34,011 research outputs found
The design of sonically-enhanced widgets
This paper describes the design of user-interface widgets that include non-speech sound. Previous research has shown that the addition of sound can improve the usability of human–computer interfaces. However, there is little research to show where the best places are to add sound to improve usability. The approach described here is to integrate sound into widgets, the basic components of the human–computer interface. An overall structure for the integration of sound is presented. There are many problems with current graphical widgets and many of these are difficult to correct by using more graphics. This paper presents many of the standard graphical widgets and describes how sound can be added. It describes in detail usability problems with the widgets and then the non-speech sounds to overcome them. The non-speech sounds used are earcons. These sonically-enhanced widgets allow designers who are not sound experts to create interfaces that effectively improve usability and have coherent and consistent sounds
Tactons: structured tactile messages for non-visual information display
Tactile displays are now becoming available in a form that can be easily used in a user interface. This paper describes a new form of tactile output. Tactons, or tactile icons, are structured, abstract messages that can be used to communicate messages non-visually. A range of different parameters can be used for Tacton construction including: frequency, amplitude and duration of a tactile pulse, plus other parameters such as rhythm and location. Tactons have the potential to improve interaction in a range of different areas, particularly where the visual display is overloaded, limited in size or not available, such as interfaces for blind people or in mobile and wearable devices. This paper describes Tactons, the parameters used to construct them and some possible ways to design them. Examples of where Tactons might prove useful in user interfaces are given
Advanced satellite workstation: An integrated workstation environment for operational support of satellite system planning and analysis
A prototype integrated environment, the Advanced Satellite Workstation (ASW), is described that has been developed and delivered for evaluation and operator feedback in an operational satellite control center. The current ASW hardware consists of a Sun Workstation and Macintosh II Workstation connected via an ethernet Network Hardware and Software, Laser Disk System, Optical Storage System, and Telemetry Data File Interface. The central mission of ASW is to provide an intelligent decision support and training environment for operator/analysts of complex systems such as satellites. There have been many workstation implementations recently which incorporate graphical telemetry displays and expert systems. ASW is a considerably broader look at intelligent, integrated environments for decision support, based upon the premise that the central features of such an environment are intelligent data access and integrated toolsets. A variety of tools have been constructed in support of this prototype environment including: an automated pass planner for scheduling vehicle support activities, architectural modeler for hierarchical simulation and analysis of satellite vehicle subsystems, multimedia-based information systems that provide an intuitive and easily accessible interface to Orbit Operations Handbook and other relevant support documentation, and a data analysis architecture that integrates user modifiable telemetry display systems, expert systems for background data analysis, and interfaces to the multimedia system via inter-process communication
ISML: an interface specification meta-language
In this paper we present an abstract metaphor model situated within a model-based user interface framework. The inclusion of metaphors in graphical user interfaces is a well established, but mostly craft-based strategy to design. A substantial body of notations and tools can be found within the model-based user interface design literature, however an explicit treatment of metaphor and its mappings to other design views has yet to be addressed. We introduce the Interface Specification Meta-Language (ISML) framework and demonstrate its use in comparing the semantic and syntactic features of an interactive system. Challenges facing this research are outlined and further work proposed
A Framework for Specifying and Monitoring User Tasks
Knowledge about user task execution can help systems better reason about when to interrupt users. To enable recognition and forecasting of task execution, we develop a novel framework for specifying and monitoring user task sequences. For task specification, our framework provides an XML-based language with tags inspired by regular expressions. For task monitoring, our framework provides an event handler that manages events from any instrumented application and a monitor that observes a user's transitions within and among specified tasks. The monitor supports multiple active tasks and multiple instances of the same task. The use of our framework will enable systems to consider a user's position within a task model when reasoning about when to interrupt
Improving Usability of Interactive Graphics Specification and Implementation with Picking Views and Inverse Transformations
Specifying and programming graphical interactions are difficult tasks,
notably because designers have difficulties to express the dynamics of the
interaction. This paper shows how the MDPC architecture improves the usability
of the specification and the implementation of graphical interaction. The
architecture is based on the use of picking views and inverse transforms from
the graphics to the data. With three examples of graphical interaction, we show
how to express them with the architecture, how to implement them, and how this
improves programming usability. Moreover, we show that it enables implementing
graphical interaction without a scene graph. This kind of code prevents from
errors due to cache consistency management
Systematic evaluation of design choices for software development tools
[Abstract]: Most design and evaluation of software tools
is based on the intuition and experience of the designers.
Software tool designers consider themselves typical users
of the tools that they build and tend to subjectively evaluate their products rather than objectively evaluate them using established usability methods. This subjective approach is inadequate if the quality of software tools is to improve and the use of more systematic methods is advocated. This paper summarises a sequence of studies that
show how user interface design choices for software development tools can be evaluated using established usability engineering techniques. The techniques used included guideline review, predictive modelling and experimental studies with users
IGUANA Architecture, Framework and Toolkit for Interactive Graphics
IGUANA is a generic interactive visualisation framework based on a C++
component model. It provides powerful user interface and visualisation
primitives in a way that is not tied to any particular physics experiment or
detector design. The article describes interactive visualisation tools built
using IGUANA for the CMS and D0 experiments, as well as generic GEANT4 and
GEANT3 applications. It covers features of the graphical user interfaces, 3D
and 2D graphics, high-quality vector graphics output for print media, various
textual, tabular and hierarchical data views, and integration with the
application through control panels, a command line and different
multi-threading models.Comment: Presented at the 2003 Computing in High Energy and Nuclear Physics
(CHEP03), La Jolla, Ca, USA, March 2003, 6 pages LaTeX, 4 eps figures. PSN
MOLT008 More and higher res figs at
http://iguana.web.cern.ch/iguana/snapshot/main/gallery.htm
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