| Designing Effective Navigation for Photo-Realistic VR Environments | | BIBAK | Full-Text | 4 | |
| Andre Plante; Shoji Tanaka; Yuichi Iwadate | |||
| In interactive pictures, or VR scenes where no explicit buttons exist, users
may be overwhelmed by the number of possible and perfectly logical locations in
which hot spots might be embedded. In any particular scene, the users are too
often left to their own devices in order to find hot spots (portals, gates,
links). This problem becomes even more acute in photo-realistic environments
since control over which object appears in the final image may be limited. In
this paper, we propose a version of our toolbox aimed at helping designers
identify and enhance hot spots image regions so that they become more apparent
and attractive or, in other words, get the user's attention. This computer tool
performs an evaluation of images based on their physical features (Hue,
Saturation, Lightness, Size, Contrast and more recently: Texture, Shape and
Edge Orientation) and graphically shows which regions are more likely to
attract a user's gaze. Keywords: Hot Spots, VR, User Interface, Navigation, Image Processing | |||
| Integrating Speech and Two-Dimensional Gesture Input -- A Study of Redundancy between Modes | | BIBAK | Full-Text | 6 | |
| Karen McKenzie Mills; James L. Alty | |||
| It is widely recognized that multiple modes of input give higher recognition
rates than single modes. The use of multiple modes, such as speech and gesture,
can allow for more natural human-computer interaction. Opportunities for error
and ambiguity resolution also occur, as the same information may be available
from more than one source, providing redundant or repeated information. This
paper presents a study of the redundant integration of speech and
two-dimensional gesture input in a relatively simple, inexpensive multimodal
input system. Empirical results about multimodal recognition rates at
particular levels of redundancy are presented and implications for the
integration of multiple modes are discussed. Keywords: Speech, Gesture, Multimodal, Input, Integration | |||
| Supporting 3D Warping Visual Feedback for Virtual Reality | | BIBAK | Full-Text | 14 | |
| Bruce H. Thomas | |||
| Cartoon animation techniques have previously been used to enhance the
illusion of direct manipulation in 2D graphical user interfaces. In particular,
animation can convey a feeling of substance in the objects being manipulated by
the user. This paper presents the expansion of this concept to 3D graphical
objects manipulated in a virtual reality domain. Three effects using 3D warping
are presented to provide visual feedback of objects interacting in virtual
reality applications. These include squashing of an object when pressed against
a wall, stretching of an object to show frictional forces, and finally, a
pinning effect when multiple users manipulate a common object in a
collaborative environment. This paper goes on to discuss a set of important
implementation issues for building systems with 3D cartoon animation feedback. Keywords: animation, direct manipulation, multimedia, virtual realities, warp
transformation, 3D graphics | |||
| Authoring Communicating Agents in Virtual Environments | | BIBAK | Full-Text | 22 | |
| Christian Geiger; Wolfgang Mueller; Georg Lehrenfeld | |||
| 3D-graphics popularity has steadily increased in a number of areas such as
entertainment, scientific visualization, simulation, and virtual reality.
Despite this rapid growth the authoring of animated 3D objects in virtual
environments is still by no means trivial. This article presents new concepts
of the animated 3D programming language SAM (Solid Agents in Motion) and its
programming environment. In SAM, the main syntactic objects like agents, rules,
and messages are represented as 3D objects. The design of a SAM program is
supported by a dedicated 3D structure editor. The editor allows the definition
and spatial arrangement of SAM agents in a 3D scene by direct manipulation. The
paper gives a number of SAM examples, demonstrating the authoring of simple
animated virtual 3D scenarios. Keywords: 3D animation, visual language, authoring | |||
| Cooperative Agents and Recognition Systems (CARS) for Drivers and Passengers | | BIBAK | Full-Text | 32 | |
| Luc E. Julia; Adam J. Cheyer | |||
| In this paper we present SRI's vision of the human-machine interface for a
car environment. This interface leverages our work in human-computer
interaction, speech, speaker and gesture recognition, natural language
understanding, and intelligent agents architecture. We propose a natural
interface that allows the driver to interact with the navigation system,
control electronic devices, and communicate with the rest of the world much as
would be possible in the office environment. Passengers would be able to use
the system to watch TV or play games in their private spaces. The final
prototype will be fully configurable (languages, voice output, and so forth),
and will include speaker recognition technology for resetting preferences
and/or for security. Keywords: Multimodal Interfaces, Speech and Speaker Recognition, Gesture Recognition,
Natural Language Understanding, Cooperative Agents | |||
| Will World Wide Web User Interfaces be Usable? | | BIBAK | Full-Text | 39 | |
| Craig Burton; Lorraine Johnston | |||
| A usability study was carried out to verify that a moderately complex
interaction task could be supported adequately by a straightforward Web
interface. The application chosen for study was NEST, an examination authoring
tool mounted on the Web. The interface for NEST is of non-trivial complexity
and provides a relevant case study. We report on heuristic evaluations of the
system, which validated many of our design decisions. In particular, we find
that a user's expectation for interface performance and layout must be balanced
against the client footprint size and the volume of the interaction with the
server. Keywords: World Wide Web, multi-media, usability testing, implementation and
management issues | |||
| Teamwork Constructs in Architectural Design | | BIBAK | Full-Text | 45 | |
