The requirements engineering research and consulting communities are not serving the interests of software developers who build off-the-shelf application software. Most of our models and methods evolved with the aid o...
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The requirements engineering research and consulting communities are not serving the interests of software developers who build off-the-shelf application software. Most of our models and methods evolved with the aid of funding from organizations interested in obtaining unique systems under contract and in which there is a clear interface between "customer" and "developer". These origins have spawned many assumptions about what requirements are. Through several design scenarios I illustrate how these assumptions break down in the case of off-the-shelf software. I then suggest some alternative priorities that would address these shortcomings. My aim is to provoke and stimulate thought, not to propose a developed solution.
This paper investigates the applicability of context-free grammars to recognize and interpret representative 3D freehand sketches in terms of creating objects, performing transformations, and controlling the design sp...
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ISBN:
(纸本)9781581131413
This paper investigates the applicability of context-free grammars to recognize and interpret representative 3D freehand sketches in terms of creating objects, performing transformations, and controlling the design space with the information contained by the sketches. Dynamic gesture recognition is the foundation of a two-layered concept. The subsequent layer performs multiple gesture recognition by parsing a sequence of single gestures depending on a predefined grammar, and simultaneously extracts the required information on the fly.
Making effective use of the available display space has long been a fundamental issue in userinterface design. We live in a time of rapid advances in available CPU power and memory. However, the common sizes of our c...
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ISBN:
(纸本)9781581134384
Making effective use of the available display space has long been a fundamental issue in userinterface design. We live in a time of rapid advances in available CPU power and memory. However, the common sizes of our computational display spaces have only minimally increased or in some cases, such as hand held devices, actually decreased. In addition, the size and scope of the information spaces we wish to explore are also expanding. Representing vast amounts of information on our relatively small screens has become increasingly problematic and has been associated with problems in navigation, interpretation and recognition. userinterface research has proposed several differing presentation approaches to address these problems. These methods create displays that vary considerably, visually and algorithmically. We present a unified framework that provides a way of relating seemingly distinct methods, facilitating the inclusion of more than one presentation method in a single interface. Furthermore, it supports extrapolation between the presentation methods it describes. Of particular interest are the presentation possibilities that exist in the ranges between various distortion presentations, magnified insets and detail-in-context presentations, and between detail-in-context presentations and a full-zooming environment. This unified framework offers a geometric presentation library in which presentation variations are available independently of the mode of graphic representation. The intention is to promote the ease of exploration and experimentation into the use of varied presentation combinations.
Interaction with large unstructured datasets is difficult because existing approaches, such as keyword search, are not always suited to describing concepts corresponding to the distinctions people want to make within ...
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ISBN:
(纸本)9781605587455
Interaction with large unstructured datasets is difficult because existing approaches, such as keyword search, are not always suited to describing concepts corresponding to the distinctions people want to make within datasets. One possible solution is to allow end users to train machine learning systems to identify desired concepts, a strategy known as interactive concept learning. A fundamental challenge is to design systems that preserve end user flexibility and control while also guiding them to provide examples that allow the machine learning system to effectively learn the desired concept. This paper presents our design and evaluation of four new overview based approaches to guiding example selection. We situate our explorations within CueFlik, a system examining end user interactive concept learning in Web image search. Our evaluation shows our approaches not only guide end users to select better training examples than the best performing previous design for this application, but also reduce the impact of not knowing when to stop training the system. We discuss challenges for end user interactive concept learning systems and identify opportunities for future research on the effective design of such systems.
Although graphical userinterfaces started as imitations of the physical world, many interaction techniques have since been invented that are not available in the real world. This paper focuses on one of these "p...
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ISBN:
(纸本)9781581136364
Although graphical userinterfaces started as imitations of the physical world, many interaction techniques have since been invented that are not available in the real world. This paper focuses on one of these "previewing", and how a sensory enhanced input device called "PreSense Keypad" can provide a preview for users before they actually execute the commands. Preview important in the real world because it is often not possible to undo an action. This previewable feature helps users to see what will occur next. It is also helpful when the command assignment of the keypad dynamically changes, such as for universal commanders. We present several interaction techniques based on this input device, including menu and map browsing systems and a text input system. We also discuss finger gesture recognition for the PreSense Keypad.
SimSelect is a system developed for the purpose of providing support for users when selecting simulation software. SimSelect consists of a database which is linked to an interface developed using Visual Basic 3.0. The...
