567,724 research outputs found

    ISML: an interface specification meta-language

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    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

    Task Flow Modeling in Electronic Business Environments

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    In recent years, internet based commerce has developed as a new paradigm. Many factors such as "at home delivery", easy ordering, and usually lower prices contributed to the success of the e-commerce. However, more recently, companies realized that one of the major factors in having a successful internet based business is the design of a user interface that is in concordance with the users' expectations, which includes both functionality and user friendly features. The func-tionality feature of an e-business interface is one of the most important elements when discussing about a specific internet based business. In our paper, we present methods to model task flows for e-business interfaces. We strengthen our study with the design modeling of a practical scenario that may appear in an on-line commercial environment.task flow, e-business, hierarchical model, user interface, human-computer interaction

    A methodology for the design and evaluation of user interfaces for interactive information systems

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    The definition of proposed research addressing the development and validation of a methodology for the design and evaluation of user interfaces for interactive information systems is given. The major objectives of this research are: the development of a comprehensive, objective, and generalizable methodology for the design and evaluation of user interfaces for information systems; the development of equations and/or analytical models to characterize user behavior and the performance of a designed interface; the design of a prototype system for the development and administration of user interfaces; and the design and use of controlled experiments to support the research and test/validate the proposed methodology. The proposed design methodology views the user interface as a virtual machine composed of three layers: an interactive layer, a dialogue manager layer, and an application interface layer. A command language model of user system interactions is presented because of its inherent simplicity and structured approach based on interaction events. All interaction events have a common structure based on common generic elements necessary for a successful dialogue. It is shown that, using this model, various types of interfaces could be designed and implemented to accommodate various categories of users. The implementation methodology is discussed in terms of how to store and organize the information

    A menu interface development environment based on lean cuisine : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University

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    The integrated user interface development environment based on the Lean Cuisine graphical notation [Apperley & Spence, 89) is a combination of software tools used to support user interface development from initial design, rapid prototyping through to direct implementation. This thesis describes the development of three software tools used in the integrated user interface development environment. The Lean Cuisine graphical editor (Elc) provides an interactive design environment for graphical specifications of menu-based interfaces and shows that the Lean Cuisine notation described in (Apperley & Spence, 89] has been implemented in a practical computer environment as an interactive interface design tool. The user interface simulator (Slc) is a very effective and reliable interface simulating and testing tool which supports quick and convenient user interface simulation Using Slc, a menu interface can be quickly simulated in its design environment, where a menu-based interface can be partially or wholly simulated and invalid menu structures can be dynamically modified, or in its application environment, where evaluators are given a real feel of how this menu-based user interface works. The user interface generator (Glc) is used to generate basic interface source code files for a user interface from its Lean Cuisine graphical specification file, and a working model of a user interface can be easily and quickly implemented without programming. The integrated user interface development environment based on the Lean Cuisine graphical notation (Apperley & Spence, 89] successfully integrates a graphical notation, the visual programming technique, with an existing programming toolkit and offers advantages over other User Interface Programming Toolkits, language-based UIMSs and current Visual Programming Tools. It supports three main phases (design, prototyping and implementation) of the graphical user interface development lifecycle. This approach has not been found in previous user interface development tools and user interface management systems

    An empirical study of the “prototype walkthrough”: a studio-based activity for HCI education

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    For over a century, studio-based instruction has served as an effective pedagogical model in architecture and fine arts education. Because of its design orientation, human-computer interaction (HCI) education is an excellent venue for studio-based instruction. In an HCI course, we have been exploring a studio-based learning activity called the prototype walkthrough, in which a student project team simulates its evolving user interface prototype while a student audience member acts as a test user. The audience is encouraged to ask questions and provide feedback. We have observed that prototype walkthroughs create excellent conditions for learning about user interface design. In order to better understand the educational value of the activity, we performed a content analysis of a video corpus of 16 prototype walkthroughs held in two HCI courses. We found that the prototype walkthrough discussions were dominated by relevant design issues. Moreover, mirroring the justification behavior of the expert instructor, students justified over 80 percent of their design statements and critiques, with nearly one-quarter of those justifications having a theoretical or empirical basis. Our findings suggest that PWs provide valuable opportunities for students to actively learn HCI design by participating in authentic practice, and provide insight into how such opportunities can be best promoted

    Metrics and Tools to Guide Design of Graphical User Interfaces

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    User interface design metrics assist developers evaluate interface designs in early phase before delivering the software to end users. This dissertation presents a metric-based tool called GUIEvaluator for evaluating the complexity of the user interface based on its structure. The metrics-model consists of five modified structural measures of interface complexity: Alignment, grouping, size, density, and balance. The results of GUIEvaluator are discussed in comparison with the subjective evaluations of interface layouts and the existing complexity metrics-models. To extend this metrics-model, the Screen-Layout Cohesion (SLC) metric has been proposed. This metric is used to evaluate the usability of user interfaces. The SLC metric has been developed based on Aesthetic, structural, and semantic aspects of GUIs. To provide the SLC calculation, a complementary tool has been developed, which is called GUIExaminer. This dissertation demonstrates the potential of incorporating automated complexity and cohesion metrics into the user interface design process. The findings show that a strong positive correlation between the subjective evaluation and both the GUIEvaluator and GUIExaminer, at a significance level 0.05. Moreover, the findings provide evidence of the effectiveness of the GUIEvaluator and GUIExaminer to predict the best user interface design among a set of alternative user interfaces. In addition, the findings show that the GUIEvaluator and GUIExaminer can measure some usability aspects of a given user interface. However, the metrics validation proves the usefulness of GUIEvaluator and GUIExaminer for evaluating user interface designs

