| Introduction | | BIB | 1 | |
| Austin Henderson; Erik Hollnagel | |||
| Generation of Visual Language Environments | | BIBAK | PDF | 3-4 | |
| Jeffrey D. McWhirter; Gary J. Nutt | |||
| In many problem domains visual languages are an important media for
user/computer communication. A visual language environment (or editor) is a
system that supports the creation and manipulation of instances of a particular
visual language. This paper introduces the Escalante system, which facilitates
development of, and experimentation with, highly functional environments for
graph-based visual languages by supporting their specification and automatic
generation. Keywords: Visual language environments, Rapid prototyping, Graph editors | |||
| A Visual Language for Designing and Implementing User Interfaces | | BIBA | PDF | 5-6 | |
| Ian Rogers; Jonathan Cunningham; Aaron Sloman | |||
| The User Interface Development Environment project (UK SERC/DTI, IED
4/1/1577) is using the Poplog AI toolset to build a development and programming
environment to aid the construction of Graphical User Interfaces (GUIs). The
second prototype of the project, UIDE-2, contains three main tools from the GUI
designer's point of view: the Librarian, the User View, and the Behaviour
Editor.
The Librarian is a suite of tools which store and maintain the various resources used by a user of UIDE-2. The User View shows the designer a sketched view of the final UI which simulates the behaviour of the delivery system. The User View is kept up-to-date automatically as the design progresses. The Behaviour Editor provides an editor for a visual programming language used by the GUI designer to specify the behaviour of the user interface under design. This paper will describe the Behaviour Editor and the visual language (behaviour diagrams) it supports [6]. | |||
| A Multiparadigmatic Visual Environment for Adaptive Access to Databases | | BIBA | PDF | 7-8 | |
| T. Catarci; S. K. Chang; M. F. Costabile; S. Levialdi; G. Santucci | |||
| Visual Query Languages (VQLs) are query languages essentially based on the use of visual representations to depict the domain of interest and express the related requests. Systems implementing a visual query language are called Visual Query Systems (VQSs) (a survey is in [1]). In recent years, many VQSs have been proposed in the literature adopting a range of different visual representations and interaction strategies. However, existing VQSs generally restrict the human-computer communication to only one kind of interaction paradigm. On the contrary, the presence of several paradigms, each one with different characteristics and advantages, will help both naive and experienced users to interact with the system. For instance, icons may well evoke the objects present in the database, while relationships among them may be better expressed through the edges of a graph, and collections of instances may be easily arranged into a form. The way in which the query is expressed also depends on the chosen visual representation. | |||
| Working Towards Rich & Flexible File Representations | | BIBA | PDF | 9-10 | |
| Stephanie Houde; Gitta Salomon | |||
| Personal computers provide users with access to ever larger data stores.
How can graphical user interfaces better support the management of increasing
numbers of files? This paper suggests that we might aid users in recognizing
and locating information by improving file representations.
Today, icons are commonly used to represent files. In recent years, they have become increasingly more expressive. Initially, in command line systems, text labels alone were used to identify files. With the introduction of graphical user interfaces, generic document and application icons were introduced (see fig 1a). Over the years, file icons took on an appearance that reflects the application used to created them (fig 1b). More recently, some applications (e.g. Adobe's Photoshop, Apple's QuickTime MoviePlayer) produce file icons that serve as proxies [2] of the document's contents (Fig. 1c). These proxies are essentially visual miniatures of the document. There are, however, other types of proxies possible. This paper builds on the recognized trend toward information-rich icons. It provides several examples of how systems can emphasize a file's unique characteristics and thereby facilitate the often necessary task of browsing. | |||
| Designing in Virtual Reality: Perception-Action Coupling and Form Semantics | | BIBAK | PDF | 11-12 | |
| Gerda Smets; W. W. Gaver; C. J. Overbeeke; P. J. Stappers | |||
| In this paper, we describe work on a CAD package we are developing for use
in virtual reality. Although this research is only preliminary, it
demonstrates some advantages of designing in virtual reality. We describe
these advantages in terms of ecological approach to perception, focusing on two
of the implications of this approach: the role of perception-action coupling in
producing true direct manipulation, and the desirability of providing
perceptual information about the affordances of objects in the design
environment. Keywords: Virtual reality, CAD, Ecological approaches | |||
| Alice and DIVER: A Software Architecture for Building Virtual Environments | | BIBAK | PDF | 13-14 | |
| Randy Pausch; Matthew Conway; Robert DeLine; Rich Gossweiler; Steve Miale | |||
| We are developing a rapid prototyping system built on an object-oriented,
interpreted language which allows small interdisciplinary teams to quickly
create and modify three-dimensional interactive simulations. Like other
systems, we separate the simulation and presentation frame rates, but unlike
existing systems, we do so in such a way that the application-level programmer
need not understand the multi-process architecture. The system has been used
for building perceptual psychology experiments, for replicating techniques
developed by other researchers, and for experimenting with novel
three-dimensional interaction techniques. Keywords: Virtual reality, Virtual environments, Head-mounted display, Rapid
prototyping, Graphical simulation, Object oriented programming | |||
| Computer-Human Interface Technology at Deep Space Network (DSN), Jet Propulsion Laboratory | | BIBAK | PDF | 15-16 | |
| Alvin Ellman; Magdi Carlton | |||
| The Network Operations Control Center (NOCC) of the DSN is responsible for
scheduling the resources of DSN and monitoring all multi-mission spacecraft
tracking activities in real time. Operators monitor network performance and
identify, isolate and correct network problems. This is done from workstations
at JPL connected to over 100 computers worldwide. The old system was failing
to meet the users' needs, required modernization and needed redesign to allow
for growth. A replacement project was begun in 1988, and the first release of
the new system was implemented in 1991. Significantly improving the computer
human interface became the dominant theme of the replacement project. However,
the project team was faced with problems. There was no standard methodology in
place for operability and computer-human interface design, and there was
resistance from the users who had little or no experience with the technologies
to be employed in the replacement. A "user-centered" design process evolved to
address these issues. This paper presents the aspects of the process that had
the greatest impact, and its effect on the resulting system. Keywords: Computer-human interfaces, User-centered design, Control center, Automation | |||
| A Baby Babble-Blanket | | BIBAK | PDF | 17-18 | |
| Harriet J. Fell; Linda J. Ferrier | |||
| The Baby Babble-Blanket capitalizes on early movements to allow young
infants to activate a computer for communication. It is a
multiple-switch-activated device with speech output allowing severely
physically disabled infants, by kicking, batting or rolling on the blanket, to:
establish cause and effect skills, explore a babbling repertoire or communicate
with customized digitized speech. Our software incorporates a multiple
base-line design allowing researchers and clinicians to collect and analyze
data on the infant's response to sound output. We present results of
field-testing the blanket with two normal and three multiply disabled children. Keywords: Physically disabled infants, Speech communication, Data collection/analysis | |||
| On the Edge of the Creative Process: An Analysis of Human Figure Animation as a Complex Synthesis Task | | BIBA | PDF | 19-20 | |
| Zeenat Jetha; Armin Bruderlin; Tom W. Calvert; Sang Mah | |||
| The process of animating human figures with a computer is a challenging
task, both because the specification, representation and control of human
movement is complex, and because animation as a human creative process is not
well understood. Over the past six years, we have developed the LifeForms
system, a computer application to animate human figures [2]. During this
period, users of the system have played an active part in the design cycle:
their feedback has lead to a better understanding of the interface for the
representation of movement, while observing some of the users has given us
insights into how the creative process can be supported by the system.
