It is often difficult for users to specify requirements on interactivity in multimedia products. These properties are often designed by designers or software engineers and the users run the risk of playing a passive r...
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ISBN:
(纸本)1581138571
It is often difficult for users to specify requirements on interactivity in multimedia products. These properties are often designed by designers or software engineers and the users run the risk of playing a passive role having low influence on important decisions made. This paper presents an attempt to improve the interactive design process by using graphical Wizard-of-Oz prototyping. The study shows that graphical Wizard-of-Oz prototyping allow co-operative design and test of computer interaction early in the design process ahead of traditional programming. It also demonstrates that this type of prototyping can promote collaboration and constructive dialogue between users and designers, thus strengthening the user as a stakeholder in the development process. Copyright 2004 ACM.
Various approaches for the automated test case generation and execution in the area of graphicaluser interface testing (GUI) have emerged in recent years. Two notable trends are model-based testing as well as capture...
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The EduBPMN method contains a set of transformation rules that allow the generation of graphical user interfaces (GUIs) from a BPMN model complemented by the UML class diagram. The article proposes new rules for the E...
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A theoretical account is presented on how locations of interface objects are learned and how the mechanisms underlying location learning interact with the representativeness of object labels. The account is embodied i...
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A theoretical account is presented on how locations of interface objects are learned and how the mechanisms underlying location learning interact with the representativeness of object labels. The account is embodied in a computational cognitive model built within the ACT-R/PM cognitive architecture and is supported by point-of-gaze and performance data collected in empirical research. The model interacts with the same software under the same experimental task conditions as study participants and replicates both performance and the finer-grained point-of-gaze data. Drawing from the data and model, location learning is characterized as a process that occurs as a by-product of interaction such that, without specific intent to do so, users can gradually learn the locations of the interface objects to which they attend. Characteristics of the user interface shape this learning process, however, by constraining the set of possible strategies for interaction. Locations are learned more quickly when the least-effortful strategy available in the interface explicitly requires retrieval of location knowledge.
This paper discusses how modern graphical user interfaces (GUIs) can be applied to the analysis and design of offshore structures. The paper shows how these interfaces can: be used to understand analysis results be us...
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This paper discusses how modern graphical user interfaces (GUIs) can be applied to the analysis and design of offshore structures. The paper shows how these interfaces can: be used to understand analysis results be used to QA a structural model to ensure that analysis results are meaningful reduce the time and cost required to build a model, run an analysis, and review the results The application of GUIs on several real projects is discussed, showing how they added value to these projects, and how feedback from users guided the development of the interfaces and the underlying analysis software.
Advances in technology in the past decades, including miniaturized components, flexible materials and novel sensors, fostered advances in Wearable Computing. With many different form factors available and diverse pote...
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ISBN:
(纸本)9780945289470
Advances in technology in the past decades, including miniaturized components, flexible materials and novel sensors, fostered advances in Wearable Computing. With many different form factors available and diverse potential features, wearable computers have been successfully applied in various domains. Despite the large potential and versatility of wearable devices, and wrist worn computers in particular, it is still a major challenge to design efficiently their userinterfaces and interactive solutions. The design of efficient interaction solutions is complex due to the dynamic constraints and requirements of the contexts of use where the user interaction takes place and also due to inherent limitations of wearable devices, which involve processing, power, and interactive surfaces. This paper presents the main challenges in the design of interaction and interfaces for wrist worn wearables, and to address a major requirement in this domain, of quick interactions through small displays, it also discusses two interaction paradigms in a design approach for wrist worn devices, integrating micro interactions and multi dimensional graphical user interfaces. Copyright 2015 Human Factors and Ergonomics Society.
Due to safety and productivity concerns, there are newer cranes that can be operated remotely from a control room. As operators and their cranes are located separately, the communication between operators and their cr...
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Symbolic model checking techniques have been widely and successfully applied to statically analyze dynamic properties of hardware systems. Efforts to apply this same technology to the analysis of software systems has ...
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While graphical user interfaces (GUIs) have become ubiquitous, testing them remains largely ad-hoc. Since the state of a GUI is defined by a sequence of events on the GUI's widgets, a test input for a GUI is such ...
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ISBN:
(纸本)9781605580302
While graphical user interfaces (GUIs) have become ubiquitous, testing them remains largely ad-hoc. Since the state of a GUI is defined by a sequence of events on the GUI's widgets, a test input for a GUI is such an event sequence. Due to the combinatorial nature of the sequences, testing a GUI thoroughly is problematic and time-consuming. Moreover, the wide range of possible values for certain GUI widgets, such as a textbox, compounds the problem. This paper presents a novel test generation approach based on symbolic execution to obtain data inputs and enumerate event sequences that are likely to maximize code coverage of a GUI application. Key contributions are introducing the technique of symbolic execution in GUI testing (addressing a common weakness of traditional GUI testing frameworks) and performing symbolic execution over strings (in addition to primitives). Doing so minimizes the number of event sequences that form the resulting test suite. To determine feasibility of path conditions that arise in symbolic execution, we implement a solver for constraints over strings (in addition to primitives). We evaluate our test generation approach. Copyright 2008 ACM.
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