ISBN:
(纸本)9780780330184
SimSelect is a system developed for the purpose of providing support for users when selecting simulation software. SimSelect consists of a database which is linked to an interface developed using Visual Basic 3.0. The system queries a database and finds a simulation package suitable to the user, based on requirements which have been specified. It also provides a recommendation of alternative packages suitable to the user, and allows prioritisation of requirements in levels of importance. This paper provides an insight into the development of SimSelect, in addition to the reasoning behind the system.
We present a novel software system that combines design intent as known by EDA designers with defect inspection results from the maskshop to analyze the severity of defects on photomasks. The software -named Takumi De...
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ISBN:
(纸本)9780819468871
We present a novel software system that combines design intent as known by EDA designers with defect inspection results from the maskshop to analyze the severity of defects on photomasks. The software -named Takumi Design-Driven Defect Analyzer (TK-D3A)- analyzes defects by combining actions in the image domain with actions in the design domain and outputs amongst others flexible mask-repair decisions in production formats used by the maskshop. Furthermore, TK-D3 A outputs clips of layout (GDS/OASIS) that can be viewed with its graphical userinterface for easy review of the defects and associated repair decisions. As inputs the system uses reticle defect-inspection data (text and images) and the respective multi-layer design layouts with the definitions of criticalities. The system does not require confidential design data from IDM, Fabless Design House, or Foundry to be sent to the maskshop and it also has minimal impact on the maskshop's mode of operation. The output of TK-D3A is designed to realize value to the maskshop and its customers in the forms of: 1) improved yield, 2) reduction of delivery times of masks to customers, and 3) enhanced utilization of the maskshop's installed tool base. The system was qualified together with a major IDM on a large set of production reticles in the 90 and beyond-65 nm technology nodes of which results will be presented that show the benefits for maskmaking. The accuracy in detecting defects is extremely high. We show the system's capability to analyze defects well below the pixel resolution of all inspection tools used, as well as the capability to extract multiple types of transmission defects. All of these defects are analyzed design-criticality-aware by TK-D3A, resulting in a large fraction of defects that do not need to be repaired because they are located in non-critical or less-critical parts of the layout, or, more importantly, turn out to be repairable or negligible despite of originally being classified as unrepaira
Distributed, tangible, collaborative applications involve potentially complex interactions of users, computing platforms, and physical artifacts. Realizing the necessary connections for these interactions can create h...
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ISBN:
(纸本)9781450321389
Distributed, tangible, collaborative applications involve potentially complex interactions of users, computing platforms, and physical artifacts. Realizing the necessary connections for these interactions can create hardware and software dependencies early in development, resulting in a system that is difficult to adapt to design changes. The Ensemble architecture is designed to encourage exploratory development of these systems by limiting the impact of changing components. Ensemble is a product of the exploratory design process it supports, evolving through use in two distinct application domains. The experience gained from these implementations has shaped Ensemble's structure and design priorities, resulting in a component-based architecture that includes: (i) an application framework and graphical userinterface support; (ii) a service framework, including service publication and discovery; (iii) local and remote event handling; (iv) distributed user and resource coordination; and (v) a structured configuration language shared by all Ensemble components.
It has developed an algorithm of load-carrying capacity's evaluation for multi-layer plate from composite material. This algorithm is founded on sectioning, that uses criterions of initial destruction (matrix dest...
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It has developed an algorithm of load-carrying capacity's evaluation for multi-layer plate from composite material. This algorithm is founded on sectioning, that uses criterions of initial destruction (matrix destruction) and full destruction (fiber destruction). With these criterions a software product with userinterface has created. It provides you to get images of initial and full destruction surfaces, and to analyze load-carrying plate dependence of material, layers' orientation and thickness.
Much of the language of computation is based on the idea that virtual experiences are, by definition, immaterial. On the other hand, in the context of mobile and ubiquitous computing, we have been reminded of the impo...
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ISBN:
(纸本)9781450350839
Much of the language of computation is based on the idea that virtual experiences are, by definition, immaterial. On the other hand, in the context of mobile and ubiquitous computing, we have been reminded of the importance of the physical world, and many in HCI over the last decade have been intrigued by the possibilities of new interactive materials. In this talk, I will explore the range of ways that we might want to grapple with the materiality of information --- not just of information infrastructures, or of information-rich objects, but of digital information itself and particularly information representations. I will draw on research from anthropology, philosophy, and science studies to demonstrate how we might incorporate a sense of the material more deeply into the ways that we think about interaction with digital information.
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