170,681 research outputs found
HiReD: a high-resolution multi-window visualisation environment for cluster-driven displays
High-resolution, wall-size displays often rely on bespoke software for performing interactive data visualisation, leading to interface designs with little or no consistency between displays. This makes adoption for novice users difficult when migrating from desktop environments. However, desktop interface techniques (such as task- and menu- bars) do not scale well and so cannot be relied on to drive the design of large display interfaces. In this paper we present HiReD, a multi-window environment for cluster-driven displays. As well as describing the technical details of the system, we also describe a suite of low-precision interface techniques that aim to provide a familiar desktop environment to the user while overcoming the scalability issues of high-resolution displays. We hope that these techniques, as well as the implementation of HiReD itself, can encourage good practice in the design and development of future interfaces for high-resolution, wall-size displays
An Introduction to 3D User Interface Design
3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article
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Multimodal and ubiquitous computing systems: supporting independent-living older users
We document the rationale and design of a multimodal interface to a pervasive/ubiquitous computing system that supports independent living by older people in their own homes. The Millennium Home system involves fitting a resident’s home with sensors – these sensors can be used to trigger sequences of interaction with the resident to warn them about dangerous events, or to check if they need external help. We draw lessons from the design process and conclude the paper with implications for the design of multimodal interfaces to ubiquitous systems developed for the elderly and in healthcare, as well as for more general ubiquitous computing applications
Interaction platform-orientated perspective in designing novel applications
The lack of HCI offerings in the invention of novel software applications and the bias of design knowledge towards desktop GUI make it difficult for us to design for novel scenarios and applications that leverage emerging computational technologies. These include new media platforms such as mobiles, interactive TV, tabletops and large multi-touch walls on which many of our future applications will operate. We argue that novel application design should come not from user-centred requirements engineering as in developing a conventional application, but from understanding the interaction characteristics of the new platforms. Ensuring general usability for a particular interaction platform without rigorously specifying envisaged usage contexts helps us to design an artifact that does not restrict the possible application contexts and yet is usable enough to help brainstorm its more exact place for future exploitation
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Steps to an advanced Ada programming environment
Conceptual simplicity, tight coupling of tools, and effective support of host-target software development will characterize advanced Ada programming support environments. Several important principles have been demonstrated in the Arcturus system, including template-assisted Ada editing, command completion using Ada as a command language, and combining the advantages of interpretation and compliation. Other principles, relating to analysis, testing, and debugging of concurrent Ada programs, have appeared in other contexts. This paper discusses several of these topics, considers how they can be integrated, and argues for their inclusion in an environment appropriate for software development in the late 1980's
Evaluation of live human-computer music-making: Quantitative and qualitative approaches
NOTICE: this is the author’s version of a work that was accepted for publication in International Journal of Human-Computer Studies. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in International Journal of Human-Computer Studies, [VOL 67,ISS 11(2009)] DOI: 10.1016/j.ijhcs.2009.05.00
Establishing the design knowledge for emerging interaction platforms
While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles
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