In this paper, we discuss new work in progress to analyze the creative process in terms of its hierarchical structure, alternate views and use of knowledge. These components of the creative process were burst explored in a pilot experiment studying how dancers use LifeForms to create a given movement sequence. In this experiment, a videotape showing simple human movement sequences was provided as a design task for the subjects. The objective was to explore the functionality of the interface. However, by strictly replicating movement patterns in LifeForms rather than creating their own, individual sequences, the subjects' performance gave little information on the structure of complex synthesis tasks. Subsequently, a new experiment was designed to more closely explore the creative process. This time, the task involved using simple animated objects (shapes) as the basis for the movement composition assignment. These shapes provide the subjects with a higher level of abstraction than the video sequences in the previous design experiment, thus permitting them to interpret the animated shapes into their very own concrete ideas for movement to be realized with LifeForms. | |||
| Adapting Direct Manipulation for Blind Users | | BIBA | PDF | 21-22 | |
| Gerhard Weber; F. H. Papenmeier | |||
| A new model for graphical input by blind users is investigated and has been implemented twofold as mouse substitutes in the MS Windows environment. A touch tablet can be used to point at windows and icons. So-called routing sensors can be used to point at individual characters. | |||
| ERGOLAB: A Screen Usability Evaluation Tool for Children with Cerebral Palsy | | BIBAK | PDF | 23-24 | |
| Monique Noirhomme-Fraiture; Clairette Charriere; Jean M. Vanderdonckt; Claudy Bernard | |||
| This paper presents experimental tests to conduct with a screen usability
evaluation tool named ERGOLAB in order to throw a bridge between the world of
the user interface usability and the world of children with cerebral palsy
(CWCP): calibrating the interactive media sensibility, adapting the screen
space navigation, managing the hidden information. These usability tests range
from elementary level to semantically complex one. Keywords: Analysis and evaluation techniques, Persons with disabilities, Usability,
User interface evaluation | |||
| Screen Usability Guidelines for Persons with Disabilities | | BIBAK | PDF | 25-26 | |
| Monique Noirhomme-Fraiture; Jean M. Vanderdonckt | |||
| This paper presents lessons learned from implementing interactive
applications for adult persons with moderate mental disabilities. Guidelines
for improving screen usability have been drawn from the experience gained in
implementing and using such software. Keywords: Analysis and evaluation techniques, Guidelines, Persons with disabilities,
Software ergonomics, Usability testing | |||
| COMSPEC: A Software Architecture for Users with Special Needs | | BIBAK | PDF | 27-28 | |
| Dag Svanaes | |||
| We present research on the development of a software architecture for users
with physical impairments. An interactive design tool has been developed to
enable us to evaluate the feasibility of the architecture. We have been able
to apply the same architecture both within applications and between
applications. Keywords: Users with special needs, Software architecture, Alternate access systems,
Object-oriented programming, Visual programming | |||
| Program Visualization as a Debugging Tool for Novices | | BIBAK | PDF | 29-30 | |
| Peter Brusilovsky | |||
| This paper discusses a non-traditional role for program visualization as a
tool for novice program debugging. We present some ideas and methods that can
increase the possibilities of program visualization as a debugging tool and
report some experimental results which support our ideas. Keywords: Program visualization, Program debugging, Programming environment | |||
| User Interface Requirements for the Representation of Examples in a User Interface Design Guidance System | | BIBAK | PDF | 31-32 | |
| Louis A. Blatt; Anna Zacherl | |||
| A common criticism of cognitive engineers/human factors experts is that user
interface developers do not practice user centered design. Ironically, the
tools (e.g., Smith and Mosier, 1987; Microsoft Style Guide, 1992; HFS100, 1990)
produced by cognitive engineers to enable user interface design excellence have
been designed with neither the task nor the user in mind. The tools that
developers are forced to use are difficult to use in that they require tedious
reading and memorization. This study uses a questionnaire and PICTIVE
interviews to investigate the task of user interface design. This paper
concludes with user interface requirements for systems that support the user
interface design process. Keywords: User interface design, Guidelines, Advisory systems | |||
| Teaching Product Designers New Tricks: Inexpensive but Effective Prototyping | | BIBAK | PDF | 33-34 | |
| Peter Eisenberg; Anne Falenzer | |||
| An inexpensive user interface prototype was used to test the proposed
interface of an infusion pump for hospital and home care settings. This case
study shows how a prototype became a central part of the early development
process. To most of the design team, this was a new approach and an
eye-opening experience. In the end, the whole team and higher management
embraced the process. In this case, prototyping not only allowed early user
interface testing, but also went well beyond to serve as an essential design
team communications tool. Keywords: Rapid prototyping, User interface software, Design process | |||
| Expressing Guidelines into an Ergonomical Styleguide for Highly Interactive Applications | | BIBAK | PDF | 35-36 | |
| Francois Bodart; Jean M. Vanderdonckt | |||
| Various forms of guidelines for user-interface design abound in the current
literature, but suffer of many drawbacks (dissemination, incompleteness, lack
of qualification, lack of uniformization, outdated, difficulty to use). As an
attempt to overcome these inconveniences, a unified view of guidelines is
introduced in a corpus ergonomicus, a multipurpose ergonomical styleguide for
highly-interactive applications. Keywords: Corpus ergonomicus, Guidelines, Styleguide, User-interface design, Usability
testing | |||
| Making It Macintosh: An Interactive Human Interface Instructional Product for Software Developers | | BIBA | PDF | 37-38 | |
| Harry J. Saddler | |||
| Making It Macintosh: The Macintosh Human Interface Guidelines Companion is an interactive instructional product designed and developed by Apple Computer, Inc. Making It Macintosh uses computer-based animation and interaction to document the Macintosh user interface, illustrate human interface design issues, and provide interface implementation strategies for software developers. This paper describes the product's audience, its goals, its design, and the specific techniques used to present its content to the user. | |||
| The CLIM Prototyping Environment (CPE) | | BIBA | PDF | 39-40 | |
| Greg Siegle | |||
| The CLIM Prototyping environment (CPE) is an interactive graphical object manipulation environment developed at the Institute for the Learning Sciences. The system functions as a user interface management system (UIMS) and can be used as a runtime environment for arbitrary Common Lisp programs. In addition, interfaces may be created within CPE as part of a runtime environment with minimal or no programming. This approach encourages a great deal of high level user interaction with the program and facilitates rapid prototyping. In addition end users are able to easily create multiple interfaces for a single program. The line between creating and using an interface has thereby been minimized. | |||
| Formalizing User Interface Requirements | | BIBAK | PDF | 41-42 | |
| Kevin Schlueter; Marilyn Mantei | |||
| User interface deficiencies often occur in redesigned systems because
existing software specification tools do not capture sufficient user interface
information. As a preliminary step towards the creation of software design
tools that capture user interface information, the authors have identified five
general types of user interface information that should be captured in a system
redesign. The second step of the process is to create a formalized,
programmable notation for representing these five types of user interface
information. This is described for three of the types. Keywords: User interface specification, System redesign | |||
| Summarising the Evolution of Design Concepts within a Design Rationale Framework | | BIBAK | PDF | 43-44 | |
| Simon Shum; Allan MacLean; Justin Forder; Nick Hammond | |||
| A design rationale (DR) is a representation of the reasoning which has been
invested in a design [1]. This short paper describes the use of the QOC Design
Space Analysis approach to DR [2] to document the evolution of design concepts
over the life of a three year project. The goal was the production of a
retrospective DR document which filtered, integrated, and indexed discussions
from a wide range of sources across the project. Designers' reactions to DR in
general, point towards what kind of DR is most needed in development teams, and
how DR of different sorts can be integrated with existing forms of design
document. Keywords: Design rationale, Design documentation, Design spaces, QOC | |||
| Summarising Task Analysis for Task-Based Design | | BIBAK | PDF | 45-46 | |
| M. B. Curry; A. F. Monk; K. Choudhury; P. Seaton; T. F. M. Stewart | |||
| Task-based design demands that the designer has a good understanding of the
user's job. Our experience of task analyses intended to convey such
information is that they are often too detailed. We propose three ways for
summarising the results of a user-centred task analysis as: (i) an hierarchical
decomposition of the user's top-level work objectives; (ii) a set of scenarios
of typical work and (iii) a list of user exceptions. The latter are points
where the idealised sequence represented in (i) and (ii) are broken by problems
and interruptions. Once these have been produced they can be used to evaluate
the suitability of subsequent design decisions. Keywords: Task analysis, Exceptions, Scenarios, Task-based design | |||
| Designing the Look | | BIBAK | PDF | 47-48 | |
| Daniel Felix; Helmut Krueger | |||
| The design of complex public systems needs special care. In the reported
study, the design of the screen content (colour, form and placing) was tested,
using four different, individually developed screen layouts. 20 subjects were
asked which layout appealed most to them, and which design was easiest to
understand. A majority of the subjects preferred the most colourful design
with strong colour-coding of the functions. The approach of testing this step
separately has proven to be valuable, as the further development was
facilitated, as no discussion over the general look was needed when testing
other aspects. This step seems to us a good addition to other tests to improve
acceptance and the usability of systems, especially for public use. Keywords: Prototyping, Screen design, Acceptance, Usability | |||
| Designing a Visual Database for Fashion Designers | | BIBAK | PDF | 49-50 | |
| Charlie Hill; Gillian Crampton Smith; Eleanor Curtis; Stephen Kamlish; Mike Scaife | |||
| The design and rapid prototyping of a hypermedia tool is described in which
interaction design techniques were employed after extensive empirical research
into the fashion design process. The tool enables fashion designers to draw on
past work when designing new garments, and incorporates a novel approach to
casual data entry. The interaction design process is explained from problem
analysis through animated walkthroughs to prototype development. Issues are
raised for both researchers and developers: problems in the transition from
research to design; difficulties in testing usability during conceptual design;
the need to make systems emotionally engaging and memorable. Keywords: Interaction design, Graphic design, User interface, Fashion design, Database
applications, Hypermedia, Data entry, Annotation, Design process | |||
| A C.A.R.D. Game for Participatory Task Analysis and Redesign: Macroscopic Complement to PICTIVE | | BIBAK | PDF | 51-52 | |
| Leslie Gayle Tudor; Michael J. Muller; Tom Dayton | |||
| CARD (Collaborative Analysis of Requirements and Design) is a participatory
technique for analyzing task flows, and for redesigning task flows, in software
systems. It provides a macroscopic complement to the more microscopic design
activities that are supported by the PICTIVE technique. CARD uses the metaphor
of a card game as the vehicle for communication and collaboration among users,
developers, and designers. We report initial results from the use of CARD on
two products. Keywords: Participatory design, Task analysis, PICTIVE, Design, Redesign, Screen, Task
flow, Design games, User centered design | |||
| Participative Design of Human-Machine Interfaces for Process Control Systems | | BIBAK | PDF | 53-54 | |
| S. Ali; J. Heuer; M. Hollender; G. Johannsen | |||
| A new method for participatively developing and evaluating Man-Machine
Interfaces (MMI) for Supervisory and Control Systems (S&C) of chemical
distillation columns is presented. Participation is considered important not
only during the design phase, but should be built into the system by making the
interface adaptable to the users requirements also during the operation phase.
