32,889 research outputs found

    Development of a client interface for a methodology independent object-oriented CASE tool : 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 overall aim of the research presented in this thesis is the development of a prototype CASE Tool user interface that supports the use of arbitrary methodology notations for the construction of small-scale diagrams. This research is part of the larger CASE Tool project, MOOT (Massey's Object Oriented Tool). MOOT is a meta-system with a client-server architecture that provides a framework within which the semantics and syntax of methodologies can be described. The CASE Tool user interface is implemented in Java so it is as portable as possible and has a consistent look and feel. It has been designed as a client to the rest of the MOOT system (which acts as a server). A communications protocol has been designed to support the interaction between the CASE Tool client and a MOOT server. The user interface design of MOOT must support all possible graphical notations. No assumptions about the types of notations that a software engineer may use can be made. MOOT therefore provides a specification language called NDL for the definition of a methodology's syntax. Hence, the MOOT CASE Tool client described in this thesis is a shell that is parameterised by NDL specifications. The flexibility provided by such a high level of abstraction presents significant challenges in terms of designing effective human-computer interaction mechanisms for the MOOT user interface. Functional and non-functional requirements of the client user interface have been identified and applied during the construction of the prototype. A notation specification that defines the syntax for Coad and Yourdon OOA/OOD has been written in NDL and used as a test case. The thesis includes the iterative evaluation and extension of NDL resulting from the prototype development. The prototype has shown that the current approach to NDL is efficacious, and that the syntax and semantics of a methodology description can successfully be separated. The developed prototype has shown that it is possible to build a simple, non-intrusive, and efficient, yet flexible, useable, and helpful interface for meta-CASE tools. The development of the CASE Tool client, through its generic, methodology independent design, has provided a pilot with which future ideas may be explored

    Evaluating musical software using conceptual metaphors

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    An open challenge for interaction designers is to find ways of designing software to enhance the ability of novices to perform tasks that normally require specialized domain expertise. This challenge is particularly demanding in areas such as music analysis, where complex, abstract, domain-specific concepts and notations occur. One promising theoretical foundation for this work involves the identification of conceptual metaphors and image schemas, found by analyzing discourse. This kind of analysis has already been applied, with some success, both to musical concepts and, separately, to user interface design. The present work appears to be the first to combine these hitherto distinct bodies of research, with the aim of devising a general method for improving user interfaces for music. Some areas where this may require extensions to existing method are noted. This paper presents the results of an exploratory evaluation of Harmony Space, a tool for playing, analysing and learning about harmony. The evaluation uses conceptual metaphors and image schemas elicited from the dialogues of experienced musicians discussing the harmonic progressions in a piece of music. Examples of where the user interface supports the conceptual metaphors, and where support could be improved, are discussed. The potential use of audio output to support conceptual metaphors and image schemas is considered

    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

    NITELIGHT: A Graphical Tool for Semantic Query Construction

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    Query formulation is a key aspect of information retrieval, contributing to both the efficiency and usability of many semantic applications. A number of query languages, such as SPARQL, have been developed for the Semantic Web; however, there are, as yet, few tools to support end users with respect to the creation and editing of semantic queries. In this paper we introduce a graphical tool for semantic query construction (NITELIGHT) that is based on the SPARQL query language specification. The tool supports end users by providing a set of graphical notations that represent semantic query language constructs. This language provides a visual query language counterpart to SPARQL that we call vSPARQL. NITELIGHT also provides an interactive graphical editing environment that combines ontology navigation capabilities with graphical query visualization techniques. This paper describes the functionality and user interaction features of the NITELIGHT tool based on our work to date. We also present details of the vSPARQL constructs used to support the graphical representation of SPARQL queries

    Evaluation of Subject-Specific Heuristics for Initial Learning Environments: A Pilot Study

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    Heuristic evaluation is a “discount” technique for finding usability problems in well-established domains. This paper presents thirteen suggested heuristics for initial learning environments (ILEs). To investigate the usefulness of these heuristics to other developers, we conducted a pilot study that compared two groups of evaluators: one using an older, generalised set of heuristics from the literature, and one using our domain-specific heuristics. In this study, we compare not just the number of problems found, but the way in which the problem reports were expressed. There was a significant difference in the length of written comments when problems were found (those from the new set being longer). New-set reviews touch on more themes – many make suggestions about what would improve the problem; many comments refer to a suggested cause-and-effect relationship. As designers, we find this detail helpful in understanding problems. Quantitative data from this study is not large enough to support any robust conclusions about the relative thoroughness of the heuristics at this time, but we plan to use lessons learned from this study in a larger version shortly

    Methodological development

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    Book description: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research

    Adaptive development and maintenance of user-centric software systems

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    A software system cannot be developed without considering the various facets of its environment. Stakeholders – including the users that play a central role – have their needs, expectations, and perceptions of a system. Organisational and technical aspects of the environment are constantly changing. The ability to adapt a software system and its requirements to its environment throughout its full lifecycle is of paramount importance in a constantly changing environment. The continuous involvement of users is as important as the constant evaluation of the system and the observation of evolving environments. We present a methodology for adaptive software systems development and maintenance. We draw upon a diverse range of accepted methods including participatory design, software architecture, and evolutionary design. Our focus is on user-centred software systems
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