268 research outputs found

    Pattern languages in HCI: A critical review

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    This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI

    Knowledge-based systems and geological survey

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    This personal and pragmatic review of the philosophy underpinning methods of geological surveying suggests that important influences of information technology have yet to make their impact. Early approaches took existing systems as metaphors, retaining the separation of maps, map explanations and information archives, organised around map sheets of fixed boundaries, scale and content. But system design should look ahead: a computer-based knowledge system for the same purpose can be built around hierarchies of spatial objects and their relationships, with maps as one means of visualisation, and information types linked as hypermedia and integrated in mark-up languages. The system framework and ontology, derived from the general geoscience model, could support consistent representation of the underlying concepts and maintain reference information on object classes and their behaviour. Models of processes and historical configurations could clarify the reasoning at any level of object detail and introduce new concepts such as complex systems. The up-to-date interpretation might centre on spatial models, constructed with explicit geological reasoning and evaluation of uncertainties. Assuming (at a future time) full computer support, the field survey results could be collected in real time as a multimedia stream, hyperlinked to and interacting with the other parts of the system as appropriate. Throughout, the knowledge is seen as human knowledge, with interactive computer support for recording and storing the information and processing it by such means as interpolating, correlating, browsing, selecting, retrieving, manipulating, calculating, analysing, generalising, filtering, visualising and delivering the results. Responsibilities may have to be reconsidered for various aspects of the system, such as: field surveying; spatial models and interpretation; geological processes, past configurations and reasoning; standard setting, system framework and ontology maintenance; training; storage, preservation, and dissemination of digital records

    Highly Interactive Web-Based Courseware

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    Zukünftige Lehr-/Lernprogramme sollen als vernetzte Systeme die Lernenden befähigen, Lerninhalte zu erforschen und zu konstruieren, sowie Verständnisschwierigkeiten und Gedanken in der Lehr-/Lerngemeinschaft zu kommunizieren. Lehrmaterial soll dabei in digitale Lernobjekte übergeführt, kollaborativ von Programmierern, Pädagogen und Designern entwickelt und in einer Datenbank archiviert werden, um von Lehrern und Lernenden eingesetzt, angepasst und weiterentwickelt zu werden. Den ersten Schritt in diese Richtung machte die Lerntechnologie, indem sie Wiederverwendbarkeit und Kompabilität für hypermediale Kurse spezifizierte. Ein größeres Maß an Interaktivität wird bisher allerdings noch nicht in Betracht gezogen. Jedes interaktive Lernobjekt wird als autonome Hypermedia-Einheit angesehen, aufwändig in der Erstellung, und weder mehrstufig verschränk- noch anpassbar, oder gar adäquat spezifizierbar. Dynamische Eigenschaften, Aussehen und Verhalten sind fest vorgegeben. Die vorgestellte Arbeit konzipiert und realisiert Lerntechnologie für hypermediale Kurse unter besonderer Berücksichtigung hochgradig interaktiver Lernobjekte. Innovativ ist dabei zunächst die mehrstufige, komponenten-basierte Technologie, die verschiedenste strukturelle Abstufungen von kompletten Lernobjekten und Werkzeugsätzen bis hin zu Basiskomponenten und Skripten, einzelnen Programmanweisungen, erlaubt. Zweitens erweitert die vorgeschlagene Methodik Kollaboration und individuelle Anpassung seitens der Teilnehmer eines hypermedialen Kurses auf die Software-Ebene. Komponenten werden zu verknüpfbaren Hypermedia-Objekten, die in der Kursdatenbank verwaltet und von allen Kursteilnehmern bewertet, mit Anmerkungen versehen und modifiziert werden. Neben einer detaillierten Beschreibung der Lerntechnologie und Entwurfsmuster für interaktive Lernobjekte sowie verwandte hypermediale Kurse wird der Begriff der Interaktivität verdeutlicht, indem eine kombinierte technologische und symbolische Definition von Interaktionsgraden vorgestellt und daraus ein visuelles Skriptschema abgeleitet wird, welches Funktionalität übertragbar macht. Weiterhin wird die Evolution von Hypermedia und Lehr-/Lernprogrammen besprochen, um wesentliche Techniken für interaktive, hypermediale Kurse auszuwählen. Die vorgeschlagene Architektur unterstützt mehrsprachige, alternative Inhalte, bietet konsistente Referenzen und ist leicht zu pflegen, und besitzt selbst für interaktive Inhalte Online-Assistenten. Der Einsatz hochgradiger Interaktivität in Lehr-/Lernprogrammen wird mit hypermedialen Kursen im Bereich der Computergraphik illustriert.The grand vision of educational software is that of a networked system enabling the learner to explore, discover, and construct subject matters and communicate problems and ideas with other community members. Educational material is transformed into reusable learning objects, created collaboratively by developers, educators, and designers, preserved in a digital library, and utilized, adapted, and evolved by educators and learners. Recent advances in learning technology specified reusability and interoperability in Web-based courseware. However, great interactivity is not yet considered. Each interactive learning object represents an autonomous hypermedia entity, laborious to create, impossible to interlink and to adapt in a graduated manner, and hard to specify. Dynamic attributes, the look and feel, and functionality are predefined. This work designs and realizes learning technology for Web-based courseware with special regard to highly interactive learning objects. The innovative aspect initially lies in the multi-level, component-based technology providing a graduated structuring. Components range from complex learning objects to toolkits to primitive components and scripts. Secondly, the proposed methodologies extend community support in Web-based courseware – collaboration and personalization – to the software layer. Components become linkable hypermedia objects and part of the courseware repository, rated, annotated, and modified by all community members. In addition to a detailed description of technology and design patterns for interactive learning objects and matching Web-based courseware, the thesis clarifies the denotation of interactivity in educational software formulating combined levels of technological and symbolical interactivity, and deduces a visual scripting metaphor for transporting functionality. Further, it reviews the evolution of hypermedia and educational software to extract substantial techniques for interactive Web-based courseware. The proposed framework supports multilingual, alternative content, provides link consistency and easy maintenance, and includes state-driven online wizards also for interactive content. The impact of great interactivity in educational software is illustrated with courseware in the Computer Graphics domain