Better building blocks for input and output elements as well as improved models
for navigation in picture hierarchies are offering enhanced flexibility to the
operator. Keywords: Participative design, Process control | |||
| Translation in Participatory Design: Lessons from a Workshop | | BIBAK | PDF | 55-56 | |
| Marian G. Williams; Vivienne Begg | |||
| The authors held a workshop called "Translation in Participatory Design" at
the Conference on Participatory Design (PDC '92). The goal of the workshop was
to elucidate the notion of translation in participatory design. We intended to
focus on the special role that can be played by software designers who are also
experts in the field for which they are developing software. Our major claim
was that some design tasks can be completed successfully or expediently only by
a software designer who has worked in the user's field. In the course of the
workshop, a more complex and detailed account of the translator role was
developed, with attention to how, why, and by whom this role is taken on during
design. Keywords: Participatory design, Translation, Case studies, Metaphor, Workplace
mechanization | |||
| Using Case Studies in the Iterative Development of a Methodology to Support User-Designer Collaboration | | BIBAK | PDF | 57-58 | |
| Susan Harker | |||
| This paper describes the use of case studies based on role play and
scenarios to test and evaluate a methodology for capturing and specifying user
requirements. Keywords: Requirements, Methods, Users, Developers, Role-play, Scenarios, Prototyping,
Iterative development | |||
| Using Cluster Analysis to Guide Interface Design for Audiotext Services | | BIBA | PDF | 59-60 | |
| Eileen C. Schwab; Amy L. Schwartz | |||
| Rapid Order is an audiotext system which lets customers learn about and
order telephone services. The system has three main branches: QuickTeach,
ordering, and pricing information. In QuickTeach, users can learn why a
service might be beneficial to them and how to activate/deactivate the
services. Given the multiple intended uses and the large number of services
represented, it is important that the Rapid Order menu is as easy to use as
possible. The current QuickTeach menu structure classifies the 12 services
into four categories: Custom Calling Services, Advanced Custom Calling
Services, Linebacker, and Calling Card. This structure might make sense to a
user familiar with the development history of these services, but the typical
consumer does not think in terms of Custom and Advanced Custom Calling
Services. We can facilitate our customer's use of the menu interface if we
group together items that are close in the customer's mental similarity space.
Previous research has successfully used the cluster analysis technique as a way to investigate people's mental similarity space (Lewis, 1991). The purpose of these studies was to derive a menu structure for the Rapid Order audiotext system which best fits with consumers' intuitive categories for the 12 services represented. | |||
| Using Video Scenarios to Present Consumer Product Interfaces | | BIBA | PDF | 61-62 | |
| Raghu Kolli | |||
| In the initial stages of new product development, designers present alternative concepts through sketches, storyboards, interactive prototypes and physical mock-up models. These representations are useful for communication with the design team, the client and for early usability testing with users. In case of highly interactive consumer electronic products (stereo systems, video cameras, fax machines, telephones etc.), LCD displays, buttons, sliders and other user control elements are closely integrated with the three dimensional product form. Hence, an assessment of the product interface necessarily involves the product form as well. | |||
| "Kirk Here:" Using Genre Sounds to Monitor Background Activity | | BIBA | PDF | 63-64 | |
| Jonathan Cohen | |||
| ShareMon, a prototype application, uses sounds, text-to-speech, or graphical messages to notify users about background file sharing events. In file sharing, hosts make files available for users known as guests to access over the network. Once a host sets up file sharing, guests may access the host's machine without the host being aware of it. So, for example, ShareMon notifies the host with a knocking sound when a guest logs on, and notifies the host with a door slamming sound when a guest logs off. | |||
| Synthetic Synesthesia: Mixing Sound with Color | | BIBAK | PDF | 65-66 | |
| Kristinn R. Thorisson; Karen Donoghue | |||
| An interface is described that uses color and spatial relations to provide
an intuitive interface for sound manipulation. A simple geometric shape,
called the Geometric Sound Mixer (GSM), is used to mix sounds. Timbre is
represented as color within the GSM; the relative loudness of these sound
sources is represented visually by the color mixture. A dynamic representation
of any sound mix can be viewed on the Mix Time Line, where relative
moment-to-moment audio levels control the color mix and brightness as the
sounds play in real time. Perceptually linear audio and color mixes are
achieved using psychophysical functions. The result is an environment that
allows for complex manipulations of sound in a highly simplified, structured
environment. Keywords: Sound manipulation, Color, Perception, Psychophysics, Multi-media, User
interface design | |||
| An Experimental Study of Future 'Natural' Multimodal Human-Computer Interaction | | BIBAK | PDF | 67-68 | |
| Christophe Mignot; Claude Valot; Noelle Carbonell | |||
| In order to study users' spontaneous formulation of commands in the context
of multimodal human-computer interaction (HCI), we conducted a Wizard of Oz
experiment on the use of unconstrained speech and 2D-gestures for interacting
with standard application software: 8 subjects performed various design and
process control tasks during 3 weekly sessions. Some functionalities of the
multimodal user interface were simulated by 3 human operators or 'wizards'.
First analyses bring out the great diversity of subjects' styles and strategies; they also indicate that, in such environments, the addition of spoken natural language to direct manipulation (the manipulation of graphical objects through pointing) improves HCI efficiency and flexibility, whilst command interpretation remains tractable. Keywords: Multimodal human-computer interaction, Wizard of Oz paradigm, User models,
Multimodal natural language interfaces | |||
| A Multi-Modal Human-Computer Interaction: Combination of Gesture and Speech Recognition | | BIBAK | PDF | 69-70 | |
| Minh Tue Vo; Alex Waibel | |||
| Multi-modal interfaces can achieve more natural and effective human-computer
interaction by integrating a variety of signals, or modalities, by which humans
usually convey information. The integration of multiple input modalities
permits greater expressiveness from complementary information sources, and
greater reliability due to redundancies across modalities.
This paper describes a text editor developed at Carnegie Mellon, featuring a multi-modal interface that allows users to manipulate text using a combination of speech and pen-based gestures. The implementation of this multi-modal text editor also illustrates a framework on which more general joint interpretation of multiple modalities can be based. Keywords: Multiple modalities, Multi-modal interface, Gesture recognition, Word
spotting, Semantic-fragment grammar, Neural networks | |||
| Mode Preference in a Simple Data-Retrieval Task | | BIBA | PDF | 71-72 | |
| Alexander I. Rudnicky | |||
| Multi-modal systems allow users to both tailor their input style to the task at hand and to use input strategies that combine several modes in a single transaction. As yet no consistent body of knowledge is available for predicting user behavior in multi-modal environments or to guide the design of multi-modal systems. This is particularly true when interfaces incorporate new technologies such as speech recognition. | |||
| An Evaluation of Video Mediated Communication | | BIBAK | PDF | 73-74 | |
| Steve Whittaker; Brid O'Conaill | |||
| We test a theory of mediated interaction [3] by comparing real meetings held
across two videoconferencing systems with face-to-face (FTF) interaction. As
predicted, delayed and half-duplex audio, with poor quality visual images
reduces interactive properties and produces "lecture-like" conversation.
Contrary to our predictions, conversation with high quality audio and image is
not identical with FTF. We discuss reasons for this and make recommendations
for the design of mediated communication systems. Keywords: Interpersonal communication, Video, Audio, Evaluation | |||
| Learning by Exploration, and Affordance Bugs | | BIBA | PDF | 75-76 | |
| Stephen W. Draper; Stephen B. Barton | |||
| Modern highly visual interfaces can often be learned largely by exploration,
without human or textual instruction. We should take this seriously as a major
design aim, because of its advantages when successful, and because it largely
succeeds in many cases. For instance, computer naive subjects and have them
discover and use many of the features of MacPaint within the first half hour of
use, without any instruction. However observation reveals many remaining
imperfections -- bugs relative to the aim of supporting learning by exploration
(LBE). Thus an aim of evaluation and debugging of such designs is to address
those usability problems impeding LBE.
Not very much has appeared in the literature explicitly about LBE. Shneiderman lists in his analysis of direct manipulation some basic desirable properties (e.g. safety of trying things out, visible feedback). There has been some theoretical work on models of how humans might infer things (Lewis 1988, Lewis & Polson 1990) from observations, and so do LBE. An empirical approach however should begin with the basic phenomena, and then go on to ask what LBE depends on in practice in the sense of what processes seem to be the ones that need more attention and debugging in current designs. This is the approach we follow here. | |||
| Pictographic Naming | | BIBAK | PDF | 77-78 | |
| Daniel P. Lopresti; Andrew Tomkins | |||
| We describe pictographic naming, a new approach to naming for pen-based
computers, in which filenames are pictures rather than ASCII strings.
Handwriting recognition (HWX) of a name is delayed as long as possible. We
show that most file system operations can be accomplished without HWX. Since
pictographic names are sets of strokes, they can never be reproduced exactly so
name lockup becomes an approximate matching problem. We give efficient
algorithms for this problem, and present results for name matching in English
and Japanese. Keywords: Handwriting recognition, Naming paradigms | |||
| Interaction is Orthogonal to Graphical Form | | BIBAK | PDF | 79-80 | |
| Dag Svanaes | |||
| The aim of the work described in this paper is to build an empirically based
theory of how people perceive interacting with computers. Through controlled
experiments I have been able to identify some commonly used metaphors for
describing interaction. I suggest that the interaction aspects of
human-computer interaction can be isolated out as a dimension orthogonal to
graphical form. Keywords: Perception, Interaction, Metaphor, Look and feel | |||
| Listener Response to Time-Compressed Speech | | BIBA | PDF | 81-82 | |
| Eileen C. Schwab; Jenny DeGroot | |||
| Time compressed speech is faster than unaltered speech, but its pitch is the
same. This study investigates the advantages and disadvantages of employing
this technology in audiotext applications. Two potential advantages are: 1)
Providing information in a shorter time should reduce the duration of phone
calls, saving both customer and service-provider time and resources, and 2)
Research on advertising indicates that compressed speech is often more engaging
for consumers than a normal speaking rate (e.g., MacLachlan & LaBarbera, 1978).