| Bharat Dave | |||
| Architectural design is fundamentally collaborative in nature due to the
large number and diversity of participants that are involved in most design
projects. Using architectural design as the domain of interest, the paper
motivates the need for articulating concepts at an appropriate degree of detail
for developing future CSCW systems. The paper draws upon the studies of the
architectural practice and empirical observations of students to propose a set
of constructs that characterize design teams. These constructs, termed PRATOE,
include projects, roles, actions, tools, outcomes and work environments. Keywords: Architectural design, teamwork, CSCW, organisational constructs, referential
perspectives | |||
| Sharing Human-Computer Interaction and Software Engineering Design Artifacts | | BIBA | Full-Text | 53 | |
| Judy Brown; Stuart Marshall | |||
| Software Engineering (SE) and Human Computer Interaction (HCI) disciplines typically have separate processes and design artifacts. This paper describes a co-evolutionary design process, which incorporates both SE and HCI processes, and indicates how design artifacts can be usefully shared throughout the development of an interactive product. We show how scenarios in particular can serve as a bridge between the two disciplines. We present a tool called ScenicVista that is a prototype for a development environment of linked SE and HCI design artifacts. The design artifacts in ScenicVista are: task-hierarchies, textual scenarios, Unified Modelling Language (UML) sequence diagrams, and ClockWorks user-interface architectures. | |||
| Designing CSCW Tools to Support Cooperative Research | | BIBA | Full-Text | 61 | |
| Gitte Lindgaard | |||
| This study applied Participatory Design (PD) techniques to design the system architecture as well as to establish user-specific social conventions for research-related interactions using Computer Supported Cooperative Work (CSCW) tools. The tools comprised an interactive communication module, a distributed visualization module, and a large international data repository. The paper explores the extent to which the PD concept which is usually employed in user interface design, may be effective for addressing these other, related issues as well. Results were confirmatory suggesting that PD techniques can be adapted effectively to address issues other than those involved in user interface design. Findings also suggested that these topics should be dealt with in special sessions separate from those aiming to design the user interface. | |||
| Aesthetic Measures for Screen Design | | BIBAK | Full-Text | 64 | |
| David Chek; Ling Ngo; John G. Byrne | |||
| One way to enhance the usability of a computer system is to improve the
appearance (beauty) of the user interface. The research reported here concerns
making computers easier to learn and use by improving interface aesthetics
through the use of aesthetic measures for evaluating screen layouts. We
introduce five aesthetic measures: balance, equilibrium, symmetry, sequence,
and order and complexity. The results of our informal study of the aesthetic
measures demonstrate close relationships between the essence of artists'
insights and the measures. Keywords: Interface aesthetics, aesthetic measure, screen design | |||
| Visual Recognition of Windows: Effects of Size Variation and Presentation Styles | | BIBAK | Full-Text | 72 | |
| T. Miah; J. L. Alty | |||
| One of the problems of windowing systems today is that the desktop quickly
becomes cluttered with the number of windows in use. This can hinder the user
during task performance. Users become overwhelmed and disorientated by the
number of windows. They quickly lose track of documents and spend much of their
time locating the document by manipulating the windowing environment rather
than working on the task at hand. We propose a Vanishing Windows approach that
will reduce the window manipulation required by the user and aid the user in
search activities. This technique gradually reduces the screen real-estate
requirements for an inactive window. The reduction of inactive window size
progressively increases the overall visibility of windows on the desktop (less
overlap). However, the visibility of individual window content will also reduce
progressively. This paper develops techniques for maximising the visual cues
available for individual windows, even at small screen sizes. These techniques
are empirical tested. Keywords: Screen Clutter, Vanishing Windows, Cognitive Overload, and Adaptive Window
Manager | |||
| The Effects of Graph Layout | | BIBA | Full-Text | 80 | |
| Helen C. Purchase | |||
| Information visualisation systems which generate diagrams representing discrete relational information must consider potential users if they are to be effective. Many algorithms which render an abstract graph structure as a diagram are valued for their conformance to aesthetic criteria, or for computational efficiency. They are not usually judged on their ability to produce diagrams that maximise human performance. This paper presents the results of experiments investigating the relative worth (from an HCI point of view) of graph drawing aesthetics and algorithms using a single graph. The results indicate that while some individual aesthetics affect human performance, it is difficult to say that one algorithm is 'better' than another from a relational understanding point of view. | |||
| User Experiences and a Usability Inspection of an Electronic Services Environment for Students | | BIBAK | Full-Text | 87 | |
| Mark A. Toleman; Jessica M. Toleman | |||
| In 1997 the Information Technology Services section of the University of
Southern Queensland introduced USQconnect, an integrated graphical computing
environment that allowed students to access electronic mail, USENET newsgroups
and the Internet. The system was based on the Netscape suite of products and
replaced similar text-based UNIX utilities and software. As a consequence of
the change, many students perceived that several vital services were lost and
there was much debate about the imposed change.