    Modalités et scénarios d’interaction dans des hypermédias d’apprentissage

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    Cet article propose de distinguer deux niveaux dans la conception d'un outil pédagogique multimédia interactif: celui des modalités d'interaction et celui du scénario d'interaction. Les modalités d'interaction concernent les aspects concrets et matériels de l'interaction de l'utilisateur avec la machine; a priori, rien de spécifique ici au domaine des apprentissages. Le scénario d'interaction concerne les aspects pédagogiques de l'interaction de l'apprenant avec un contenu d'enseignement; a priori, rien de spécifique ici au support utilisé. Le texte illustre la distinction entre ces niveaux en montrant d'abord, à partir d'éléments de la documentation empirique, les effets que peuvent avoir des options prises à chaque niveau sur l'activité de l'utilisateur-apprenant; puis, à partir de leur expérience de concepteurs de cédéroms, les auteurs apportent des exemples de solutions de conception.This article distinguishes between two levels in the development of a multimedia interactive pedagogical tool: that related to modalities of interaction and that related to interactive scenarios. The modalities of interaction include concrete and material aspects of the users interaction with the machine; a priori there is no specificity to the learning domain. The interactive scenarios include the pedagogical aspects of a learner s interaction with the teaching content; a priori there is no specificity to the material targetted. The authors illustrate differences between these levels by demonstrating, based on empirical studies, what effect choices made at each level can have on the user-learner's activity; and, based on experiences in developing CD Roms, the authors offer these examples as solutions in developing these tools.Este artículo propone distinguir dos niveles en la concepción de un instrument pedagógico multimedia interactivo: el de las modalidades de interacción y aquel del escenario de interacción. Las modalidades de interacción conciernen los aspectos concretos y materiales de la interacción del usuario con la máquina; aspectos que no son, a priori, específicos al campo del aprendizaje. El escenario de interacción concierne, por su parte, a los aspectos pedagogicos de la interaccion del alumno con el contenido de la ensenanza; aspectos que también, a priori, no son especificos al soporte físico utilizado. El texto ilustra la distinción entre estos dos niveles, mostrando primero, a partir de elementos de la documentación empírica, los efectos que pueden tener las opciones adoptadas a cada nivel sobre la actividad del usuario-alumno. Luego, y a partir de la propia experiencia como conceptores de discos ópticos, los auto res aportan algunos ejemplos de soluciones de concepción.Dieser Artikel schlägt vor, bei der Konstruktion eines pädagogischen Instrumentes, das interaktiv und multimediabezogen ist, zwei Ebenen zu unterscheiden : das der Interaktionsmodalitäten und das des Interaktionsszenarios. Die Interaktionsmodalitäten beziehen sich auf die konkreten, materiellen Aspekte der Interaktion zwischen dem Benutzer und der Maschine; a priori gibt es hier nichts, was dem Gebiet des Lernens eigen ware. Das Interaktionsszenario bezieht sich auf die pâdagogischen Aspekte der Interaktion zwischen dem Lernenden und dem zu lernenden Stoff; a priori gibt es auch hier nichts, was dem benutzten Mittel eigen ware. Der Unterschied zwischen diesen beiden Ebenen wird veranschaulicht, zunächst indem die Auswirkungen der auf der jeweiligen Ebene getroffenen Entscheidungen auf das Vorgehen des Benutzers / des Lernenden dargelegt werden, dann indem die Verfasser auf ihre Erfahrung als CDRom-Konzeptoren zuriickgreifen und Beispiele für Läsungen darlegenanfuhren

