6,088 research outputs found
Helping UNIX users : an assessment of the effectiveness of various forms of online help
The aim of online help is to make complex computer systems more usable and allow users to exploit more of the system’s power. To achieve this aim it is necessary to provide users with information needed to accomplish their currant task while also encouraging further skill development to facilitate the transition from novice to expert. This thesis investigates the relationship of individual differences to the use of computers and online help. An observational study of real users of UNIX showed that very few commands were used by users and there was great variability in the use of UNIX. “Field Dependency” was identified as a potential source of the variation between users. Two experiments were carried out to assess the effect of Field Dependency. The subjects were required to carry out a number of tasks with help provided via a human expert or an online help system. The help system developed could be configured to behave actively or passively. Two different user communities, computer science students and women trainees, were studied.
Both experiments found Field Dependency to be correlated with the number of commands known by users: the more field -independent a user, the more commands are known. In the first experiment it was found that field-dependents were exposed to more help from the human expert than the field-independents. With the help system, the field-independents were exposed to more help. Field-independents were also found to benefit from increased flexibility of the system where both active and passive help was available whereas field-dependents did not.Conclusions are drawn about the effects of Field Dependency on user interaction with help systems and the effectiveness of two alternative access initiatives
Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3
The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test
What is the problem to which interactive multimedia is the solution?
This is something of an unusual paper. It serves as both the reason for and the result of a small number of leading academics in the field, coming together to focus on the question that serves as the title to this paper: What is the problem to which interactive multimedia is the solution? Each of the authors addresses this question from their own viewpoint, offering informed insights into the development, implementation and evaluation of multimedia. The result of their collective work was also the focus of a Western Australian Institute of Educational Research seminar, convened at Edith Cowan University on 18 October, 1994.
The question posed is deliberately rhetorical - it is asked to allow those represented here to consider what they think are the significant issues in the fast-growing field of multimedia. More directly, the question is also asked here because nobody else has considered it worth asking: for many multimedia is done because it is technically possible, not because it offers anything that is of value or provides the solution to a particular problem.
The question, then, is answered in various ways by each of the authors involved and each, in their own way, consider a range of fundamental issues concerning the nature, place and use of multimedia - both in education and in society generally. By way of an introduction, the following provides a unifying context for the various contributions made here
The evaluation of dynamic human-computer interaction
This thesis describes the development and evaluation of a theoretical framework to account for the
dynamic aspects of behaviour at the Human-Computer Interface (HCIF). The purpose behind this
work is to allow for the consideration of dynamic Human-Computer Interaction (HCI) in the design
of interactive computer systems, and to facilitate the generation of design tools for this purpose.
The work describes an example of a design tool which demonstrates how designers of interactive
computer systems may account for some aspects of the dynamics of behaviour, involved with the
use of computers, in the design of new interactive systems. The thesis offers empirical and literary
evidence to support the validity of the dynamic factors governing the interaction of humans with
computers
Improving Introductory Computer Science Education with DRaCO
Today, many introductory computer science courses rely heavily on a specific programming language to convey fundamental programming concepts. For beginning students, the cognitive capacity required to operate with the syntactic forms of this language may overwhelm their ability to formulate a solution to a program.
We recognize that the introductory computer science courses can be more effective if they convey fundamental concepts without requiring the students to focus on the syntax of a programming language. To achieve this, we propose a new teaching method based on the Design Recipe and Code Outlining (DRaCO) processes. Our new pedagogy capitalizes on the algorithmic intuitions of novice students and provides a tool for students to externalize their intuitions using techniques they are already familiar with, rather than with the syntax of a specific programming language. We validate the effectiveness of our new pedagogy by integrating it into an existing CS1 course at California Polytechnic State University, San Luis Obispo. We find that the our newly proposed pedagogy shows strong potential to improve students’ ability to program
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The role of metaphor in user interface design
The thesis discusses the question of how unfamiliar computing systems, particularly those with graphical user interfaces, are learned and used. In particular, the approach of basing the design and behaviour of on-screen objects in the system's model world on a coherent theme and employing a metaphor is explored. The drawbacks, as well as the advantages, of this approach are reviewed and presented. The use of metaphors is also contrasted with other forms of users' mental models of interactive systems, and the need to provide a system image from which useful mental models can be developed is presented.
Metaphors are placed in the context of users' understanding of interactive systems and novel application is made of the Qualitative Process Theory (QPT) qualitative reasoning model to reason about the behaviour of on-screen objects, the underlying system functionality, and the relationship between the two. This analysis supports reevaluation of the domains between which user interface metaphors are said to form mappings. A novel user interface design, entitled Medusa, that adopts guidelines for the design of metaphor-based systems, and for helping the user develop successful mental models, based on the QPT analysis and an empirical study of a popular metaphor-based system, is described. The first Medusa design is critiqued using well-founded usability inspection method.
Employing the Lakoff/Johnson theory, a revised version of the Medusa user interface is described that derives its application semantics and dialogue structures from the entailments of the knowledge structures that ground understanding of the interface metaphor and that capture notions of embodiment in interaction with computing devices that QPT descriptions cannot. Design guidelines from influential existing work, and new methods of reasoning about metaphor-based designs, are presented with a number of novel graphical user interface designs intended to overcome the failings of existing systems and design approaches
Goal Congruence, Trust and Organisational Culture: Strengthening Knowledge Links
Collaboration between organizations benefits from knowledge links -- a form of strategic alliance that gives organizations access to the skills and capabilities of their partner and opportunity to create new capabilities together. Using the example of alliances between two universities and SAP AG, the market leader in Enterprise Software, the paper suggests some management practices to improve goal congruence, trust and alignment between different organizational cultures. For example, face-to-face interactions are critical for building a close relationship over time. A theoretical framework of the five phases of partnership development and the three challenges faced by knowledge link partnerships is proposed, along with implications for management, universities and research
A Programming Environment Evaluation Methodology for Object-Oriented Systems
The object-oriented design strategy as both a problem decomposition and system development paradigm has made impressive inroads into the various areas of the computing sciences. Substantial development productivity improvements have been demonstrated in areas ranging from artificial intelligence to user interface design. However, there has been very little progress in the formal characterization of these productivity improvements and in the identification of the underlying cognitive mechanisms. The development and validation of models and metrics of this sort require large amounts of systematically-gathered structural and productivity data. There has, however, been a notable lack of systematically-gathered information on these development environments. A large part of this problem is attributable to the lack of a systematic programming environment evaluation methodology that is appropriate to the evaluation of object-oriented systems
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