A potential disadvantage is that too much compression may sound unpleasant and
decrease comprehension. These effects might be more extreme for older
customers, or for those who speak English as a second language. Moreover,
compression might have different effects on the comprehension of long
expository passages and the intelligibility of briefer items such as menu
choices.
Ameritech's Rapid Order and QuickTeach system is an interactive voice response (IVR) system that provides recorded information about custom calling features and takes orders for features. This study investigates callers' responses to temporally compressed versions of the system's announcements. Intelligibility, comprehension, and subjects' attitudes were measured. | |||
| Spelling Mistakes: How Well Do Correctors Perform? | | BIBAK | PDF | 83-84 | |
| D. G. Hendry; T. R. G. Green | |||
| Commercial spelling correctors were tested on mistypings and misspellings.
Mistypings were 'corrected' more successfully. Success rates for misspellings
covered a fair range, but it is hard to quantify comparisons between
correctors, and an accepted evaluation procedure is urgently needed. Improved
correction techniques would benefit foreign speakers and poor spellers. Keywords: Spelling correction, Word processors | |||
| Usability Testing on a Shoestring | | BIBA | PDF | 85-86 | |
| Marta A. Miller; Catherine O'Donnell | |||
| What do you do when your job is to usability test your company's software
and you have neither a usability lab nor the $30,000-$50,000 it takes to hire
one??? The User Interface group at GE Information Services (GEIS) has
developed a methodology that allows us to perform usability tests in-house and
on the road that produce acceptable results without all the overhead of a
typical lab.
This methodology, what you might call Low-Overhead Usability Testing, allows all data to be collected in 1-2 days and for as little as $200-500. Low-Overhead Usability Testing can be accomplished with two trained professionals (one test administrator and an observer), a large conference room or computer lab, some paper forms, and 12 participants to act as subjects. Visitors (e.g., Developers and Management) can also be invited to view the testing. | |||
| Text Correction in Pen-Based Computers: An Empirical Comparison of Methods | | BIBAK | PDF | 87-88 | |
| Tedde van Gelderen; Anthony Jameson; Arne L. Duwaer | |||
| Three methods for correcting text in pen-based computers were compared in an
experiment involving 30 subjects. In spite of simulated virtually perfect
character recognition, the two methods involving handwriting proved 25% slower
than the method involving a "virtual keyboard". There was essentially no
difference between the execution times with the two handwriting methods, which
differed in the way of determining when to display the results of symbol
recognition: after a certain delay vs. after an explicit request by the user. Keywords: Pen-based computers, Text editing, Handwriting, Input devices | |||
| Lazy Recognition as a Principle of Pen Interfaces | | BIBAK | PDF | 89-90 | |
| Masaki Nakagawa; Kimiyoshi Machii; Naoki Kato; Toshio Souya | |||
| The pen is suitable for creative work since one can express almost
everything and is not bothered by the method to use. Experimental pen-based
systems and products have not exploited the 'automated' nature of handwriting.
They try to recognize handwriting immediately after each pattern is written
with the result of frequent misrecognition and thus interrupt user's thinking.
This paper presents lazy recognition scheme which delays the display of
recognition until needed. One's thought is better developed by working with
one's handwriting. Lazy recognition also provide easier structure to process
handwritten patterns. Automatic segmentation of characters and diagrams is
described. Keywords: Pen interface, Writers creative workbench, On-line recognition, Lazy
recognition, Pattern segmentation | |||
| Extending an Existing User Interface Toolkit to Support Gesture Recognition | | BIBAK | PDF | 91-92 | |
| James A. Landay; Brad A. Myers | |||
| Gestures are a powerful way to specify both objects and operations with a
single mark of a stylus or mouse. We have extended an existing user interface
toolkit to support gestures as a standard type of interaction so that
researchers can easily explore this technology. Keywords: Gesture recognition, User interfaces, Pen, Stylus, Toolkits, Direct
manipulation, Interaction techniques | |||
| A Multimodal Dialogue Controller for Multimodal User Interface Management System Application: A Multimodal Window Manager | | BIBAK | PDF | 93-94 | |
| Yacine Bellik; Daniel Teil | |||
| This paper presents a multimodal dialogue controller which can be integrated
in a MUIMS (Multimodal User Interface Management System). The well-known
A.T.N. (Augmented Transition Networks) model [3] is used to represent the
multimodal grammar of a user interface. This type of model has been used
before to specify monomodal user interfaces [4] [5]. The work presented here
shows it is possible to use the A.T.N. model for multimodal user interfaces by
adding specific extensions. Keywords: Multimodal interfaces, User interface management system, Augmented
transition networks | |||
| A Wizard of Oz Platform for the Study of Multimodal Systems | | BIBAK | PDF | 95-96 | |
| Daniel Salber; Joelle Coutaz | |||
| The Wizard of Oz (WOz) technique is an experimental evaluation mechanism.
It allows the observation of a user operating an apparently fully functioning
system whose missing services are supplemented by a hidden wizard. In the
absence of generalizable theories and models for the design and evaluation of
multimodal systems, the WOz technique is an appropriate approach to the
identification of sound design solutions. We show how the WOz technique can be
extended to the study of multimodal interfaces and we introduce the Neimo
platform as an illustration of our early experience in the development of such
platforms. Keywords: Multimodal interaction, Wizard of Oz, Evaluation techniques | |||
| Application of Living Book in Medical Education | | BIBAK | PDF | 97-98 | |
| Jorn Nilsson; Dipak Khakhar | |||
| A prototype "Living Book" transcribing a textbook on Human Anatomy and
Physiology is presented. Other possible uses for the Living Book are
discussed. Keywords: Multimedia design, Living book, Interactive design, Medical applications | |||
| Multimedia Environments: Supporting Authors and Users with Real-World Metaphors | | BIBAK | PDF | 99-100 | |
| Kaisa Vaananen | |||
| This work investigates the processes of constructing and using multimedia
information systems within the particular context of supporting real-world
metaphors. It is recommended that authoring tools for multimedia environments
should integrate mechanisms for both the design and implementation tasks.
Furthermore, the tool should provide a set of real-world metaphors that support
both the author in structuring the information, and the user in understanding
and interacting with that information. By bringing the authoring and
interaction processes closer together under a real-world metaphor, the author's
task in constructing a usable and engaging multimedia information system should
be much simpler. This paper discusses this and illustrates the process by
describing a system called ShareME -- Shared Multimedia Environments. Keywords: Multimedia authoring tools, Navigation, User interface metaphors | |||
| Authoring Multimedia in the CMIF Environment | | BIBAK | PDF | 101-102 | |
| Lynda Hardman; Guido van Rossum; Dick C. A. Bulterman | |||
| We present the user interface to the CMIF authoring environment for
constructing and playing multimedia presentations. Within the environment an
author constructs a presentation in terms of its structure and additional
synchronization constraints, from which the actual timing information is
derived.
The CMIF authoring environment presents three main views of a multimedia presentation: a hierarchy view for manipulating and viewing a presentation's hierarchical structure; a channel view for managing logical resources and specifying and viewing precise timing constraints; and a player for playing the presentation. Keywords: Multimedia authoring, Hypermedia authoring, Composition, Synchronization | |||
| A Multimedia Interface for Knowledge Building and Collaborative Learning | | BIBAK | PDF | 103-104 | |
| Christopher M. Hoadley; Sherry Hsi | |||
| We describe a multimedia tool developed for scaffolding constructive
conversation and sharing information by means of a public kiosk. The
Multimedia Forum Kiosk (MFK) provides an environment where users communicate
asynchronously with video, audio, and text. Unlike unstructured media such as
entail, the interface provides multiple representations of the structure of the
discourse which aid in understanding the previous discussion, eliciting and
refining new ideas, and developing a sense of community with other users. The
software has undergone evaluation, testing, and revision as a tool for an
education research community. Preliminary results indicate that users learn
the interface unproblematically without training, and that they successfully
explore and contribute to the discussions. We introduce the MFK as a tool for
collaborative discussion and learning, and discuss several potential uses for
the tool, both pedagogical and utilitarian. A more formal testing plan to
evaluate the software and interface design is underway. Keywords: Communication, Computer-supported cooperative work, Discourse, Education,
Multimedia | |||
| Assessing a Groupware Implementation of a Manual Participatory Design Process | | BIBA | PDF | 105-106 | |
| Michael J. Muller; David S. Miller; John G. Smith; Daniel M. Wildman; Ellen A. White; Tom Dayton; Robert W. Root; Aita Salasoo | |||
| Our attempt to implement a groupware version of a manual participatory design process (Muller, Miller, Smith, White, and Wildman, 1992) has revealed several constraints that may apply to other groupware systems for collaboration -- especially those that involve skills from outside the computer domain. | |||
| Floor Control Policies in Multi-User Applications | | BIBAK | PDF | 107-108 | |
| John Boyd | |||
| In multi-user applications, there is often the need to decide who controls
what, that is, for policies of what is called "floor control". This paper
presents several dimensions of floor control policies to demonstrate their
diversity. A particular policy, called fair dragging, is given as an example. Keywords: Software, Software engineering, Tools and techniques, User interfaces,
Software, Operating systems, Process management, Concurrency, Mutual exclusion,
Scheduling, Software, Systems, Programs and utilities, Window managers,
Information systems, Models and principles, User/machine systems, Human
factors, Human information processing, Information Systems, Models and
principles, Information interfaces and presentation, User interfaces, Input
devices and strategies, Interaction styles, User interface management systems,
Windowing systems, Information systems, Models and principles, Group and
organization interfaces, Evaluation/methodology, Synchronous interaction,
Theory and models, Floor control, Synchronous multi-user applications | |||
| Teleconferencing Eye Contact Using a Virtual Camera | | BIBAK | PDF | 109-110 | |
| Maximilian Ott; John P. Lewis; Ingemar Cox | |||
| To preserve eye contact in teleconferencing both the camera and the monitor
need to be positioned on the same optical axis which, in practice, is usually
not possible. We propose a method to construct the view from a virtual coaxial
centered camera given two cameras mounted on either side of the monitor.