In this paper we examine the debate and conduct a simple usability inspection of the new service. Issues raised underpin the need for a user-centred approach, and consideration of usability and Web design principles for the development of new systems. Keywords: user-centred design, usability inspection | |||
| How Useful is On-line Help?: An Observational Study | | BIBAK | Full-Text | 94 | |
| Usman G. Abdullahi; James L. Alty | |||
| This paper reports results from an empirical study on On-line help usage
conducted with a group of computer users who are professionals in their own
areas, with variable experience in the applications examined. The study reveals
that even experienced users find some aspects of existing On-line Help Systems
difficult to use, and current versions are not well received. We identify three
problems with On-line help -- Ontology, Compartmentalisation, and the lack of
an Integrated Base, and suggest possible solutions. Keywords: Ontology, Hypertext, On-line Help, User Manuals, Expert, Intermediate,
Novice | |||
| Designing the Client User Interface for a Methodology Independent OO Case Tool | | BIBA | Full-Text | 106 | |
| Chris Phillips; Steven Adams; David Page; Daniela Mehandjiska | |||
| MOOT (Meta Object Oriented Tool) is an intelligent methodology independent customisable OO CASE tool. One of the major goals of MOOT is to provide flexible support for the description of the semantics and notations of arbitrary methodologies. This is provided through the employment of two distinct specification languages. This paper describes the design of the client user interface for MOOT. Both functional and non-functional requirements of the interface are defined, and design issues relating to the look and feel of the interface are discussed. Details of an instantiation for the Coad and Yourdon OOA/OOD methodology are presented and discussed. | |||
| Usability Requirements in a Tender Process | | BIB | Full-Text | 114 | |
| S. Lauesen | |||
| Applying the Locales Framework to Understanding and Designing | | BIBAK | Full-Text | 122 | |
| Geraldine Fitzpatrick; Simon Kaplan; Tim Mansfield | |||
| This paper presents another iteration in the ongoing CSCW dialogue between
the understanding of work and the design of systems to support work. We
overview the Locales Framework (and its five aspects of locale foundations,
individual views, civic structures, interaction trajectory, and mutuality) as a
shared abstraction for both understanding and designing. We describe the use of
the framework in a telehealth case study and discuss the implications of the
framework for the design of generic toolkit environments, as interpreted in the
prototype system called Orbit. We conclude with a critique of the framework and
suggestions for further iterations in the dialogue. Keywords: Computer-supported cooperative work, locales framework, ethnography, CSCW,
collaborative systems, prototyping, multiple-view locales | |||
| Information Portrayal Design: Applying the Proximity-Compatibility Principle | | BIB | Full-Text | 130 | |
| W. B. L. Wong; P. J. Sallis; D. O'Hare | |||
| Principles for a Usability-Oriented Pattern Language | | BIBAK | Full-Text | 132 | |
| Michael J. Mahemoff; Lorraine J. Johnston | |||
| High-level usability principles (e.g. "Familiarity") are difficult to apply
to specific projects, and style guides providing more detailed instructions are
often misinterpreted and inaccessible. An approach to usability based on design
patterns enables designers to learn how certain recurring problems can be
solved according to high-level principles. This paper summarises a review of
the desirable properties advocated by five popular style guides, and discusses
how this list has been modified to provide an underlying philosophy which is
appropriate for a usability-oriented pattern language. A sample pattern which
exemplifies this philosophy, involving iteration through selectable objects, is
described. Keywords: Usability engineering, Design techniques, Style guides | |||
| See-Through Hand | | BIBAK | Full-Text | 142 | |
| Tsutomu Miyasato | |||
| This paper proposes a new concept of a user-interface device in VR
environments. In a virtual environment, it is very important for users to
directly manipulate the virtual objects. However, we do not have to introduce
the negative features of real environments. We propose a new user-interface
device called the See-through Hand. The See-through Hand is a palm-coupled
display system in which a small display is attached to the back of the user's
hand. The See-through Hand makes the user's real hand partially transparent and
helps the user to intuitively manipulate virtual objects in a VR space. Keywords: Virtual reality, palmtop display, user interface, glove-like device, direct
manipulation, see-through | |||
| The Ecological Approach to Interface Design: Applying the Abstraction Hierarchy to Intentional Domains | | BIB | Full-Text | 144 | |
| W. B. L. Wong; P. J. Sallis; D. O'Hare | |||
