mobile device use and an increase in the extent to which these devices are used for more complex tasks than search for phone numbers. While direct consequences of screen-size reduction on task performance are well known, data are lacking on the impact of layout of multiple options in a complex task environment. In this paper we describe the results of an end-user study in which we compared two basic interface designs for the layout of multiple options: a simple hierarchy and a single layer grid. These two designs were presented to users on two screen sizes; a larger size approximating the size of a standard laptop or desktop screen and a smaller size approximating the size of a PDA screen. This study illustrates that while task performance in accessing information was superior using the grid interface rather than the simple hierarchy interface, users preferred the simple hierarchy interface. Even as the complexity of the task increased, the physical size of the screen had a significantly bigger impact on task performance than did the task complexity. These findings indicate that the grid layout should be used when task performance is of the paramount concern and the complexity of choices is not expected to be large. When user preference/satisfaction is more important than task performance the appeal of the simple hierarchy layout may supersede the cost in performance it entails.  相似文献   

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