Many existing interface representation techniques, especially those associated with UIMS, are constructional and focused on interface implementation, and therefore do not adequately support a user-centered focus. But ...
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Many existing interface representation techniques, especially those associated with UIMS, are constructional and focused on interface implementation, and therefore do not adequately support a user-centered focus. But it is in the behavioral domain of the user that interface designers and evaluators do their work. We are seeking to complement constructional methods by providing a tool-supported technique capable of specifying the behavioral aspects of an interactive system - the tasks and the actions a user performs to accomplish those tasks. In particular, this paper is a practical introduction to use of the User Action Notation (UAN), a task- and user-oriented notation for behavioral representation of asynchronous, direct manipulation interface designs. interfaces are specified in UAN as a quasihierarchy of asynchronous tasks. At the lower levels, user actions are associated with feedback and system state changes. The notation makes use of visually onomatopoeic symbols and is simple enough to read with little instruction. UAN is being used by growing numbers of interface developers and researchers. In addition to its design role, current research is investigating how UAN can support production and maintenance of code and documentation.
Supplemental catalog subcollection information: NASA Publication Collection; Astrophysics and Technical Documents; Discussions and presentations addressed three aspects of cell research in space: the suitability of th...
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Supplemental catalog subcollection information: NASA Publication Collection; Astrophysics and Technical Documents; Discussions and presentations addressed three aspects of cell research in space: the suitability of the cell as a subject in microgravity ex
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 ...
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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.
An idea of using a human-computer interactive program for an engineering design dealing with a nonlinear multisolution problem is introduced. The example shown is a program for a design of a drainage open channel. The...
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An idea of using a human-computer interactive program for an engineering design dealing with a nonlinear multisolution problem is introduced. The example shown is a program for a design of a drainage open channel. The hydraulics and geometry equations for triangular or trapezoidal ditches are to be satisfied by the ditch parameters, which are the side slopes ( S L and S R ), the depth ( d ) and the width of the bottom ( W b ). The data are the flow rate ( Q ) and maximum allowable flow velocity. After W b and one of the slopes for a nonsymmetrical ditch ( S L ) are chosen by the designer, the other slope and d may be found as a solution of two nonlinear algebraic equations. Instead of trying to solve these equations, the program displays the two curves in s - d coordinate system. If the curves intersect, the designer types in the coordinates of the point of intersection. Otherwise, new curves for decreased velocity are displayed as the indicated key is pressed. The procedure may be continued until the curves intersect. The final parameters chosen by the designer are checked by the program to verify that the actual flow rate and velocity are within the required limits.
Supplemental catalog subcollection information: NASA Publication Collection; Astrophysics and Technical Documents; An overview is presented for a set of simple and robust X-ray and gamma ray instruments which have bot...
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Supplemental catalog subcollection information: NASA Publication Collection; Astrophysics and Technical Documents; An overview is presented for a set of simple and robust X-ray and gamma ray instruments which have both cosmic and solar objectives. The pri
This thesis addresses object oriented programming languages; and a restrictive definition of object oriented programming languages is presented and defended. Differences between programming languages are discussed and...
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This thesis addresses object oriented programming languages; and a restrictive definition of object oriented programming languages is presented and defended. Differences between programming languages are discussed and related to interactive integrated programming environments. Topics related to user friendly interface to the computer system and m. odem programming practice are discussed. The thesis especially addresses features in object oriented programming languages that are important when a user friendly interactive integrated programming environment is designed. Some future research areas are suggested.
The optimal type and amount of secondary feedback for data entry with automatic speech recognition were investigated. Six feedback conditions, varying the information channel for feedback (visual or auditory), the del...
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The optimal type and amount of secondary feedback for data entry with automatic speech recognition were investigated. Six feedback conditions, varying the information channel for feedback (visual or auditory), the delay prior to feedback, and the amount of feedback history, were compared to a no-feedback control. In addition, the presence of a dialogue requiring users to confirm a word choice when the speech recognizer could not distinguish between two words was studied. The word confirmation dialogue increased recognition accuracy by about 5% with no significant increase in the time to enter data. Type of feedback affected both accuracy and time to enter data. When no feedback was available, data entry time was minimal but there were many errors. Any type of feedback/error correction vastly unproved accuracy, but auditory feedback provided after a string of data was spoken increased the time to enter data by a factor of three. Depending on task conditions, visual or auditory feedback following each word spoken is recommended.
There has been increased interest in the design of human- computerinterfaces since personal computers have become popular. This thesis examines several existing design methodologies for creating a human-computer inte...
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There has been increased interest in the design of human- computerinterfaces since personal computers have become popular. This thesis examines several existing design methodologies for creating a human-computer interface and then proposes a set of general design principles to be followed. An initial implementation of a human-computer interface for the computer-aided design system CSDE is presented.
ZOG is a rapid-response, large-network, menu-selection human-computer interface implemented on the PERQ microcom- puter. This thesis develops a framework for and discusses issues relative to implementing the 0PS7 expe...
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ZOG is a rapid-response, large-network, menu-selection human-computer interface implemented on the PERQ microcom- puter. This thesis develops a framework for and discusses issues relative to implementing the 0PS7 expert system language as an interactive programming environment in ZOG. It begins ty tracing the history of the ZOG system. The logical and physical aspects of ZOG's frame structure are explained. A discussion of the expert system language used in ZOG, OPS7, is presented to acquaint the reader with its character. The subnet schemas required to run an 0PS7 style interpreter agent are developed and the user's perspective of the agent is presented. Finally, recommendations for future work in this area are made.
This paper presents a methodology for evaluating text editors on several dimensions: the time it takes experts to perform basic editing tasks, the time experts spend making and correcting errors, the rate at which nov...
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This paper presents a methodology for evaluating text editors on several dimensions: the time it takes experts to perform basic editing tasks, the time experts spend making and correcting errors, the rate at which novices learn to perform basic editing tasks, and the functionality of editors over more complex tasks. Time, errors, and learning are measured experimentally; functionality is measured analytically; time is also calculated analytically. The methodology has thus far been used to evaluate nine diverse text editors, producing an initial database of performance re suits. The database is used to tell us not only about the editors but also about the users-the magnitude of individual differences and the factors affecting novice learning. [ABSTRACT FROM AUTHOR]
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