| Visualizations of Parallel Algorithms for Reconfigurable Torus Computers | | BIBA | Full-Text | 152 | |
| Judy Brown; Paul Martin; Neil Paku; Gavin Turner | |||
| Program visualization can help make an algorithm understandable. Program visualization is especially challenging in the area of parallel computations where many processors are executing simultaneously. Algorithms for parallel machines take advantage of the simultaneous activity of processors to perform operations very quickly. As a result, these algorithms can be difficult to understand. In this paper we describe a visualization tool developed specifically for explaining algorithms written for single-instruction, multiple-data (SIMD) computers called torus computers. This tool helps its users to visualize the patterns of activities of the processors in the process of a computation. | |||
| Capturing User Requirements and Priorities for Innovative Interactive Systems | | BIBA | Full-Text | 160 | |
| Andy Dearden; Steve Howard | |||
| In this paper, we present a new method for capturing requirements and priorities that can be used in the development of highly innovative interactive systems. We are concerned with the development of interactive systems that cannot be treated simply as incremental improvements over existing products. In such cases, it is not possible to identify user requirements on the basis of empirical techniques, as there are no instances of use of the product (or products of a similar type) from which to collect data. Consequently, the developers of innovative products must proceed by envisioning the use of the proposed product and examining hypothetical interactions with potential or surrogate users. Our proposed approach provides structure to this process of envisioning and analysing hypothetical use. The method combines techniques drawn from the soft systems methodology, scenario based design, and from Quality Function Deployment (QFD). We illustrate the approach through application to a communications tool to support distributed collaborative software development. | |||
| Declarative Interaction with Geographical Information Systems | | BIBAK | Full-Text | 168 | |
| Conn Copas; Ernest Edmonds | |||
| This paper analyses some approaches to enhancing user interaction with
high-functionality systems such as geographical information systems. Graphical
approaches derived from the direct manipulation tradition are compared and
contrasted with intelligent systems approaches. An implementation of one
particular approach, based upon AI planning, is presented, and alternative user
interfaces to that system are analysed. The benefits of a quite novel form of
goal-based or declarative interaction are described. Keywords: intelligent user interfaces, user interface management systems, planning,
geographical information systems, declarative interaction, goal description
languages, direct manipulation, visual programming | |||
| Improvements to a Pen-Based Musical Input System | | BIBAK | Full-Text | 178 | |
| Elizabeth Ng; Tim Bell; Andy Cockburn | |||
| This paper describes an improved design for pen input of music into a
computer system. A usability analysis of an existing system is performed, and
improvements based on the analysis are implemented and tested. New capabilities
are also added. The resulting system is tested for both usability and speed of
input, with good results in both areas. Keywords: Music input, Pen-based computing, Gestural input, User-centered design,
Iterative refinement | |||
| Towards an Approach for Novel Design | | BIBAK | Full-Text | 186 | |
| Nadine Ozkan; Cécile Paris; Bill Simpson-Young | |||
| In this paper, we contrast the design of traditional technology with the
design of new technology. Gathering from our experience, we argue that
traditional HCI design techniques are not directly applicable to the design of
new technology. We review some of these techniques and show how they should be
adapted to be used in the context of novel design. As part of this discussion,
we show that user input in the process of novel design should come at a much
later stage than for traditional design. Lastly, we suggest a process for novel
design where these techniques are applied and re-interpreted. Keywords: Novel design, prototyping, user requirements, user-centred design | |||
| Mediface: Anticipative Data Entry Interface for General Practitioners | | BIBAK | Full-Text | 192 | |
| James R. Warren; Alex Davidovic; Susan Spenceley; Patrick Bolton | |||
| This paper describes an effort to make computer interfaces more intelligent
in facilitating the coding of clinical information. We believe the interface
should be sufficiently efficient and easy-to-use that a physician can code
information during the consultation without detracting from doctor-patient
interaction. In this way, the benefits of a "clinical workstation" setting,
such as best practices guidance and drug interaction detection, are maximised.
