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1.
A lack of design information can be a significant barrier for systems developers when developing and reusing a component.
This paper tackles this problem by presenting and exemplifying the conceptual framework of component context and its hypertext
representation in a metaCASE environment. It discusses the linking of contextual knowledge to components in systems analysis
and design. The contextual knowledge includes the conceptual dependencies of component definition, reuse, and implementation,
as well as the reasoning and rationale behind design and reuse processes. We also illustrate the hypertext approach to contextual
knowledge representation that enables designers to express, record, explore, recognize, and negotiate their shared context
within a metaCASE environment.
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2.
Recent advances in mobile technologies and infrastructures have created the demand for ubiquitous access to enterprise services
from mobile handheld devices. Further, with the invention of new interaction devices, the context in which the services are
being used becomes an integral part of the activity carried out with the system. Traditional human–computer interface (HCI)
theories are now inadequate for developing these context-aware applications, as we believe that the notion of context should
be extended to different categories: computing contexts, user contexts, and physical contexts for ubiquitous computing. This
demands a new paradigm for system requirements elicitation and design in order to make good use of such extended context information
captured from mobile user behavior. Instead of redesigning or adapting existing enterprise services in an ad hoc manner, we
introduce a methodology for the elicitation of context-aware adaptation requirements and the matching of context-awareness
features to the target context by capability matching. For the implementation of such adaptations, we propose the use of three
tiers of views: user interface views, data views, and process views. This approach centers on a novel notion of process views
to ubiquitous service adaptation, where mobile users may execute a more concise version or modified procedure of the original
process according to their behavior under different contexts. The process view also serves as the key mechanism for integrating
user interface views and data views. Based on this model, we analyze the design and implementation issues of some common ubiquitous
access situations and show how to adapt them systematically into a context-aware application by considering the requirements
of a ubiquitous enterprise information system.
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3.
Haptic systems and devices are a recent addition to multimodal systems. These devices have widespread applications such as
surgical simulations, medical and procedural training, scientific visualizations, assistive and rehabilitative devices for
individuals who have physical or neurological impediments and assistive devices for individuals who are blind. While the potential
of haptics in natural human machine interaction is undisputable, the realization of such means is still a long way ahead.
There are considerable research challenges to development of natural haptic interfaces. The study of human tactile abilities
is a recent endeavor and many of the available systems still do not incorporate the domain knowledge of psychophysics, biomechanics
and neurological elements of haptic perception. Development of smart and effective haptic interfaces and devices requires
extensive studies that link perceptual phenomena with measurable parameters and incorporation of such domain knowledge in
the engineering of haptic interfaces. This paper presents design, development and usability testing of a neuro-cognitively
inspired haptic user interface for individuals who are blind. The proposed system design is inspired by neuro-cognitive basis
of haptic perception and incorporates the computational aspects and requirements of multimodal information processing system.
Usability testing of the system suggests that a biologically inspired haptic user interfaces may form a powerful paradigm
for haptic user interface design.
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4.
In order to be capable of exploiting context for pro-active information recommendation, agents need to extract and understand
user activities based on their knowledge of the user interests. In this paper, we propose a novel approach for context-aware
recommendation in browsing assistants based on the integration of user profiles, navigational patterns and contextual elements.
In this approach, user profiles built using an unsupervised Web page clustering algorithm are used to characterize user ongoing
activities and behavior patterns. Experimental evidence show that using longer-term interests to explain active browsing goals
user assistance is effectively enhanced.
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5.
In this paper web–based system user interface hybrid recommendation method based on the ant colony metaphor is presented.
We apply the ontology–based user and user interface modeling. The user model is represented as a tuple and user interface
model is represented by a set of connected nodes, what enables suitable user interface design, an interface personalization
and recommendation. The recommendation is performed using ant colony metaphor for selection the most optimal path in the user
interface graph that specifies the user interface parameters for the specified user.
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6.
This paper describes the development of a control user interface for a wheelchair-mounted manipulator for use by severely
disabled persons. It explains the construction of the interface using tasks to define the user interface architecture. The
prototype robot used several gesture recognition systems to achieve a level of usability better than other robots used for
rehabilitation at the time. The use of neural networks and other procedures is evaluated. It outlines the experiments used
to evaluate the user responses and draws conclusions about the effectiveness of the whole system. It demonstrates the possibility
of control using a head mouse.
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7.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
8.
This paper explores the design issues of situated play within a museum through the study of a museum guide prototype that
integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to
situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss
the implications including degrees of balance in the experience design of play in interaction; the challenge in developing
a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces
(TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through
an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination
and interpretation that links the audio content to the artifacts.
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10.