Stereoscopic analysis of the two camera views provides a partial
three-dimensional description of the scene. With this information it is
possible to "rotate" one of the views to obtain a centered coaxial view that
preserves eye contact. Keywords: Teleconferencing, Eye contact, Stereo matching, Camera calibration | |||
| Anthropomorphism, Agency, & Ethopoeia: Computers as Social Actors | | BIBAK | PDF | 111-112 | |
| Clifford Nass; Jonathan Steuer; Ellen Tauber; Heidi Reeder | |||
| Attempts to generate anthropomorphic responses to computers have been based
on complex, agent-based interfaces. This study provides experimental evidence
that minimal social cues can induce computer-literate individuals to use social
rules -- praise of others is more valid than praise of self, praise of others
is friendlier than praise of self, and criticism of others is less friendly
than criticism of self -- to evaluate the performance of computers. We also
demonstrate that different voices are treated as distinct agents. Keywords: Anthropomorphism, Ethopoeia, Agents, Voice, Speech, Social psychology | |||
| A Taxonomy of Graphical Presentation | | BIBAK | PDF | 113-114 | |
| Robert Spence | |||
| A taxonomy of graphical presentation is proposed which is based on four
mutually orthogonal transformations. It allows a range of presentation
techniques to be simply described. Keywords: Graphical presentation, Taxonomy | |||
| Navigation in Pop-Up Menus | | BIBA | PDF | 115-116 | |
| David R. Airth | |||
| Pop-up menus (sometimes referred to as context menus) are menus that appear over objects in the interface instead of in a static menu area, such as a menu bar. Pop-ups allow users with a mouse to access an object's commands directly on the object, without going to a menu bar. Many popular graphical user interfaces such as the NeXT computer (which relies heavily on pop-up menus), a number of Microsoft Windows applications, and many X-Window applications currently use pop-up menus. A number of studies have investigated the effects of menu's physical structure on users' behavior. Walker, Smelcer and Nilsen (1991) successfully used Fitts' law to predict the mean time to select a menu item with a mouse in a hierarchical menuing system. The present study, however, indicates that users choose the motor behavior with which they are most familiar and not the strategy that minimizes mouse movement. Therefore, Fitts' law will not give accurate predictions of menu selection time since users do not necessarily choose the shortest path to a menu item. Also, the data from this study suggest that the menu search behavior users employ is independent of the menu's physical structure. | |||
| Adaptive Bar | | BIBAK | PDF | 117-118 | |
| Matjaz Debevc | |||
| Adaptive systems offer automatic adaptation of the user interface to the
user's knowledge. Such systems check the user's procedures and eventually
propose certain changes in the interface or instruct the user in order to help
him to reach his goal more easily.
The following article shows how we designed and implemented an adaptive bar (also called toolbar or speedbar). During the session the user interface suggests the removal or installation of certain icons. It also arranges and resides the icons according to their priority. Keywords: Adaptive user interface, User interface design, Software ergonomics | |||
| Fisheye Videos: Distorting Multiple Videos in Space and Time Domain According to Users' Interests | | BIBAK | PDF | 119-120 | |
| Kimiya Yamaashi; Masayuki Tani; Koichiro Tanikoshi | |||
| Many applications, such as tele-conference systems and plant control systems
need to display a large number of videos. In those applications, displaying
multiple video windows overwhelms limited computing resources (e.g., network
capacity, processing power) due to the vast amount of information.
This paper describes a technique allows multiple videos to display in the limited computing resources. This technique distorts multiple videos according to users' interest. Users are not interested in all videos simultaneously. They only look at a part of them in detail and get the global context of other videos. The technique displays videos of interest in more detail by degrading other videos to allow an efficient use of limited computing resources, which we call the Fisheye Videos technique. The technique distorts a video in the space and time domain (e.g., spatial resolution, frame rate) according to users' interests, which are estimated based on the window conditions such as its distance from a focused window and the amount of masked area by other windows. Keywords: Digital video, CSCW, Tele-conference system, Plant control system, Window
system | |||
| The FeelMouse: An Interaction Device with Force Feedback | | BIBAK | PDF | 121-122 | |
| Franz Penz; Manfred Tscheligi | |||
| Force feedback is a valuable possibility to extend the base of
human-computer communication from strongly visual to multisensory information
exchange. By the integration of force feedback the user is more directly
involved in object characteristics which is surface structure and hardness. We
present a very cheap and simple solution for a force feedback input device.
The force mechanisms is attached to a standard two button mouse. By the
software controlled adjustment of a feel value objects get different force
sensation behavior. Keywords: Graphical user interfaces, Input devices, Force feedback | |||
| An Evaluation of Four 6 Degree-of-Freedom Input Techniques | | BIBA | PDF | 123-124 | |
| Shumin Zhai; Paul Milgram; David Drascic | |||
| A great deal of research has been carried out in evaluating two degree-of-freedom (2-DOF) computer input devices [e.g. Buxton 1990]. Relatively little research has been carried out with 6-DOF devices, however. Research currently underway at the University of Toronto aims at systematically investigating a variety of factors involved in the process of manipulating the location and orientation of objects in 3-space. Along with some conceptual discussion, this paper presents our first experiment in this effort. | |||
| Relativity Controller: Reflecting User Perspective in Document Spaces | | BIBAK | PDF | 125-126 | |
| Eric Justin Gould | |||
| As the ease of accessing and generating large quantities of information
increases, people's ability to navigate through that information and maintain
personal perspective decreases [1]. This paper describes an interface element,
the Relativity Controller, that enables users to specify what is important to
them and modify the portion of their perceptual space that information takes
up, using a variation on fisheye view techniques [2]. This process is
described as a generalized tool for annotating documents and for controlling
the balance between detail and context in representations of document contents.
Peripheral portions of documents are condensed so that salient segments can be
expanded and whole document contexts maintained. It will be shown here in its
application to video data. Keywords: User interface, Fisheye views, Personal perspective, Annotation, Information
retrieval, Video editing, Relativity | |||
| Layer Tool: Support for Progressive Design | | BIBA | PDF | 127-128 | |
| Yin Yin Wong | |||
| Tools aimed at design professionals are widely available, yet rarely do they
support the initial phases of the design process. These tools provide too much
fine control and precision to allow for rough ideation. Designers in the
initial phase require flexible tools which allow them to easily create and
manipulate ideas without having to specify details.
Others have studied the effect imposed by the computer medium and its tools on the design process. Black [1] proposed that finished-looking drafts produced on the computer curtail exploration of ideas. Graphic designers tend to focus on their initial concept and tweak detailed parameters such as column width or typeface rather than explore alternate designs. They concentrate on finished-looking presentations rather than iterating structural issues. How can we provide tools that better support the earliest design phases? In this paper, I describe a user observation of an architect at work and the interface design of a layer tool inspired from the observation. | |||
| Back to the Future: A Graphical Layering System Inspired by Transparent Paper | | BIBAK | PDF | 129-130 | |
| Matt Belge; Ishantha Lokuge; David Rivers | |||
| Many graphics systems today use transparent layers to help users organize
information. However, due to problems in the User Interface design, these
systems often confuse users and distract them from the task they are trying to
accomplish. Before the advent of desktop computers, people managed similar
problems by drawing on sheets of plastic transparent paper (transparencies).
Believing that layering is a powerful technique, we re-examined the qualities
of these transparencies as a source of inspiration. This gave us some
innovative ideas. We built a prototype. Pilot studies performed on the
prototype show promising results. Keywords: Transparency, Layers, Visualization | |||
| A Framework for Describing Interactions with Graphical Widgets Using State-Transition Diagrams | | BIBA | PDF | 131-132 | |
| Michael Chen | |||
| Describing the user interaction and visual feedback provided by a graphical
widget is currently done through combining written description with visual
interaction snap-shots. This approach is laborious and can be repetitive if
all the widgets in a Graphical User Interface (GUI) must be documented.
Furthermore, such a description does not necessarily reveal common widget
behavior, nor does it directly guide a person in creating a new widget. One
needs to infer standard behavior from the existing widget set before a new and
consistent widget can be designed.