We pursue the strategy of applying machine learning to existing databases of
electronic medical records to develop probabilistic models of general practice.
Based on this model, we have simulated and prototyped data entry interfaces
with "hot lists" (short pick-list menus of relevant items) and dynamic
graphical depictions of contextually-likely clinical data. Keywords: adaptive interface, electronic patient record, intelligent split menu,
machine learning | |||
| Integrating Metric Visualization into a Commercial User-Interface Builder | | BIBAK | Full-Text | 200 | |
| James Noble | |||
| Interactive Metric Visualization gives interface designers information about
the usability of their designs, by overlaying usability information into their
designs. To date, visualizations have been provided by special-purpose
prototype software. We describe how visualizations can be integrated into a
commercial interface design tool, VisualWorks Smalltalk. This integration
provides the benefits of metric visualization to the users of the tool,
illustrates the effort required to support visualization in similar tools, and
will support further experiments with metrics visualization techniques. Keywords: Interactive Metric Visualization, Software Visualization, Object-Oriented,
User Interface Design, Smalltalk | |||
| The Pros and Cons of Using FACET for Analysing Qualitative Data | | BIBAK | Full-Text | 208 | |
| Elizabeth A. Kemp; David I. Gray | |||
| In this paper, the FACET approach to analysing qualitative data for the
purposes of interface evaluation is described. The reliability and validity
issues that arise from basing an interface evaluation on qualitative data are
discussed. The practicability of carrying out an interface evaluation using
FACET is then considered with particular reference to the cost, time and
expertise required. Keywords: interface evaluation, qualitative data | |||
| Introduction to Symposium on Cognitive Work Analysis | | BIB | Full-Text | 218 | |
| P. M. Sanderson | |||
| Cognitive Work Analysis and the Analysis, Design, and Evaluation of Human-Computer Interactive Systems | | BIBAK | Full-Text | 220 | |
| Penelope Sanderson | |||
| This paper provides a short conceptual and visual introduction to some of
the basic principles of Cognitive Work Analysis (CWA). CWA is an approach to
the analysis, design, and evaluation of human-computer interactive
systems-particularly of complex, high-technology sociotechnical systems. The
paper also introduces the following five symposium papers, which provide
detailed examples of CWA being used in research at the Swinburne Computer-Human
Interaction Laboratory (SCHIL), at University of Illinois at Urbana-Champaign
(UIUC), and at Defence Science and Technology Organisation (DSTO AMRL). Keywords: Cognitive engineering, cognitive work analysis, human-computer interaction,
interactive system design | |||
| Work Domain Analysis for the Evaluation of Human Interaction with Anaesthesia Alarm Systems | | BIBAK | Full-Text | 228 | |
| Marcus Watson; Penelope Sanderson | |||
| In this paper we apply some aspects of Cognitive Work Analysis to the
anaesthesia domain-in particular, the design of equipment used in the operating
theatre for monitoring oxygen saturation in arterial blood (pulse oximetry).
Work Domain Analysis (WDA) provides us with initial models of the work domain
of anaesthesia, of the subdomain of pulse oximetry, and of the human body, and
Activity Analysis (AA) helps us understand human interaction with alarms
systems. These conceptual tools give us a useful framework for speculating
about the most effective design of monitoring equipment and alarm systems for
anaesthesia. Keywords: Cognitive engineering, cognitive work analysis, anaesthesia, human-computer
interaction | |||
| Extending Cognitive Work Analysis to Manufacturing Scheduling | | BIBAK | Full-Text | 236 | |
| Peter G. Higgins | |||
| This paper discusses the challenges of applying tools associated with
Cognitive Work Analysis to a domain that is quite different from the process
control domain in which Cognitive Work Analysis was developed. The context of
the paper is the design of a decision support system to aid scheduling of tasks
within a manufacturing domain typical of job shops. The constraints in the
supervisory control of a discrete manufacturing system are more intentional
than physical. The paper explores the problems that arise with an intentional
system and discusses how they might be overcome. Keywords: cognitive work analysis, work domain analysis, decision-making, production
scheduling | |||
| Towards a Dynamic Model of Adaptation to Technological Change | | BIBAK | Full-Text | 244 | |
| Peter Josef Benda; Penelope M. Sanderson | |||
| In this paper, the authors examine an approach to predictively modelling the
impact of technological change on work practice. Taking a cognitive engineering
perspective, an approach is discussed within which one can analyse a work
domain and various stakeholder perspectives and then use this as a 'field' upon
which to trace the impact of design changes. While building upon Cognitive Work
Analysis, the authors also discuss a few criticisms of the abstraction
hierarchy and point to possible theoretical directions which may resolve some
of the problems and simultaneously provide practical and predictive analytical
tools. An example is discussed in the context of an elevator firm and related
