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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
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1 Introduction Computer-Aided Design (CAD) systems have been proven to be indispensable tools in many industrial sectors. However, traditional CAD systems are limited to the construction and manipulation of product models; they do not offer decision-making support. The practical use of CAD systems is very labor-intensive. Therefore it is necessary to integrate the various aspects of design process into a unified whole to support automatic product design. Knowledge-Based Engineering (KBE… 相似文献
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Mahboubeh Eslami Mohammad Firoozabadi Elaheh Homayounvala 《Universal Access in the Information Society》2018,17(4):875-883
An adaptive user interface requires identification of user requirements. Interface designers and engineers must understand end-user interaction with the system to improve user interface design. A combination of interviews and observations is applied for user requirement analysis in health information systems (HIS). Then, user preferences are categorized in this paper as either data entry, language and vocabulary, information presentation, or help, warning and feedback. The user preferences in these categories were evaluated using the focus group method. Focus group sessions with different types of HIS users comprising medical staff (with and without computer skills) and system administrators identified each user group’s preference for the initial adaptation of the HIS user interface. User needs and requirements must be identified to adapt the interface to users during data entry into the system. System designers must understand user interactions with the system to identify their needs and preferences. Without this, interface design cannot be adapted to users and users will not be comfortable using the system and eventually abandon its use. 相似文献
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针对目前基于特征和基于路径的知识图谱感知推荐方法的不足,文中提出端到端的将知识图谱引入推荐系统的用户偏好神经建模框架(NUPM).该框架以用户在知识图谱中的历史访问项目为偏好起点,通过知识图谱中实体间的关系链接传播用户偏好,学习用户的潜在偏好,同时使用注意力网络融合各传播阶段偏好特征以构建最终的用户偏好向量.在真实数据集上的对比实验表明文中框架在个性化推荐中对用户偏好刻画的有效性. 相似文献
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Martina Freiberg Albrecht Striffler Frank Puppe 《Expert systems with applications》2012,39(11):10177-10190
Knowledge-based systems (KBSs) have been built and practically applied in various contexts for decades. Yet, they still challenge developers by their complexity: Apart from a sound knowledge base they likewise require comprehensive user interface (UI) and interaction design for supporting the task at hand optimally. However, current KBS-Engineering methodologies still mostly focus on knowledge base development, regarding UI/interaction design a more incidental, low priority task. Thus, the UI often is developed in a rather ad hoc manner, thereby neglecting the potential of experimental design and creating reusable solutions. The integration of (rapid) evolutionary prototyping activities with KBS Engineering offers the chance for incorporating UI/interaction design more prominently into the process while at the same time leveraging the overall development task; specifically, we propose Extensible Prototyping as a tailored prototyping approach and we suggest its integration with the Agile Process Model for knowledge-based systems in this paper. For practical support, we further introduce the customized prototyping and knowledge systems engineering tool ProKEt, and we report on practical experiences with applying both the approach and the tool. 相似文献
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Asterios Leonidis Margherita Antona 《International journal of human-computer interaction》2013,29(4):213-235
User interface adaptation has been proposed in recent years as a means to achieve personalized accessibility and usability of user interfaces. Related user interface architectures, as well as a variety of related development method and tools, have also been elaborated. Admittedly, however, despite the recognized validity of the approach, which has been proved in practice in a series of prototype systems, the wider adoption and uptake of user interface adaptation approaches are still limited. One of the identified obstacles is the complexity intrinsic in designing such interfaces and the need of radically revising the current user interface design practice to account for (a) the alternative designs required for adaptation, (b) the parameters involved in driving adaptations (i.e., selecting among alternatives at a given point during interaction), and (c) the logic of adaptation at runtime. This article proposes a twofold tool-based support strategy for user interface adaptation development, based on (a) an adaptation development toolkit and related widget library, which directly embeds lexical level adaptations into common interactive widgets, and (b) embedding such a library in a common integrated development environment, thus allowing designers to define and view alternative adaptations at design time and create adaptable user interfaces through traditional prototyping. The aforementioned approach has been implemented in the domain of adaptable applications for older users, producing tools that are currently in use in the development of a large suite of interactive applications in various domains. The approach presented in this article is claimed to be the first and so far unique supporting rapid prototyping of adaptable user interfaces, thus minimizing the divergence between typical development practices and user interface adaptation development. 相似文献