This paper proposes a framework for describing the behavior of graphical widgets. It will show how most interactions with widgets fit into a state-transition diagram model with four states. This model provides a new vocabulary to call out functional and visual changes in a uniform way. It also aids in pointing out commonalities and inconsistencies of interactions within a GUI. | |||
| Pins, Grooves, & Sockets: A Direct Manipulation Interface to a Graphical Constraint System | | BIBA | PDF | 133-134 | |
| David Vronay; James C. Spohrer | |||
| Graphical constraint systems have proven to be powerful tools for specifying the behavior of interface objects [BORNING77, SUTHERLAND63, GLEICHER91, LINCAGES92]. However, these systems have been plagued by the lack of a user interface that can allow authors to quickly and easily produce the graphical widgets they desire. This paper reports on a user interface metaphor of pins, grooves, and sockets (PG&S) for dealing with certain types of constraints. | |||
| Studying the Movement of High-Tech. Rodentia: Pointing and Dragging | | BIBAK | PDF | 135-136 | |
| Oryx Cohen; Shawna Meyer; Erik Nilsen | |||
| This study compares seven input devices (mouse, touchscreen, two trackballs,
mousepen, touchpad, and joystick) performing a star tracing task. Along with
the device comparisons, the difference between moving with the selector button
pressed (dragging) or with the button released (pointing) is examined. Recent
work has found that dragging is slower and more error prone than pointing when
using a mouse, stylus or trackball [1,2,3]. In the present study, 28 subjects
used all seven input devices for both dragging and pointing tasks. Highly
significant device differences were found for both speed and accuracy (p's
<.001). The touchscreen and mouse were the best devices and the joystick and
touchpad were the worst. The fastest devices also produced the fewest errors.
The main effect for the button position was also significant, (p's <.005) with
dragging being slower and more error-prone than pointing. However, there was a
significant interaction between input device and button position. For one of
the devices, the mousepen, dragging was actually faster and less error prone
than pointing. What is different about the mousepen? Some possibilities are
considered along with how these results can be applied to the design of input
devices and interaction techniques. Keywords: Human performance modelling, Input devices, Input tasks | |||
| Gesturing with Shared Drawing Tools | | BIBA | PDF | 137-138 | |
| Catherine G. Wolf; James R. Rhyne | |||
| This paper reports on how people used a pen-based shared drawing application in support of their needs for gesturing in a collaborative drawing task. | |||
| Dialogue Control in Social Interface Agents | | BIBAK | PDF | 139-140 | |
| Kristinn R. Thorisson | |||
| Interface agents are computational entities that form a focal point for
communication at the interface; social interface agents are familiar with the
conventions of personal interaction. This paper outlines a prototype social
interface agent, called J. Jr., that integrates various channels of information
about the user to control its real-time behavior in the social setting.
Information about the user's gaze and hand gestures is provided by a human
observer; data about intonation in the user's speech is obtained with automatic
frequency analysis. This data is in turn used to control the gaze of the
agent's on-screen face, its back-channel paraverbals, and turn-taking behavior.
Results show that by choosing the appropriate variables for dialogue control, a
relatively convincing social behavior can be achieved in the agent. Keywords: Social interface agents, Multi-modal dialogue, Real-time interaction | |||
| Discerning Bias in Computer Systems | | BIBAK | PDF | 141-142 | |
| Batya Friedman; Helen Nissenbaum | |||
| From a study of real cases, we have developed a topology of bias in computer
systems. This topology provides a basis for describing, analyzing, and
remedying bias in actual systems-in-use. Although other discussions have
pointed out bias in particular computer systems, we know of no other comparable
work that examines this phenomenon generally and offers a framework for
understanding it. Keywords: Computer system design, Computer ethics, Social implications of computers | |||
| A Construction Tool for Context-Sensitive Guidance System | | BIBAK | PDF | 143-144 | |
| Mayumi Hiyoshi; Hideo Shimazu; Yosuke Takashima | |||
| We have designed and experimentally implemented a tool for developing
intelligent on-line guidance systems for electronic appliances and software
programs. The key to this tool's efficiency is its capability to generate
effectively context-sensitive answers to users' queries. Since the guidance
system holds the state-transition representation of its target systems and
receives all user operational inputs, it can simulate the internal states of
the target systems. Any user's query is interpreted as a user goal within a
specific context, and an internal planner generates the best plans to meet the
goal. The planner's knowledge is defined declaratively for easy extension. Keywords: Guidance, Adaptation, User interface, Goal/plan | |||
| A Compositional, Knowledge-Based Architecture for Intelligent Query User Interfaces | | BIBAK | PDF | 145-146 | |
| F. M. T. Brazier; Zs. Ruttkay | |||
| The design of a user interface to intelligently intermediate between the
user and a DB query system, based on a modular, knowledge-based generic
architecture is to be discussed. The main principles concerning the user
interface design are: identification of the essential (1) tasks of intelligent
intermediation and (2) (meta-)knowledge as the basis of performing these tasks,
but also (3) active role for the user in the strategic decisions of the tasks.
The resulting user interface architecture is transparent, easily adaptable, and
makes it possible to model strategic interaction with the user as well. Keywords: Intelligent user interface, Co-operative problem solving, Information
retrieval, Knowledge-based framework | |||
| Searching for Help vs. Having It Handed to You: The Relative Advantages of Index-Accessed Help and Context-Sensitive Help | | BIBA | PDF | 147-148 | |
| Rita L. Danielsen; A. Brady Farrand; Susan J. Wolfe | |||
| It can be extremely difficult to convince developers that context-sensitive
help is worth the cost of implementation. The project may require some form of
on-line help; however, implementing index-accessed help seems faster and
cheaper. When the same information can be displayed in both ways, how can we
argue that the benefits of context-sensitive help outweigh the benefits of
index-accessed help?
Searching through an index or list of contents for the relevant help text takes time and cognitive effort. The same help text can be displayed with a single keystroke, cued by the current screen context. Clearly, the time spent in the index selecting the appropriate topic or keyword increases the time the user takes wandering around the help system. But, how much time does accessing the information through the index add to the task? Furthermore, how much is the cognitive cost when the user must search an index or list-of-contents? The user must take his or her focus away from the task in order to choose the appropriate keyword or relevant phrase [1]. Does this interference affect his or her ability to refocus on the task and proceed? The user might become distracted by the search task, and therefore need to spend some time regaining the context of the problem before applying the solution proposed by the on-line help. Is the time to read, digest, and act on the information greater for index-accessed help text than for context-sensitive help text? | |||
| Facilitating Interactive Tool Selection by Adaptive Prompting | | BIBAK | PDF | 149-150 | |
| Thomas Kuhme; Uwe Malinowski; James D. Foley | |||
| In order to reduce the navigation effort for tool selections, a tool
prompter is proposed which maintains a working set and offers a small number of
corresponding tools which can be perceived at a glance. The presentation is
continuously being adapted on the basis of an application model and a user
model. The chosen approach allows for a wide range of optional user
involvement into the adaptation mechanisms. A prototype of the tool prompter
has been implemented. Keywords: Adaptive user interfaces, Intelligent user interfaces, Application model,
User model | |||
| Representational Issues Related to Communication in Design Teams | | BIBA | PDF | 151-152 | |
| Mathilde M. Bekker | |||
| Designers of user interfaces require tools that support communication in
multi-disciplinary design teams [1,2]. In order to develop such tools a better
understanding of communication in design teams is required. To determine what
methods or tools would be most useful to designers and what issues play an
important role in the use of such tools, we performed an analysis of user
interface design practice.
In this paper, we present an overview of issues related to communication in multi-disciplinary design teams; our findings regarding methods and tools that would be most useful to interface designers are described in [1]. | |||
| Reasoning with External Representations: Supporting the Stages of Selection, Construction and Use | | BIBAK | PDF | 153-154 | |
| Richard Cox; Paul Brna | |||
| Diagrammatic and other graphical representations are extensively employed by
problem solvers. The stages of selection, construction and use are all
crucial. There has been little empirical work on these processes. We describe
an environment (switchER) which can be used for solving analytical reasoning
problems. switchER has been used to explore a number of hypotheses relating to
the significance of representation selection, the time course of problem
solving and the effects of prior knowledge and problem characteristics. Keywords: Analytical problem solving, Knowledge representation, Learning environments,
Knowledge and skill acquisition | |||
| The Cognitive Dimensions of Mediating Representations | | BIBAK | PDF | 155-156 | |
| Charles C. Wood | |||
| Cultural-cognitive approaches to HCI require a framework with which to
describe "mediating representations" -- the external representations people use
in their cognitive activity. Green's "cognitive dimensions" can provide such a
framework, and here they are used to consider the properties of mediating
representations in idea sketching. Keywords: Cognitive dimensions, External mediating representations, Distributed
cognition | |||
| A Mental Model Can Help with Learning to Operate a Complex Device | | BIBAK | PDF | 157-158 | |
| Robert M. Fein; Gary M. Olson; Judith S. Olson | |||
| Does teaching a mental model for a complex device help? This question was
investigated in an experiment that had three conditions: 1) no mental model was
taught, 2) an explicit, but abstract, mental model, and 3) a mental model that
had a real world story. In all cases the subjects were given high-quality rote
instructions ("how-to-do-it" knowledge) for operating the device. The explicit
mental model consisted of a description of "how-it-works" knowledge, in
addition to the instructions. The story model augmented this information by
explaining the inner workings as being analogous to an ecosystem. Subjects
were tested on their ability to recall learned tasks and to transfer that
knowledge to new ones. The results of the study showed that, as expected, the
rote group was at a decided disadvantage on both the recall and transfer tasks.