stakeholders, showing the form that such a predictive model may take. Keywords: Cognitive engineering, cognitive work analysis, technological change,
ecological psychology | |||
| Cognitive Work Analysis for Training System Design | | BIBAK | Full-Text | 252 | |
| Gavan Lintern; Neelam Naikar | |||
| Training needs analysis is critical to the orderly development of training
systems and the procurement of simulators for training. The standard methods of
Instructional System Development have been neglected in part because they fail
to take full account of cognitive skills and because the extensive detail
generated by these methods has made it onerous to manipulate the knowledge
representation. A contrasting concern is that many of the newer methods of
Cognitive Task Analysis de-emphasise non-cognitive skills. Training needs
analysis for complex weapons platforms must take account of all aspects of
skill. A new project to develop a training system for an advanced fighter
aircraft will identify Discrete Operational Tasks at a behavioural level but
will extend that effort into a complete Cognitive Work Analysis as outlined by
Rasmussen, Petjersen, and Goodstein [1]. In addition, the scope of the
Cognitive Work Analysis will be expanded to include issues unique to training
and instruction. Keywords: Task Analysis, Training, Cognitive Engineering | |||
| Supporting Cognitive Work Analysis with the Work Domain Analysis Workbench (WDAW) | | BIBAK | Full-Text | 260 | |
| Walter Skilton; Stuart Cameron; Penelope Sanderson | |||
| Conceptual development in a new area of investigation can be slowed by the
absence of appropriate instruments, or speeded by their presence. In this paper
we argue that supporting software tools are needed if cognitive work analysis
(CWA) is to become a viable approach to the design of interactive systems and
interfaces. We present work in progress on the Work Domain Analysis Workbench
(WDAW) and discuss conceptual issues that have emerged during development. WDAW
is designed to support work domain analysis which provides the foundation for
CWA. Keywords: Cognitive work analysis, work domain analysis, methodology | |||
| Cognitive Aging and Human Computer Interface Design | | BIB | Full-Text | 270 | |
| D. Hawthorn | |||
| Psychophysical Aging and Human Computer Interface Design | | BIB | Full-Text | 281 | |
| D. Hawthorn | |||
| Interactive Visualization of Similarity Structures | | BIB | Full-Text | 292 | |
| M. D. Lee | |||
| Variables which Affect the Ability to Cope with Changes in IT | | BIB | Full-Text | 300 | |
| L. A. Solberg | |||
| Primitive Interface Structures in Browsing the Web | | BIBAK | Full-Text | 304 | |
| Y. Rho; Td Gedeon | |||
| Browsing WWW documents is interactive. Not only their layout but also their
interaction structures should be organised well to be effective to the reader
and to get engineering benefits by composition. We define four primitive
logical browsing structures. These are the sequential, go-to, nested, and
iterative structures.. To support these primitive browsing structures, five
groups of interface structures are proposed in this paper. These are the
sequential, go-to, nested, loop, and evolutionary interface structures. Keywords: Browsing, Primitive structures, Web User Interfaces Composition | |||
| KIISS: A System for Visual Specification of Model-based User Interfaces | | BIBA | Full-Text | 306 | |
| Francisco Saiz; Roberto Moriyon; Javier Contreras | |||
| The appearance of model-based techniques for interface development has simplified the design of complex interactive applications. But this approach still requires from the designer a high knowledge level about the textual specification required. This paper presents a system, KIISS, which allows the designer of an application to interactively define the model of its interface through visual specifications on an application example. Thus, the system enhances the model by allowing its use by designers who are not quite familiar with the textual specifications required for a user interface development. Moreover, reusability is preserved, since parts of existing applications can be interactively both exchanged and modified. | |||
| Computer Screen Cursor Trajectories as Controlled by an Accupoint: A Kinematic Analysis | | BIBAK | Full-Text | 314 | |
| J. G. Phillips; T. J. Triggs; M. Bellgrove | |||
| The kinematic efficiency of the Accupoint (isometric joystick) was
addressed. Twelve participants used an Accupoint to position a cursor 10 times
for each of 12 possible targets situated in various directions (leftwards,
above, rightwards), and requiring different levels of movement precision
(large, small targets), over different movement amplitudes (near, far). Changes
in cursor coordinates were sampled at 200 Hz. Relative to a mouse, the
Accupoint acquired movement precision at a slower rate, and was less force
efficient. While only 56% the efficiency of the mouse, the cursor trajectories
are more reliable in near space (but less reliable in far space). Keywords: Cursor, Accupoint, Kinematics, Movement | |||
| Vixels, CreateThroughs, DragThroughs and Attachment Regions in BuildByWire | | BIBAK | Full-Text | 320 | |
| W. B. Mugridge; J. G. Hosking; J. C. Grundy | |||
| BuildByWire is a direct-manipulation meta-editor for composing sophisticated
visual notations and their editors from JavaBean components. It in turn
generates JavaBeans, which can be plugged into other tools. BuildByWire has
been used to generate editors for a variety of visual languages and notations.