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《Interacting with computers》1997,9(1):73-104
This paper describes USE-IT, a knowledge-based tool for automating the design of interactions at the physical level, so as to ensure accessibility of the target user interface by different user groups, including people with disabilities. To achieve this, USE-IT elicits, manipulates and interprets representations of design knowledge in order to reason about, select and decide upon lexical adaptation constituents of a user interface. Adaptation constituents are attributes of abstract interaction object classes. USE-IT generates a collection of adaptation rules (i.e. a lexical specification scenario), based on design constraints generated from three basic knowledge sources: (a) the user model, (b) the task schema, and (c) a set of platform constraints (i.e. interaction objects, attributes, device availability, etc.). A data structure called the adaptability model tree has been designed to (i) facilitate the development of plausible semantics of adaptation at the lexical level of interaction, (ii) allow unification of design constraints, and (iii) enable selection of maximally preferred design options. The output of USE-IT can be subsequently interpreted by the run-time libraries of a high-level user interface development toolkit, which provides the required implementation support for realizing the user-adapted interface on a target platform. 相似文献
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This paper presents a framework for the design of User Interfaces (UIs). By applying model transformations, the framework allows different UIs to be generated for different computing platforms. The tool presented in this work helps designers to build an abstract user interface which is later transformed into a concrete user interface by means of transformation techniques based on graph grammars. These techniques can be used to generate implementation code for several UI platforms including desktop applications, dynamic websites and mobile applications. The generated user interfaces are integrated with a multi-tier application by referencing external services and communicating with the application core over Web Service protocols. Our tool also allows the concrete interfaces to be enhanced before generating the final UI. The approach uses an adaptation of UIML (User Interface Markup Language). The adaptation focuses on defining a data model and a services model, and it also introduces a navigation model that allows data communication from one UI to another. The obtained UIs together with Web Services can conform complete applications instead of just being prototypes. 相似文献
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基于用户认知能力的自助服务终端界面交互设计方法 总被引:1,自引:0,他引:1
大众用户认知能力的多样性问题一直是自助服务终端界面交互设计领域的一大挑战。基于分布式认知理论对自助服务终端界面交互活动进行分析和建模, 确定人机交互过程中交互活动和信息呈现之间的关系, 并在此基础上提出基于用户认知能力的自助服务终端界面交互设计方法。采用这种方法, 设计人员首先要进行用户调研, 识别出需要照顾的用户群体, 然后进行认知能力分析, 建立用户认知负荷模型, 接下来描述用户的交互行为, 确定基本的交互框架, 再运用通用可用性设计方法建立交互设计矩阵, 提出交互设计方案。以酒店自助服务终端为实例, 采用该方法制定设计方案, 通过与传统方法形成的设计方案进行对比, 验证所提设计方法的有效性。这种交互设计方法能够帮助设计人员开发易于大众用户理解和使用的自助服务终端界面, 降低用户的认知负荷, 更好地满足自助服务终端用户的认知多样性需求。 相似文献
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《Interacting with computers》2006,18(5):1084-1100
This study aims to establish a model-based approach for user interface design that simultaneously considers the system's information hierarchy, users' task procedure knowledge, and system interfaces. The approach is based on a framework that contains multiple interaction models to express both system elements and users' knowledge. The framework evaluates system interface through the interaction between user's knowledge on interface, task procedure and information structure perceived by the user in the system. The interface is evaluated by its contribution to the users' task performance and system navigation.These three factors were defined as design factors that affect users' task performance. Through the crosscheck process of models, the relation between information, interface, and task procedure is calculated into combined difficulty index (CDI) that expresses the difficulty of a system interface that users would experience during the use of system. A user test was conducted for the validation of the CDI. The difficulties of the interface of a mobile healthcare system were predicted with the CDI, and the predictions were compared with the experimental results, where the users' performance showed consistence with the prediction. 相似文献