However, the two model conditions were not different. Additionally, it was
found that subjects who had a scientific background were able to overcome the
disadvantages of the rote condition, perhaps by building a mental model for
themselves. Keywords: Mental models, Transfer, Skill learning | |||
| A Speech Compression Proposal for Directory Assistance Operators: GOMS Predictions | | BIBAK | PDF | 159-160 | |
| Rory Stuart; Gareth Gabrys | |||
| CPM-GOMS modelling has been applied to the new domain of Directory
Assistance operators to help in making design decisions in the development of a
new workstation. The models help focus designers on areas where the greatest
improvements are possible, and also help to evaluate specific proposals. Here
we examine CPM-GOMS predictions regarding a proposal to apply speech
compression to the customer's initial spoken request and play this processed
speech to the operator with the goal of speeding up the transaction. Modelling
the proposal produces non-intuitive results, which we describe, and raises
workload issues, which we describe and plan to address in future research. Keywords: Analytic modelling, Interface design, CPM-GOMS, Speech compression, Operator
workstations | |||
| Model-Based User Interface Design by Example and by Answering Questions | | BIBAK | PDF | 161-162 | |
| Martin R. Frank; James D. Foley | |||
| Model-based user interface design is based on a description of application
objects and operations at a level of abstraction higher than that of code. A
good model can be used to assist in designing the user interface, support
multiple interfaces, help separate interface and application, describe input
sequencing in a simple way, check consistency and completeness of the
interface, evaluate its speed-of-use and generate context-specific textual and
animated help. However, designers rarely use computer-supported application
modelling today and prefer less formal approaches such as using a story board
of interface prototypes. One reason is that available tools use
special-purpose languages for the model specification. Another reason is that
these tools force the designers to specify the application model before they
can start working on the visual interface, which is their main area of
expertise. We present a novel methodology for concurrent development of the
user interface and the application model which overcomes both problems by
combining story-boarding and model-based interface design. Keywords: Story-boarding, User interface management systems, Model-based user
interface design | |||
| Supporting Implementation of Semantic-Level User Interaction Paradigms | | BIBA | PDF | 163-164 | |
| Peter Aberg; Robert Neches | |||
| Many computer applications present their users with large information spaces that are difficult to understand and navigate. One class of solutions to this problem relies on allowing users to easily explore the information space, guided by continuous feedback provided by the system. Unfortunately, instantiating such a paradigm for a new application often requires a great deal of effort on the part of the developer. We are currently working on a shell environment that merges a model-based user interface development system with a proven interaction paradigm (a generalization of retrieval by reformulation) to assist developers in this task. | |||
| Layered Protocols in User Interfaces for Consumer Equipment | | BIBA | PDF | 165-166 | |
| J. H. Eggen; R. Haakma; J. H. D. M. Westerink | |||
| A major issue in user interface design is how to structure the interaction between user and system. A formal model for analyzing and designing user-system interaction is expected to be of great help in dealing with this issue and can thus lead to increased usability. In this paper we investigate the usefulness of the Layered Protocols formalism (Taylor, 1988) for the evaluation and design of user interfaces for consumer appliances. | |||
| The Task Oriented Modelling (TOM) Approach to the Development of Real-Time Safety-Critical Systems | | BIBAK | PDF | 167-168 | |
| Clive Warren | |||
| The domains of Air Traffic Control (ATC) and aviation are two areas in which
Human Factors has much to offer in terms of the design of computer systems
intended to support operator's tasks. The flight-decks of modern commercial
aircraft already have many automatic systems aiding pilots in carrying out
their tasks. Advances in technology, and increased demands on pilots will
result in further automation in the future. With the planned harmonisation of
European ATC systems and procedures, ATC workstations of the future will also
automate many of the controllers' tasks. Although air travel is statistically
one of the safest forms of transport, the number of incidents occurring which
are attributed to "Human error" associated with use of automated systems is
increasing. The appropriate use of Human Factors expertise during the design
process of automated systems will significantly reduce the number of incidents
in air travel currently attributed to Human error. One system development
method and its supposing tools are described which could be used in the design
process to incorporate Human Factors principles in such automated systems. Keywords: Task oriented modelling, Performance metrics, Safety-critical systems,
System development, Air traffic control (ATC), Aviation, Automation | |||
| User Tailored Hypermedia Explanations | | BIBAK | PDF | 169-170 | |
| Fiorella de Rosis; Nadia De Carolis; Sebastiano Pizzutilo | |||
| This paper describes how concepts are explained in an intelligent interface
to a statistical package by combining user modelling, natural language
generation and hypermedia techniques. The advantage of this approach is to
reduce difficulties in user modelling and in interpreting requests of further
information. In addition, explicit knowledge representation enables modifying
the facility according to results of evaluation studies. Keywords: Explanations, User models, Natural language generation, Hypermedia | |||
| Ask How it Works: An Intelligent Interactive Manual for Devices | | BIBAK | PDF | 171-172 | |
| Smadar Kedar; Catherine Baudin; Lawrence Birnbaum; Richard Osgood; Ray Bareiss | |||
| We describe Ask How It Works, a prototype interactive intelligent manual for
devices, based on novel intelligent training systems called ASK Systems. Keywords: Intelligent training, Hypermedia, Devices | |||
| Sifting Through Hierarchical Information | | BIBAK | PDF | 173-174 | |
| Doug Schaffer; Saul Greenberg | |||
| Modern computer users must often sift and manage vast amounts of
hierarchically structured information. However, conventional interface tools
have not kept pace with the information explosion, leaving users with
inadequate means to manage their data. This paper promotes ideas of
information filtering and fisheye views of hierarchies through the use of
dynamic queries. In particular, we present FLEXVIEW, a graphical system for
visualizing file systems. Keywords: Fisheye views, Information filtering, Dynamic queries, Visualization | |||
| Design Space of a Generic Interface for Filtering and Displaying Database Query Results | | BIBA | PDF | 175-176 | |
| Greg Chwelos; Marilyn Mantei | |||
| A generic interface for the interactive execution and presentation of database queries is described. We explore this design space via a set of direct manipulation filters based on the semantics of the data and through an economic set of display formats also based on the data semantics. Together, the filter controllers and the dynamic displays constitute a high bandwidth interface for exploration and visualization of arbitrary database query results. | |||
| Information Filtering: A Tool for Communication Between Researchers | | BIBA | PDF | 177-178 | |
| Jean-David Sta | |||
| The research center of EDF (the French electric power company) is organized in 35 departments and is composed of 1500 researchers. The aim of the project described here is to let researchers know the activity of others departments which is related to their activity. A set of fifty projects from other departments has been sent to each head of department. These projects were selected automatically, according to the contents of the texts describing the projects in each department. Every head of department is returning a questionnaire to tell if the results are relevant or not. The analysis of this questionnaire will tell us how to improve the method. | |||
| Vertical Spacing of Computer-Presented Text | | BIBA | PDF | 179-180 | |
| Patrick A. Holleran; Kristin G. Bauersfeld | |||
| This study investigated readers' reactions to vertical spacing of text presented on a computer screen. Results showed that text width, font size, and several other variables were related to judgments of vertical spacing. | |||
| User Acceptance of Complementary Tables of Contents for Access to Online Information | | BIBA | PDF | 181-182 | |
| W. T. Hunt; L. Rintjema; T. T. Carey | |||
| In previous research, we experimented with restructuring online information
with multiple tables of contents [2]. The tables show the different,
complementary relationships between units of information, much as hypertext
links would do. The additional structure provided by the hierarchical nature
of the tables gives conceptual overviews of the information and has potential
for assisting user navigation [5]. For online technical information, we found
that four complementary tables were needed, organising information by similar
user tasks, by similar system objects and functions, and by conceptual
prerequisites for under standing ("the following conditions apply to all
examples in this chapter") [2].