We describe new features that eliminate several previous limitations of
BuildByWire and its generated editors. The designer of a notation now has more
control over the tools that are provided in the generated editor. Composition
of notational elements using layout managers has been improved. Connectors
between notational elements have been made more general and flexible. Keywords: user-interface, visual notation, meta-editor, JavaBeans | |||
| HCI Performance Evaluation of Horizontal and Vertical List Controls | | BIBA | Full-Text | 328 | |
| Scott Wallace; Derek Weber; James R. Warren | |||
| Microsoft Windows 95 uses both vertical arrangements of items in lists as well as horizontal groupings of smaller vertical lists. This paper reports the results of an experiment to evaluate selection times using horizontal and vertical lists. Two GOMS models were developed to predict differences. There was no significant difference in times, but results showed interesting trends in learning behavior. | |||
| Validating a 3D Layout for Memorable Graphs | | BIB | Full-Text | 334 | |
| B. Regan | |||
| An Approach to Automatic Layout of Dynamic Windows | | BIBAK | Full-Text | 335 | |
| Nihar Trivedi; Jim Millar; Wei Lai | |||
| This poster presents a unique Shadow Propagation for Overlap Removal and
Display Area Compaction (SPORDAC) method for overlap free automatic layout of
windows depending upon the user interaction. The SPRODAC algorithm is
integrated with the simulated annealing algorithm for improving display area
utilization. Keywords: Display Layout, Compact, Optimization | |||
| Meeting Customer Needs Using Participatory Techniques | | BIB | Full-Text | 336 | |
| C. Wood | |||
| Multimedia Evaluation: Lessons from Learners | | BIBAK | Full-Text | 337 | |
| Elizabeth A. Kemp; Raymond H. Kemp | |||
| In order to make progress towards developing a taxonomy for the evaluation
of interactive multimedia systems, it was decided to investigate what could be
learned from the experiences of postgraduate students who were studying a paper
on HCI. They were required to build educational multimedia systems and then to
evaluate those produced by their colleagues. This experience, together with
lectures and access to general material on the topic enabled them to provide
valuable insights into important issues. Keywords: interface evaluation, multimedia | |||
| Mixed Initiative in Design Space Exploration | | BIBAK | Full-Text | 338 | |
| Sambit Datta; Andrew L. Burrow; Robert F. Woodbury | |||
| One interaction model by which computers might support design tasks is
design space exploration. A Design space explorer provides an interactive
environment in which designers can engage in model construction guided by a
formal generative process. In our system, the machinery for formal generation
is provided by an incremental, non-deterministic constraint resolution
technique, Pi-resolution over a domain of typed feature structures. In this
paper we describe a mixed initiative environment for resolving exploration
non-determinism during the unfolding of a design space description. Keywords: Mixed initiative, Generative design, Design Space Exploration | |||
| The Impact of Cultural Diversity on Digital Publishing | | BIB | Full-Text | 339 | |
| S. Gwynn; S. Jones; D. Y. Lees; P. J. Thomas | |||
| Exploiting the Statechart in Interactive Learning Systems Authoring | | BIBAK | Full-Text | 340 | |
| Pak-Wah Fung; Raymond H. Kemp; Elizabeth A. Kemp | |||
| A visual formalism, namely the statechart (Harel, 1987) is proposed as a
specification tool, and for the interface of a generic authoring system for
learning to use interactive devices. The statechart is employed as a unified
abstraction of both the device model and the tutor-student dialogue model to
improve the authoring process. Keywords: authoring systems, intelligent tutoring systems, interaction modelling,
human-computer-dialogue, statechart | |||
| Towards Intelligent Search Interfaces: Visualizing Query Results by Relating Meta-Data to User-Relevance | | BIB | Full-Text | 341 | |
| M. D. Lee; G. M. Roberts; F. Sollich; C. J. Woodruff | |||
| Planning a Trip to Assisi | | BIB | Full-Text | 342 | |
| D. Lanari; L. Bertoldi; S. Brunacci; G. Cellupica; M. Pallotta; S. Roccetti | |||
| Human Performance Modelling in Tactical Environments | | BIB | Full-Text | 343 | |
| Z. H. Qureshi | |||
| Signposts, Footprints and Maps | | BIBAK | Full-Text | 344 | |
| Jeni Paay | |||
| The purpose of this poster is to demonstrate my current work in the area of
discovering what constitutes an effective visual cue in web screen design. The
screen designer should provide for user orientation and ease of navigation
within the network of hyper-linked information which constitutes the web-based
computer assisted learning environment.