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《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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为了适应普适计算环境中用户、设备、使用环境和开发平台的多样性,基于模型的方法被应用于用户界面开发过程中,试图在抽象层次上描述界面,通过模型转换,使其适用于不同的平台.然而,由于目前基于模型的用户界面开发方法(model-based user interface development,简称MBUID)中所采用任务模型的局限性,致使生成的界面难以满足动态环境下用户的可用性需求.提出一种基于任务模型的用户界面开发框架,旨在建模和生成有效、高效、令用户满意的用户界面.在可用性方面,为了准确描述普适计算环境中用户任务,提出一种基于感知控制理论的任务分析方法(perceptual-control-theory-based task analysis,简称PCTBTA),将使用上下文信息引入到任务分析过程中,并且在较高的抽象层次上反映交互的内容,给可用性设计提供任务空间;在技术方面,为PCTBTA任务模型向界面模型的转换提供技术支持.最后,通过实例说明所提出方法的可行性,并通过与其他方法在可用性和性能方面的比较,表明该方法的有效性. 相似文献
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Prototype evaluation and redesign: structuring the design space through contextual techniques 总被引:1,自引:0,他引:1
This paper addresses the problems involved in the progress through evaluation and redesign from one interface prototype to the next stage of development. An approach is proposed based on situated action techniques for the early identification of user interface issues and their translation into design factors that lead to design improvements. The approach can be used within parallel prototyping or iterative development. Situated action is increasingly popular for the participative identification of user requirements for information systems and is usually implemented at an early stage in systems development. In contrast the most frequently used method for user participation within detailed interface design is within iterative user-based evaluation which is often performed relatively late in the development. The method described involves linking developer–user contextual evaluation sessions, where developers observe user's responses to an interactive prototype, and team evidence analysis sessions, where a group of designers work together to derive design decisions with the evidence collected from the users. The proposed method is tested in an experimental design. The proposed techniques provide a rich source of user evidence that can be brought to bear on the enhancement of prototype user interfaces. The study also showed how team working within a group of developers is important to effective design. 相似文献
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Robert W. Proctor Kim-Phuong L. Vu 《International journal of human-computer interaction》2016,32(1):2-22
Stimulus–response compatibility has been a staple of human factors since the early 1950s, when it was established by Paul Fitts, one of the founders of human factors. The importance of maintaining spatial compatibility is indicated in textbooks, but maintaining compatibility in design is not a simple task, because there are many factors that need to be taken into consideration. This article focuses on spatial compatibility and the more recently investigated affective compatibility, highlighting their implications for human–computer interaction. An overview of other cognitive compatibility principles and examples of their use in human–computer interaction is also provided. Advanced technology has increased the need for systematic consideration of compatibility phenomena in user interface design, and the article ends with a summary of key points for designers. 相似文献
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The complexity of user interface design is still steadily increasing because of an increasing variety of innovative interaction styles (e.g., pen-based interaction) and because of an increasing orientation towards tasks as they are actually accomplished in work environments. In order to handle the resulting variety of knowledge that has to be taken into account for design, specification techniques have to rely on representation schemes for end user tasks and their organization, problem domain data, and interaction styles. Declarative knowledge representation techniques provide the capabilities to handle heterogeneous categories of knowledge as well as their integration. This article describes not only a conceptual but also a formal framework for task-oriented, declarative user interface specification. the conceptual framework is based on a semantic network. It is formalized comprehensively through LUIS (Logical User Interface Specification). LUIS is a novel many-sorted temporal specification logic. Using LUIS all static and dynamic relations between (1) end user tasks and problem domain data, (2) end user tasks and interaction styles (media and modalities), and (3) problem domain data and interaction styles, according to different levels of refinement can be captured. In particular, LUIS supports to stepwise refinement of knowledge to elementary data structures and basic functions. Moreover, in LUIS organizational constraints concerning the accomplishment of end user tasks can be represented by postulating axioms applying the modalities “First,” “Sometime in the future,” “Next,” and “More recently than.” Since each knowledge category corresponds to a particular sort of the specification logic, the designer can be provided with modular knowledge sources. They can be extended or modified for further developments in a flexible way. © 1995 John Wiley & Sons, Inc. 相似文献