    The Design and evaluation of the specification framework for user interface design

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    This thesis presentsthe design and evaluation of an interface specification meta-language(ISML) that has been developed to explicitly support metaphor abstractions in a model-based, user interface design framework. The application of metaphor to user interface design is widely accepted within the HCI community, yet despite this, there exists relatively little formal support for user interface design practitioners. With the increasing range and power of user interface technologies made widely available comes the opportunity for the designof sophisticated, new forms of interactive environments. The inter-disciplinary nature of HCI offers many approaches to user interface design that include views on tasks, presentationand dialogue architectures and various domain models. Notations and tools that support these views vary equally, ranging from craft-based approachesthrough to computational or tool- based support and formal methods. Work in these areas depicts gradual cohesion of a number of these design views, but do not currently explicitly specify the application of metaphorical concepts in graphical user interface design. Towards addressing this omission, ISML was developed based on (and extending) some existing model- based user interface design concepts. Abstractions of metaphor and other interface design views are captured in the ISML framework using the extensible mark-up language(XML). A six-month case study, developing the `Urban Shout Cast' application is used to evaluate ISML. Two groups of four software engineers developed a networked, multi-user, virtual radio-broadcasting environment. A qualitative analysis examines both how each group developed metaphor designs within the ISML framework and also their perceptions of its utility and practicality. Subsequent analysis on the specification data from both groups reveals aspects of the project's design that ISML captured and those that were missed. Finally, the extent to which ISML can currently abstract the metaphors used in the case study is assessed through the development of a unified `meta-object' model. The results of the case study show that ISML is capable of expressing many of the features of each group's metaphor design, as well as highlighting important design considerations during development. Furthermore, it has been shown, in principle, how an underlying metaphor abstraction can be mapped to two different implementations. Evaluation of the case study also includes important design lessons: ISML metaphor models can be both very large and difficult to separate from other design views, some of which are either weakly expressed or unsupported. This suggests that the appropriate mappings between design abstractions cannot always be easily anticipated, and that understanding the use of model-based specifications in user interface design projects remains a challenge to the HCI community

    The Impact of User Interface Design on Idea Integration in Electronic Brainstorming: An Attention-Based View

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    This paper introduces an attention-based view of idea integration that underscores the importance of IS user interface design. The assumption is that presenting ideas via user interface plays a key role in enabling and motivating idea integration in electronic brainstorming (EBS), and thus advances productivity. Building upon Cognitive Network Model of Creativity and ability-motivation framework, our attention-based theory focuses on two major attributes of user interface: visibility and prioritization. While visibility enables idea integration via directing attention to a limited set of ideas, prioritization enhances the motivation for idea integration by providing individuals with a relevant and legitimate proxy for value of the shared ideas. The theory developed in this paper is distinct from previous research on EBS in at least two ways: (1) this theory exclusively focuses on idea integration as the desired outcome and studies it in the context of IS user interface; and (2) rather than debating whether or not EBS universally outperforms verbal brainstorming, the proposed theory revisits the links between user interface and idea integration as an attention-intensive process that contributes to EBS productivity. Idea integration by individuals within a group is an essential process for organizational creativity and thus for establishing knowledge-based capabilities. Lack of such integration significantly reduces the value of idea sharing, which has been a predominant focus of the EBS literature in the past. The current theory posits that the ability of electronic brain-storming to outperform nominal or verbal brainstorming depends on its ability to leverage information system (IS) artifact capabilities for enhancing idea integration to create a key pattern of productivity. The developed theory provides a foundation for new approaches to EBS research and design, which use visibility and prioritization, and also identify new user interface features for fostering idea integration. By emphasizing idea integration, designers and managers are provided with practical, cognition-based criteria for choosing interface features, which can improve EBS productivity. This theory also has implications for both the practice and research of knowledge management, especially for the attention-based view of the organization.

    An AI approach for scheduling space-station payloads at Kennedy Space Center

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    The Payload Processing for Space-Station Operations (PHITS) is a prototype modeling tool capable of addressing many Space Station related concerns. The system's object oriented design approach coupled with a powerful user interface provide the user with capabilities to easily define and model many applications. PHITS differs from many artificial intelligence based systems in that it couples scheduling and goal-directed simulation to ensure that on-orbit requirement dates are satisfied

    A CLIPS/X-window interface

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    The design and implementation of an interface between the C Language Integrated Production System (CLIPS) expert system development environment and the graphic user interface development tools of the X-Window system are described. The underlying basis of the CLIPS/X-Window is a client-server model in which multiple clients can attach to a single server that interprets, executes, and returns operation results, in response to client action requests. Implemented in an AIX (UNIX) operating system environment, the interface has been successfully applied in the development of graphics interfaces for production rule cooperating agents in a knowledge-based computer aided design (CAD) system. Initial findings suggest that the client-server model is particularly well suited to a distributed parallel processing operational mode in a networked workstation environment
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