    Hypermedia-based performance support systems for the web.

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    The work reported in this thesis is an attempt to apply integrated knowledge-based and adaptive hypermedia technologies in the area of electronic performance support. Moreover, this work is a contribution in the direction of 'structured' hypermedia authoring of technical documentation. It tackles the main challenges associated with the systematic development of Web-based technical documentation which include the design, authoring, and implementation, and the creation of supporting CASE tools. The main contribution of this research is a systematic methodology for the development of hypermedia-based Performance Support Systems (PSSs) for the Web which adheres to the main characteristics of advanced PSSs. These characteristics are outlined in a conceptual model that complies with state-of-the-art technologies and current practices in the field of user performance support. First, the thesis suggests a conceptual model for advanced PSSs. These are characterised as mainly consisting of two loosely coupled components that are designed and accessed in a task-based and user-centred manner. The first component is a freely browsed technical documentation of the application domain. The second component is the expert advisor that provides assistance for more specific, complex, and difficult to learn tasks. The integrated technologies utilised in advanced PSSs include Web-based hypermedia and knowledge-based systems. Second, the thesis concentrates on the first component of advanced PSSs i.e. technical documentation. It suggests a usage-based data model for the design of technical documentation. The proposed model abstracts the intended purpose of the documentation, the tasks supported by the documentation, and the functional characteristics of documents. These abstractions are integrated in a usage-based semantic network where rules and valid relationships are identified. This design framework can then be used by authors in order to organise, generate, and maintain the technical documentation i.e. authoring. In addition, this model is also used to support a strategy for the adaptive retrieval of hypermedia documents. Third, the thesis suggests a model-driven hypermedia authoring approach for Web- based technical documentation. This approach utilises the usage-based data model for the design of technical documentation (described above). In addition, it complies with the principled guidelines of structured authoring. Finally, the thesis focuses on 'intelligent' PSSs. It promotes the provision of intelligent performance support through the utilisation and integration of technologies used in developing knowledge-based diagnostic Expert Systems (ES) and adaptive hypermedia systems. This integration is implemented through the use of hypermedia which allows supporting content to be synchronized with the diagnostic ES inference process. The integrated adaptive diagnostic ES supports the user by providing what-to-do and how-to-do type of information tailored (adapted) to the user's knowledge of the subject domain. The special organisation of displays in an HTML-based user interface allows users, while employing the ES for fault diagnosis, to request detailed information about a certain diagnosis procedure, and then return to the ES to continue from where they left off. The solutions proposed in this thesis are demonstrated through the development of a prototype PSS for an all-terrain fork-lift truck. The performance support is provided through (i) a technical manual, (ii) a diagnostic ES for locating and correcting braking system faults, and (iii) an adaptive information retrieval utility

