3,670 research outputs found
Feasibility study of an Integrated Program for Aerospace-vehicle Design (IPAD) system. Volume 6: Implementation schedule, development costs, operational costs, benefit assessment, impact on company organization, spin-off assessment, phase 1, tasks 3 to 8
A baseline implementation plan, including alternative implementation approaches for critical software elements and variants to the plan, was developed. The basic philosophy was aimed at: (1) a progressive release of capability for three major computing systems, (2) an end product that was a working tool, (3) giving participation to industry, government agencies, and universities, and (4) emphasizing the development of critical elements of the IPAD framework software. The results of these tasks indicate an IPAD first release capability 45 months after go-ahead, a five year total implementation schedule, and a total developmental cost of 2027 man-months and 1074 computer hours. Several areas of operational cost increases were identified mainly due to the impact of additional equipment needed and additional computer overhead. The benefits of an IPAD system were related mainly to potential savings in engineering man-hours, reduction of design-cycle calendar time, and indirect upgrading of product quality and performance
Software test and evaluation study phase I and II : survey and analysis
Issued as Final report, Project no. G-36-661 (continues G-36-636; includes A-2568
User Interface Design With Matrix Algebra •
It is usually very hard, both for designers and users, to reason reliably about user interfaces. This article shows that 'push button' and 'point and click' user interfaces are algebraic structures. Users effectively do algebra when they interact, and therefore we can be precise about some important design issues and issues of usability. Matrix algebra, in particular, is useful for explicit calculation and for proof of various user interface properties. With matrix algebra, we are able to undertake with ease unusally thorough reviews of real user interfaces: this article examines a mobile phone, a handheld calculator and a digital multimeter as case studies, and draws general conclusions about the approach and its relevance to design
Applicability of HCI Techniques to Systems Interface Design
PhDThis thesis seeks to identify reasons why HCI techniques are unsuitable for application
in real world design projects. User-oriented systems design and evaluation require
that many considerations such as the psychology of users, the applications and
target tasks be born in mind simultaneously. A selection of influential HCI design
and evaluative techniques from HCI research literature are reviewed and characterised
in terms of their analytic scope.
Two studies of systems designers' approaches to user-oriented design and evaluation
were carried out in order to gain a clearer picture of the design process as it occurs
in applied and commercial projects. It was found that designers frequently lack
adequate information about users, carrying Out, at best, informal user-evaluations of
prototypes. Most notably HCI design and evaluative techniques, of the type common
in the literature, are not being used in applied and commercial design practice.
They seem to be complex, often limited in scope, and possessed of inadequate or
unrepresentative views of the design process within which they might be applied. It
was noted that design practice is highly varied with only a small number of common
goal directed classes of activity being identified. These together with observed
user-oriented information sources and design constraints provide a useful schema
for viewing applied and commercial design practice.
A further study of HCI specialists' practice in commercial environments was undertaken,
in order to identify particular user-oriented design approaches and HCI techniques
suitable for application in practice. The specialists were able to describe
desirable, and undesirable properties of the techniques they used which made it possible
to identify a list of specific desirable features for HCI techniques. A framework
for assessing applicability of HCI techniques was developed from the findings
of the thesis. This is demonstrated using an example project from the design studies
and may prove valuable in supporting design, evaluation, critiquing and selection of
HCI techniques
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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
Design-time performance testing
Software designers make decisions between alternate approaches early in the development of a software application and these decisions can be difficult to change later. Designers make these decisions based on estimates of how alternatives affect software qualities. One software quality that can be difficult to predict is performance, that is, the efficient use of resources in the system. It is particularly challenging to estimate the performance of large, interconnected software systems composed of components. With the proliferation of class libraries, middle-ware systems, web services, and third party components, many software projects rely on third party services to meet their requirements. Often choosing between services involves considering both the functionality and performance of the services. To help software developers compare their designs and third-party services, I propose using performance prototypes of alternatives and test suites to estimate performance trade-offs early in the development cycle, a process called Design-Time Performance Testing (DTPT).
Providing software designers with performance evidence based on prototypes will allow designers to make informed decisions regarding performance trade-offs. To show how DTPT can help inform real design decisions. In particular: a process for DTPT, a framework implementation written in Java, and experiments to verify and validate the process and implementation. The implemented framework assists when designing, running, and documenting performance test suites, allowing designers to make accurate comparisons between alternate approaches. Performance metrics are captured by instrumenting and running prototypes.
This thesis describes the process and framework for gathering software performance estimates at design-time using prototypes and test suites
Extracting proofs from documents
Often, theorem checkers like PVS are used to check an existing proof, which is part of some document. Since there is a large difference between the notations used in the documents and the notations used in the theorem checkers, it is usually a laborious task to convert an existing proof into a format which can be checked by a machine. In the system that we propose, the author is assisted in the process of converting an existing proof into the PVS language and having it checked by PVS. 1 Introduction The now-classic ALGOL 60 report [5] recognized three different levels of language: a reference language, a publication language and several hardware representations, whereby the publication language was intended to admit variations on the reference language and was to be used for stating and communicating processes. The importance of publication language ---often referred to nowadays as "pseudo-code"--- is difficult to exaggerate since a publication language is the most effective way..
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