It is my intention to analyse the effectiveness of the different elements of the visual screen layout which can contribute to the user's sense of where they are and where they can go, and within the scope of this poster to explore the qualities of a screen element which give it the functionality of a signpost, footprint or map in orienting users in hyperspace. This will include the analysis of the applicability of the use of physical environment metaphors as visual cues in interface design, and the human factors involved in the interpretation of visual cues. Keywords: Visual Cue, Screen Design, User Orientation, Hypermedia | |||
| Technological Support for Older Driver Testing | | BIBA | Full-Text | 345 | |
| Mike Hull; Steve Howard; Ying Leung; Peter Cairney | |||
| Older driver testing in Australia, and around the world, is misguided. It relies on the opinion of health professionals rather than the capacity to drive safely. This paper examines the relationship between traffic tickets issued and a range of vision tests and concludes that the nature of the relationship suggests that tests of cognitive capacity might be more appropriate. | |||
| A Speech Training Tool for People with Motor Speech Impairment | | BIBA | Full-Text | 348 | |
| David. J. Calder | |||
| This prototype is a multimedia system for use by speech therapists to assist
in the rehabilitation of motor impaired patients. These may be stroke victims
who have to relearn the ability to communicate effectively. The process is
laborious and usually conducted in a one-to-one situation where interaction
between therapist and client depends on visual and audio cues. Instead of the
usual paper-based prompts used by the therapist, this new system offers screen
prompts together with high quality digitised speech. The result is a reduced
work load for the therapist. Cardiovascular accidents are the third largest
killer in Australia after heart disease and cancer. Those that survive this
trauma usually have need for rehabilitation. Motor impairment of the speech
organ is a common occurrence. There is a worldwide shortage of speech training
services to accommodate the clients who require speech therapy. This paper
describes a multimedia system which replaces the chart and paper-based cues
found in most speech therapy units. The aim is to assist speech therapists by
decreasing the time spent in direct contact with patients. The system is
currently undergoing enhancement and has been acknowledged by the Institute of
Electrical Engineers in London. A Stroke or Cerebrovascular accident (C.V.A)
occurs when the oxygen supply to the brain is blocked or when an artery in the
brain is ruptured. The former is the result of a clot travelling to the brain
and occluding blood flow in a cerebral artery. Once the oxygen supply has
ceased, hydrogen ions propagate within the brain cells and damage these cells.
The concept of a system to assist in speech therapy resulted from consultation
with speech therapists in Australia and in the United Kingdom. This
computer-based system aims to relieve constant therapist/patient supervision.,
particularly where time consuming repetitive tasks are involved.. Therapists no
longer have to organise cue cards or sort through hundreds of icons and
drawings. These were seldom in colour whereas the computer-based system
augments these traditional methods by using colour and animation. Consequently
the therapy process can run more smoothly and effectively as all cues are
presented on the screen and/or produced by the high quality stored speech
system.
There are a number of other benefits which particularly relate to patients and have been highlighted during beta testing. It has been found that the system could be used at home as well as in the conventional environment of the speech therapy unit. Where a client is left with the computer and removed from the clinical surroundings, the stress of embarrassment is removed. This is particularly evident when an older client has to "relearn how to speak" in the presence and under the direction of a young speech therapist. The system is based on a standard IBM PC or compatible and could even be run from a portable computer mounted to a wheelchair. Other members of the family could be involved in the rehabilitation and the clinical sessions at the hospital. It could be used for the monitoring of progress and not be associated with intrusion into the privacy of the patient Communication within the family is an important part of rehabilitation and this system could certainly help in promoting this. The high cost of therapy is relieved but not replaced by this augmentative system Since it saves clinician time, it may also help relieve the shortage of speech therapy services. If the amount of time spent with each client is reduced, the clinician could then take on a greater case load. A computer-based system, "doesn't have to see another patient in an hours' time". | |||