In exploring how to make programming easier for non-programmers, research into end-user environments has traditionally been concerned with designing better human-computerinteraction. That traditional focus has left o...
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ISBN:
(纸本)0780371984
In exploring how to make programming easier for non-programmers, research into end-user environments has traditionally been concerned with designing better human-computerinteraction. That traditional focus has left open the question of how end-user environments might support human-humaninteraction. Especially in situations in which end-user environments are enlisted to facilitate learning, we hypothesize that a key benefit may be their ability to mediate conversations about a domain of interest. In what ways might end-user environments support human communication, and what design features make them well-suited to do so? Drawing on ethnographic studies of an undergraduate algorithms course in which students constructed and presented algorithm visualizations, we develop a provisional framework of six communicative dimensions of end-user environments: programming salience, typeset fidelity, story content, modifiability, controllability and referencability. To illustrate the design implications of these dimensions, we juxtapose conventional algorithm visualization technology with a prototype end-user environment specifically designed to facilitate communication about algorithms. By characterizing those aspects of end -user environments that impact social interaction, our framework provides an important extension to T.R.G. Green and M. Petre's (1996) cognitive dimensions.
A challenge for human-computerinteraction researchers and user interface designers is to construct information technologies that support creativity. This ambitious goal can be attained by building on an adequate unde...
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Traditional algorithm visualization software supports the creation of "high fidelity" visualizations, which depict the target algorithm for arbitrary input, and have the polished look of textbook figures. Dr...
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作者:
Ben ShneidermanDepartment of Computer Science
Human-Computer Interaction Laboratory of the Institute for Advanced Computer Studies and the Institute for Systems Research University of Maryland College Park MD
The Ecological Cognition perspective emphasizes the fact that human cognition is adaptive to the constraints of the context of task performance. People are good at developing strategies for task performance that take ...
The Ecological Cognition perspective emphasizes the fact that human cognition is adaptive to the constraints of the context of task performance. People are good at developing strategies for task performance that take advantage of the informational affordances of the task environment. Therefore, if we wish to understand human cognition, we must look beyond the skin and skull of the individual to the material and social structures with which the mind interacts. Of course, material artifacts and social arrangements are elements of adaptive processes as well. Material artifacts are often crystallizations of regularities in the task environment and they develop over time, changing adaptively to fit the constraints of the task, the properties of the task performers, and the other artifacts employed in the task performance. Such changes in the material artifacts change the informational affordances of the task environment, which creates new opportunities for the development of strategies. Thus, human cognition and the material supports of human cognition must be seen as a co-adaptive system. Similarly, in complex work settings where two or more persons jointly perform tasks, social arrangements are enacted anew each time a socially distributed task is performed. Strategies for the social division of cognitive labor are also part of this co-adaptive system, both constraining and being constrained by mental and material artifacts. These interlocked co-adaptive systems suggest a cognitive ecology. It's a compelling way of talking about such systems. Can it be more than a metaphor?
作者:
B. ShneidermanH. KangDepartment of Computer Science
Human-Computer Interaction Laboratory Institute for Advanced Computer Studies & Institute for Systems Research University of Maryland College Park MD USA
Annotating photographs is such a time-consuming, tedious and error-prone data entry task that it discourages most owners of personal photo libraries. By allowing the user to drag labels, such as personal names, from a...
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Annotating photographs is such a time-consuming, tedious and error-prone data entry task that it discourages most owners of personal photo libraries. By allowing the user to drag labels, such as personal names, from a scrolling list and drop them onto a photo, we believe we can make the task faster, easier and more appealing. Since the names are entered in a database, searching for all photos of a friend or family member is dramatically simplified. We describe the user interface design and the database schema to support direct annotation, as implemented in our PhotoFinder prototype.
computerscience educators have traditionally used algorithm visualization (AV) software to create graphical representations of algorithms that are later used as visual aids in lectures, or as the basis for interactiv...
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computerscience educators have traditionally used algorithm visualization (AV) software to create graphical representations of algorithms that are later used as visual aids in lectures, or as the basis for interactive labs. Based on ethnographic field studies we have conducted in an undergraduate algorithms course, we advocate an alternative teaching approach in which students use simple art supplies to construct and present their own visualizations to their peers and instructor for feedback and discussion. To support this approach, we have built SALSA and ALVIS, a prototype language and system that enable students to (a) quickly construct rough, unpolished ("low fidelity") visualizations in much the same way they would do so with simple art supplies, and (b) interactively present those visualizations to an audience. Our prototype pioneers a novel technique for programming visualizations based on spatial relations, and a novel presentation interface that supports reverse execution and dynamic mark-up and modification.
Software tools for personal photo collection management are proliferating, but they usually have limited searching and browsing functions. We implemented the PhotoFinder prototype to enable non-technical users of pers...
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Software tools for personal photo collection management are proliferating, but they usually have limited searching and browsing functions. We implemented the PhotoFinder prototype to enable non-technical users of personal photo collections to search and browse easily. PhotoFinder provides a set of visual Boolean query interfaces, coupled with dynamic query and query preview features. It gives users powerful search capabilities. Using a scatter plot thumbnail display and drag-and-drop interface, PhotoFinder is designed to be easy to use for searching and browsing photos.
A demanding task in procuring complex military platforms is determining whether proposed designs will function effectively in the relevant work context. Conventional evaluation methods offer a limited perspective that...
A demanding task in procuring complex military platforms is determining whether proposed designs will function effectively in the relevant work context. Conventional evaluation methods offer a limited perspective that focuses on the technical performance of designs in a small range of predictable mission scenarios. In this paper, we advocate Work Domain Analysis, a technique which describes the functions, priorities and values, and purposes of a work domain independently of particular scenarios. This framework focuses the evaluation of designs on functional properties that are relevant to a wide variety of situations, including unanticipated contingencies. Work Domain Analysis also offers a useful framework for examining human-system integration solutions. We illustrate how these concepts were used by the Australian Defence Force for the procurement of an Airborne Early Warning and Control system.
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