    Adaptive hypertext and hypermedia : proceedings of the 2nd workshop, Pittsburgh, Pa., June 20-24, 1998

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    Adaptive hypertext and hypermedia : proceedings of the 2nd workshop, Pittsburgh, Pa., June 20-24, 1998

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    Visual Displays of Information: A Conceptual Taxonomy

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    This paper creates a taxonomic model for visual information displays looking at three levels: information design (based on Edward Tufte’s work), information architecture, and information spaces. Special attention is paid to the use of spatial and navigational metaphors in visual systems as they affect the user’s experience. Especially interesting is how a user creates an “information space” – a mental model of what he has seen, how she keeps track of where she is within a system, and how these activities fit together with the data that is being sought. Mathematics is one area that holds promise for better understanding how people visualize information spaces. Vague terms like space, shape, and distance (all implied by the navigation metaphor) have far more refined conceptualizations within mathematics. By harnessing the descriptive powers of mathematics, we can more aptly describe and understand the process of metaphor creation. Secondly, studying comic books and how they are read (McCloud 1993) holds much promise for understanding how people navigate electronic systems. Comics are 2-D sequentially arranged (or at least juxtaposed) combinations of images and text, much like computer screens. People used to reading such visual constructions are better able to navigate through complex information systems. Finally, the use of spatial or navigational metaphors necessarily implies a temporal dimension as well, which leads to certain subtle, but important differences when comparing navigationthrough electronic environments as opposed to real world ones

    Encouraging the Acquistion of Drawing Skills in Game Design: a Case Study

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    Undergraduate, Interactive Games Design (IGD) courses offered by technical universities in the UK recruit students who are not required to have art or design backgrounds. However, they need to be able to represent their creative ideas. Observations at the University of Gloucestershire have shown that many students find difficulties in expressing their ideas in a visual manner as they do not have adequate drawing skills and eventually some focus on coding and some withdraw. This thesis investigates the links between game design and drawing skills, examining concepts of creativity, learning, design communication and education. To establish the basis of this problem, it was necessary to gain an insight into students‘ and tutors‘ viewpoints and interpretation of this course. Using an interpretive philosophical framework, a mixed method approach was chosen to allow for greater opportunity to understand the phenomenon. Within an action research paradigm, the research was carried out in an evolutionary manner. The extent of the problem was established by eliciting tutors‘ insight from other institutions both arts and technical based. A case study was set out to study two cohorts of students. This identified the problems reported by students and the impact of these on students‘ attitude and motivation. The nature and necessity of drawing skills for sketching storyboards were explored by gaining views of students, tutors and industry professionals. The effect of the tutor-led Art interventions at UoG was investigated. The research identified criteria to assess the quality of storyboard communications and finally a framework for an e-learning object to develop storyboard communication skills was specified. This study revealed that obtaining visual skills is fundamental in order to be able to draw or use rapid prototyping techniques for storyboarding. This needs to be addressed in a specified module or several sessions. It appeared that the design of an art intervention (tutor-based or e-learning object) for IGD students, needs to address the issues of confidence and teamwork alongside with the learning materials in a constructive and gamified style and as interactive as possible in a structured goal-based manner. It would also benefit from Active learning teaching style
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