Most windowing systems follow the independent overlapping windows approach, which emerged as an answer to the needs of the 80s' applications and technology. Advances in computers, display technology, and the appli...
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As research into intelligent tutoring systems (ITS) passes the 25 year mark, it leaves behind a history full of technical accomplishments, yet unfulfilled expectations. Researchers have demonstrated that it is possibl...
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A useful starting point for designing advanced graphical user interfaces is the visual information seeking Mantra: overview first, zoom and filter, then details on demand. But this is only a starting point in trying t...
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A useful starting point for designing advanced graphical user interfaces is the visual information seeking Mantra: overview first, zoom and filter, then details on demand. But this is only a starting point in trying to understand the rich and varied set of information visualizations that have been proposed in recent years. The paper offers a task by data type taxonomy with seven data types (one, two, three dimensional data, temporal and multi dimensional data, and tree and network data) and seven tasks (overview, zoom, filter, details-on-demand, relate, history, and extracts).
Development methodologies in humancomputerinteraction (HCI) embody unstated assumptions (implicit theories) of what is and what is not important in relation to their processes and intended products. This project aim...
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Development methodologies in humancomputerinteraction (HCI) embody unstated assumptions (implicit theories) of what is and what is not important in relation to their processes and intended products. This project aims to develop a framework for identifying implicit theories of interaction held by HCI methods used for user interface development.
Scenario-based techniques have been receiving increased attention in the design of human-computerinteraction. A cohesive methodology or framework, however, has yet to materialize, and scenario methods have not been w...
Scenario-based techniques have been receiving increased attention in the design of human-computerinteraction. A cohesive methodology or framework, however, has yet to materialize, and scenario methods have not been well defined. Claims are being made about the ability of scenarios to play a role throughout the development life cycle. The objective of this paper is to examine the ability of scenarios to serve as the primary design representations early in the system design life cycle for envisioning the system, requirements specification, user-designer communication, and design rationale. These findings represent a case study in the design of a world-wide web site for the human Factors Engineering Center at Virginia Tech. Example-based narratives were elicited using a “micro-scenario” generating task that involved prospective end-users brainstorming user-system interactions. Conclusions are drawn about the effectiveness of the technique for system development, and guidelines are provided for using scenarios to specify behavioral requirements.
This study investigated perceptual and cognitive issues relating to manipulations of geometric field of view (GFOV) in three-dimensional perspective displays and the effects of incorporating virtual environment enhanc...
This study investigated perceptual and cognitive issues relating to manipulations of geometric field of view (GFOV) in three-dimensional perspective displays and the effects of incorporating virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, who were pretested for spatial ability, were required to navigate through a virtual office building while estimating space dimensions and performing spatial orientation tasks. A 3 − 2 − 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. This study effectively demonstrates that the spatial characteristics of architectural representations in perspective displays are not always accurately perceived. Furthermore, the results indicate that manipulations in GFOV can produce perceptual and cognitive errors for the basic space dimensions in perspective displays; however, VM can be used to compensate for many of the biases shown to occur.
The trend towards systems that support a rich variety of interaction techniques has consequences for the traditional understanding of software design practice. Formal approaches to software development have mainly foc...
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The trend towards systems that support a rich variety of interaction techniques has consequences for the traditional understanding of software design practice. Formal approaches to software development have mainly focused on design expressions that avoid explicit discussion of interactive behaviour. The emphasis in rigorous development is on transforming a mathematical specification into an implementation through a series of valid refinement steps. However, any design process for interactive systems must also add user oriented requirements. It is suggested that a suitable concern for human factors can be folded into a rigorous development process by generalising from functional models and refinement to models that provide multiple viewpoints onto the design artefacts. The paper provides an overview of the relevant perspectives and describes work aimed at integrating them within the specification phase of software development.
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