In a globalised economy the accessibility of services becomes increasingly important for businesses. This has led to a demand
that information systems should be ubiquitous in the sense that they are available to all users under all circumstances, everywhere
and at all times, and independent of the access devices and channels used. The authors believe the key to meeting that demand
is existence of an omnipresent media of interaction and existence of information systems that within that media adapt themselves
to context parameters at run-time. The World Wide Web is considered as that omnipresent media. Thus, the task is left to design
adaptive information systems in a way that avoids unnecessary replication. In this article it will be shown how context parameters
can be utilised to enable system adaptivity. The latter is supposed to increase usability and targets the quality of use,
the content, and the functionality. We propose using an algebraic approach that aids in providing the leanest appropriate
interface via user typing and story boarding. Our approach furthermore limits the content delivered to a user to the amount
that can be dealt with in a usage scenario. The latter is based on defining hyphenation points within the content.
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11.
This paper provides an overview of creating games for change from within an academic context, focusing specifically on the development of educational computer games for middle school girls. The essay addresses larger issues such as the cultural importance of computer games, the difficulty in categorizing a diverse user group such as “girls,” and the ways in which one could design game goals to promote diverse play and learning styles. Through such alternate design strategies, both media makers and students can incorporate significant social intervention into media work. 相似文献
12.
The Ubiquitous Interactor (UBI) addresses the problems of design and development that arise from services that need to be accessed from many different devices. In the UBI, a service can present itself with different user interfaces on different devices. This is done by a separation of the user–service interaction and presentation. The interaction is kept the same for all devices, and different presentation information is provided for different devices. This way, tailored user interfaces for many different devices can be created without multiplying the development and maintenance work. In this paper, we describe the design of the UBI, the system implementation, and two services implemented for the system: a calendar service and a stockbroker service. 相似文献
13.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
14.
Users access information services with a variety of devices and with different interaction modes that depend on personal characteristics (including disabilities) and on the context of usage. With the appearance of mobile devices, the industry has focused its efforts on the standardization of device characteristics, thus giving to information providers some content adaptation facilities. However, little attention has been paid to the standardization of user profiles that will allow further customization and adaptation capabilities in mainstream services. This paper will present the authors experiences in outlining and implementing user profiles, as well as possible integration paths with device characteristics. 相似文献
15.
This article describes a methodological process for the design and evaluation of an interactive system in an industrial context. The process is called the U-model, and has been used in many projects since the early 1990s. The article describes a recent case study in which the U-model was adapted and used during a project involving the design of a decision support system intended for a railway investment context. 相似文献
16.
This paper addresses the possibility of measuring perceived usability in an absolute way. It studies the impact of the nature
of the tasks performed in perceived software usability evaluation, using for this purpose the subjective evaluation of an
application’s performance via the Software Usability Measurement Inventory (SUMI). The paper reports on the post-hoc analysis
of data from a productivity study for testing the effect of changes in the graphical user interface (GUI) of a market leading
drafting application. Even though one would expect similar evaluations of an application’s usability for same releases, the
analysis reveals that the output of this subjective appreciation is context sensitive and therefore mediated by the research
design. Our study unmasked a significant interaction between the nature of the tasks used for the usability evaluation and
how users evaluate the performance of this application. This interaction challenges the concept of absolute benchmarking in
subjective usability evaluation, as some software evaluation methods aspire to provide, since subjective measurement of software
quality will be affected most likely by the nature of the testing materials used for the evaluation.
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17.
The prevalent visions of ambient intelligence emphasise natural interaction between user and functions and services embedded in the environment or available through mobile devices. In these scenarios the physical and virtual worlds seamlessly gear into each other, making crossing the border between these worlds natural or even invisible to the user. The bottleneck in reaching these scenarios appear in the natural mapping between the physical objects and their virtual counterparts. The emergence of local connectivity in mobile devices opens possibilities for implementing novel user interface paradigms to enhance this mapping. We present physical selection paradigm for implementing an intuitive human technology interaction for mobile devices. In order to demonstrate the feasibility of the paradigm we implemented two experimental set-ups using commercially available smart phones with IrDA connectivity. The experiments involved selecting a website by physically pointing at its symbol and making a phone call by pointing at an icon representing the person to be called. In tentative user experiments the physical selection method was more time-efficient and it was perceived more positively by the users than a conventional method. 相似文献
18.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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19.
Speech interfaces are becoming more and more popular as a means to interact with virtual environments but the development
and integration of these interfaces is usually still ad hoc, especially the speech grammar creation of the speech interface
is a process commonly performed by hand. In this paper, we introduce an approach to automatically generate a speech grammar
which is generated using semantic information. The semantic information is represented through ontologies and gathered from
the conceptual modelling phase of the virtual environment application. The utterances of the user will be resolved using queries
onto these ontologies such that the meaning of the utterance can be resolved. For validation purposes we augmented a city
park designer with our approach. Informal tests validate our approach, because they reveal that users mainly use words represented
in the semantic data, and therefore also words which are incorporated in the automatically generated speech grammar.
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20.
Scenarios help practitioners to better understand the requirements of a software system as well as its interface with the environment. However, despite their widespread use both by object-oriented development teams and human–computer interface designers, scenarios are being built in a very ad-hoc way. Departing from the requirements engineering viewpoint, this article shows how inspections help software developers to better manage the production of scenarios. We used Fagans inspections as the main paradigm in the design of our proposed process. The process was applied to case studies and data were collected regarding the types of problems as well as the effort to find them. 相似文献
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