We report here on two pilot studies which investigated how users would employ complementary tables of contents to access online information. We were concerned that users might experience difficulty in selecting a table for a particular information-seeking task, and therefore choose to consistently accessing through a single table. However, in both studies the results indicate that users will choose to employ complementary tables in tactical ways, fitting the particular information they are seeking and their own perspective on it. | |||
| Item Recognition in Menu Selection: The Effect of Practice | | BIBAK | PDF | 183-184 | |
| Victor Kaptelinin | |||
| This study examines the role of global and local visual features in menu
selection. After being trained to work with a simple menu-driven system,
subjects performed two series of tasks with two types of modified menus:
"Jumbled" ones (the sequence of items within a menu changed from task to task)
and "Dotted" ones (item names were replaced with strings of "bullets"). It was
found that menu selection skills were learnt more efficiently under the second
condition. The implications of this finding for modern studies of display
based competence are discussed. Keywords: Menu selection, Skill development, D-TAG | |||
| Comparing Studies that Compare Usability Assessment Methods: An Unsuccessful Search for Stable Criteria | | BIBAK | PDF | 185-186 | |
| Michael J. Muller; Tom Dayton; Robert Root | |||
| Four studies that compared inspection methods with usability testing were
re-analyzed using six distinct criteria for the superiority of one method to
another. Each study's own results were found -- to a greater or lesser extent
-- to be in internal conflict when examined across the six criteria. These
analyses, added to the well-known contradictions across the studies, argue that
any conclusions regarding overall superiority of one method with respect to
another are premature. They also lead to questions regarding the selection of
criteria. Keywords: Usability testing, Inspection methods, Comparisons of methods, User centered
design | |||
| Preliminary Findings on the Effectiveness of Ergonomic Criteria for the Evaluation of Human-Computer Interfaces | | BIBAK | PDF | 187-188 | |
| J. M. Christian Bastien; Dominique L. Scapin | |||
| The effectiveness of ergonomic criteria for the evaluation of user
interfaces was assessed. Two groups of experts evaluated the interface of a
musical database application. After an exploration-diagnosis phase, the
participants evaluated the same interface states with or without ergonomic
criteria. Preliminary results show that in the first phase, the number of
usability problems detected and the proportions of usability problems with
respect to the size of the aggregates were similar for both groups. In the
second phase, the use of criteria increased both the evaluation diagnosis and
the proportions of problems with respect to the size of the aggregates. Keywords: User interface evaluation, Heuristic evaluation, Ergonomic criteria,
Standards, Usability problems, Usability expertise, Cost-effective methods | |||
| Feature Checklists in HCI: Some Basic Results | | BIBA | PDF | 189-190 | |
| Edward A. Edgerton; Stephen W. Draper; Stephen B. Barton | |||
| Feature checklists are a method of measuring the usage of commands by exploiting users' memories. The perceived usefulness of commands can also be measured, as can awareness of their existence and functions. Experiments found that their accuracy (validity) was greater than 80% in all cases. Increased visual realism of the presentation may increase this still further. Extensions to bugs and to task descriptions are discussed. | |||
| Ongoing Evaluation Studies of Collaborative Work within the Swedish MultiG Research Program | | BIBAK | PDF | 191-192 | |
| Bengt Ahlstrom; Hans Marmolin; Thomas Marmolin | |||
| The main purpose of the evaluation studies is to make users the focus in an
iterative design process by collecting and synthesising information about users
needs and capabilities. To obtain this goal the studies are divided into
several different phases, concerning traditional to multimodal computer
supported collaboration, using methods such as questionnaires, interviews,
experimental and design prototype evaluation. Keywords: Evaluation, User centred design, Computer supported cooperative work | |||
| A Rapid Method for Tailored, Multi-Perspective Evaluation of User Interfaces | | BIBAK | PDF | 193-194 | |
| Reinoud Hulzebosch; Anthony Jameson | |||
| The computer-supported evaluation method FACE can be used for rapid
evaluation of user interfaces without restriction to a single perspective or a
standardized technique. This paper lists the considerations on which its
design is based, describes its use, and reports on a field test. Keywords: Interface evaluation, Empirical methods | |||
| Process Quality Metrics for User Interface Design | | BIBAK | PDF | 195-196 | |
| Miriam E. Kotsonis; Darren A. Kall | |||
| Human factors engineering input to user interface design involves early
product specification and later development support and testing. Such input
has most impact and is most cost-effective early in the design cycle; however,
this expertise is often used much later in the cycle. To improve human factors
utilization, the authors developed metrics to track why a consultation was
needed, when in the development cycle the consultation occurred, the basis for
the recommendation, acceptance of the recommendation, and impact on
development. We instituted an on-line system to gather data on these
variables, analyzed results of nine months of data, and used the data to
improve the stability and effectiveness of our recommendations. Keywords: Human factors, Metrics, Design, User interfaces, Quality | |||
| Interface Evaluation from Users' Point of View: Three Complementary Measures | | BIBAK | PDF | 197-198 | |
| Edo M. Houwing; Marion Wiethoff; Albert G. Arnold | |||
| In the context of an European project 'Metrics for Usability Standards in
Computing' (MUSiC), metrics, methods and standards are developed for industrial
use. A validation study is reported in which metrics of cognitive workload,
performance and subjective usability are tested. Subjects were studied working
with a menu oriented and with a graphical object-oriented wordprocessor. The
hypotheses were that the graphical package would induce a lower level of
cognitive workload, and better performance and higher satisfaction. The
subjects reported a lower workload, and a higher user satisfaction when using a
package with a graphical interface. The lower workload could not be determined
objectively, nor were there clear performance differences. Subjects did
however show different learning behaviours with the two packages.
This contribution is relevant for software developers as well as HCI practicers. Keywords: Usability, Laboratory experiment, Metrics, Guidelines, Mental effort,
Workload | |||
| Tools for Graphical User Interface Evaluation Using Playback | | BIBAK | PDF | 199-200 | |
| Nobuko Kishi | |||
| Usability testing during software development poses several problems. One
problem is the high cost for conducting usability tests. Another is lack of
objectivity in analysis of test results. To solve these problems, we developed
a set of tools for detecting unexpected behavior of users in the recorded data
of the user operations. These tools record mouse and keyboard operations and
compare two operation sequences to detect the differences between them. When
one sequences is performed by a possible user and the other sequences is
performed by a skilled user or a designer, the detected differences are closely
related to users' unexpected behaviors which should be noted by human observers
during usability testing, evaluating graphical user interface designs.
The tools' two main techniques are data gathering in playback mode and multi-step matching of recorded data. A preliminary experiment showed that the tools can automate part of the usability evaluation process by detecting differences often overlooked by human observers. Keywords: Graphical user interface design, Usability evaluation | |||
| Computer Support for Evaluation Studies | | BIBAK | PDF | 201-202 | |
| Stewart T. Fleming; Alistair C. Kilgour; Carmel Smith | |||
| Questionnaires provide a survey method which allows remote data collection
in evaluation or organizational studies. We describe a system called Quest
which provides computer based support for administrators and participants in
evaluation and data collection methods. The system uses electronic mail and a
graphical user interface to enhance the utility of the method for both
administrators and participants. Keywords: Questionnaires, Electronic mail, End-user programming, Automatic user
interface design | |||
| Blind Models as Minimal Artifacts | | BIBA | PDF | 203-204 | |
| Richard Mander; Michael Arent | |||
| As the use of and the demand for electronic products becomes more diverse, it has become ever more essential to actively involve end-users in the design of the human interface of these products through a process of user studies, iterative design, and user testing [1] [2]. Our work has shown that an important component of human interface design is to conceptualize user scenarios based on observational studies of end-users [3]. These scenarios should be articulated very early on in the design process. From these scenarios, role plays can be developed and carried out with users to gain an initial understanding about what kind of functionality and product form factors might be appropriate for enhancing such aspects of users' lives as entertainment/ recreational factors, work-related productivity, interpersonal communications, human memory enhancement, knowledge acquisition/retention, etc. | |||
| Analysis and Design Techniques for User Centred Design | | BIBAK | PDF | 205-206 | |
| John Kirby; Heather A. Heathfield | |||
| A User Centred Systems Design Methodology is being developed as part of the
PEN&PAD (Elderly Care) project. Two techniques for use in the early stages of
analysis and design are briefly described. Task Oriented Flow Diagram
technique has been developed as a means of representing task analysis and
information flows. The diagrams produced provide the basis for a dialogue with
users and a starting point for the design process. The use of a storyboarding
technique for discussing the resulting early designs with users is also
described. Keywords: User centred systems design, Task analysis, Task oriented flow diagrams,
PEN&PAD | |||
| The Notion of Task in HCI | | BIBA | PDF | 207-208 | |
| Stephen W. Draper | |||
| The ISO definition of the usability of an interface is "the effectiveness, efficiency, and satisfaction with which specified users can achieve specified goals in a particular environment". This at first seems pessimistic to many people, as it implies that there may be no generalisation across users or machines or tasks: that measuring how one combination performs may not tell us anything about how others will perform. But is it pessimistic enough? It expresses what many HCI workers assume, that just as it is clear what a "user" is (distinct users can be identified by their bodies -- if it is the same person then it is the same user), so a task is the same thing to all people in all circumstances. This paper points out that this is not true, examines the extent to which this may be a problem, and how it threatens standard practices of both psychologists and designers in HCI. | |||
| Designing User Interfaces -- The Role of Intuition and Imagination (1992)) | | BIBA | PDF | 209-210 | |
| Janni Nielsen; Annette Aboulafia | |||
| It is argued that too little is known about the cognitive aspects of design.
This knowledge is essential if the many guidelines, models and tools that have
emerged in the field of user interface design are to have a significant impact
on design practice.
Empirical studies of designers developing user interfaces are reported, showing that the context in which design takes place in an organisational setting is turbulent and the design task often unclear. Investigations of decision making in the design process showed it is one of gradually evolving commitment, where intuition, imagination and unstructured analysis are essential cognitive processes during design work. The usefulness of designer support tools is discussed. | |||
| Structuring Design Spaces | | BIBAK | PDF | 211-212 | |
| Niels Ole Bernsen | |||
| The paper outlines the coarse structure, called CO-SITUE, of the design
space in which designer reasoning takes place. It appears that any account of
design rationale or of the logic of design reasoning will have to assume a
CO-SITUE-like framework. As a frame notation, CO-SITUE has been applied in
analysing and recording a medium-scale design project. Keywords: Design space, Usability, Designer reasoning | |||
| Experience with QOC Design Rationale | | BIBAK | PDF | 213-214 | |
| Diane McKerlie; Allan MacLean | |||
| Design Rationale emphasises working with explicit representations not only
of possible design solutions, but also of the reasons and processes behind
them. Although the arguments for using Design Rationale are compelling, there
is still very little experience of applying the current approaches in practical
settings. This paper reports on the use of QOC (Questions, Options and
Criteria) Design Rationale to support a hypermedia interface design protect.
It illustrates how we have used QOC in our design activities and some of the
roles it has served. Keywords: Designs, Design rationale, Documentation | |||