Pub Date : 1997-09-01DOI: 10.1207/s15327590ijhc0903_4
J. Gulliksen, Magnus Lif, M. Lind, E. Nygren, B. Sandblad
Analysis of information utilisation (AIU) is a method for specifying how information entities encountered in information analysis are being physically manipulated in the work situation undergoing a ...
信息利用分析(AIU)是一种方法,用于指定在信息分析中遇到的信息实体如何在经历…
{"title":"Analysis of Information Utilization (AIU)","authors":"J. Gulliksen, Magnus Lif, M. Lind, E. Nygren, B. Sandblad","doi":"10.1207/s15327590ijhc0903_4","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0903_4","url":null,"abstract":"Analysis of information utilisation (AIU) is a method for specifying how information entities encountered in information analysis are being physically manipulated in the work situation undergoing a ...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"64 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121302984","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-09-01DOI: 10.1207/s15327590ijhc0903_5
C. Stephanidis, D. Akoumianakis
This article proposes and describes a representational framework and a supporting tool environment for embedding and propagating human factors expertise into high level user interface design and development platforms. The proposed framework allows user interface designers to elicit, accommodate, and articulate user interface guidelines and results of experimental studies into reusable, evolutionary, and "living" design cases. The building blocks of the representational framework are a set of primitive constructs for consolidating the semantics of human factors knowledge into a design representation that characterizes the physical level of interaction. This is achieved through the development of a logical framework based on preference constraints and an initial set of preference and indifference expressions. The preference constraints provide a reasoning engine and a proof strategy for compiling a preference ordering of competing design alternatives and subsequently aggregating them into indifferent classe...
{"title":"Preference-Based Human Factors Knowledge Repository for Designing User Interfaces","authors":"C. Stephanidis, D. Akoumianakis","doi":"10.1207/s15327590ijhc0903_5","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0903_5","url":null,"abstract":"This article proposes and describes a representational framework and a supporting tool environment for embedding and propagating human factors expertise into high level user interface design and development platforms. The proposed framework allows user interface designers to elicit, accommodate, and articulate user interface guidelines and results of experimental studies into reusable, evolutionary, and \"living\" design cases. The building blocks of the representational framework are a set of primitive constructs for consolidating the semantics of human factors knowledge into a design representation that characterizes the physical level of interaction. This is achieved through the development of a logical framework based on preference constraints and an initial set of preference and indifference expressions. The preference constraints provide a reasoning engine and a proof strategy for compiling a preference ordering of competing design alternatives and subsequently aggregating them into indifferent classe...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127000162","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-09-01DOI: 10.1207/s15327590ijhc0903_3
S. G. Schär, C. Schierz, Francois Stoll, H. Krueger
The applicability of a cognitive theory of implicit and explicit learning to computer-aided learning was tested with a two-factor experimental design. The interface factor tested whether a direct manipulation and a command-based interface can induce the users to implicit or explicit learning, respectively. The complexity factor tested whether the benefit of using one of the interfaces (i.e., learning modes) depends on the task complexity (high or low). According to the theory, the success of using one of the learning modes depends on characteristics of the tasks. The application of the theory to computer-aided learning would be to characterize the learning task and then choose the interface that best fits the task requirements. The ability of the user interfaces to induce the learning modes was supported by the results. The explicit learning mode observed in the users of the command-based interface resulted in better performance for both complexity conditions. Although the users of the direct manipulation...
{"title":"The Effect of the Interface on Learning Style in a Simulation-Based Learning Situation","authors":"S. G. Schär, C. Schierz, Francois Stoll, H. Krueger","doi":"10.1207/s15327590ijhc0903_3","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0903_3","url":null,"abstract":"The applicability of a cognitive theory of implicit and explicit learning to computer-aided learning was tested with a two-factor experimental design. The interface factor tested whether a direct manipulation and a command-based interface can induce the users to implicit or explicit learning, respectively. The complexity factor tested whether the benefit of using one of the interfaces (i.e., learning modes) depends on the task complexity (high or low). According to the theory, the success of using one of the learning modes depends on characteristics of the tasks. The application of the theory to computer-aided learning would be to characterize the learning task and then choose the interface that best fits the task requirements. The ability of the user interfaces to induce the learning modes was supported by the results. The explicit learning mode observed in the users of the command-based interface resulted in better performance for both complexity conditions. Although the users of the direct manipulation...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117032732","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-09-01DOI: 10.1207/s15327590ijhc0903_2
A. Sears
Inspection-based evaluation techniques are popular because they require less formal training, are quick, can be used throughout the development process, do not require test users, and can result in finding numerous usability problems. A new technique is described that combines the benefits of heuristic evaluations, cognitive walkthroughs, and usability walkthroughs. This technique, a heuristic walkthrough, provide more structure than heuristic evaluations but less than cognitive walkthroughs. The result is an effective task-oriented evaluation technique that is easy to learn and apply. Methods are proposed for comparing the validity, thoroughness, and reliability of evaluation techniques. Finally, heuristic walkthroughs are compared to heuristic evaluations and cognitive walkthroughs in a controlled study. The results indicate that heuristic walkthroughs are more thorough than cognitive walkthroughs and more valid than heuristic evaluations. In other words, heuristic walkthroughs resulted in finding more ...
{"title":"Heuristic Walkthroughs: Finding the Problems Without the Noise","authors":"A. Sears","doi":"10.1207/s15327590ijhc0903_2","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0903_2","url":null,"abstract":"Inspection-based evaluation techniques are popular because they require less formal training, are quick, can be used throughout the development process, do not require test users, and can result in finding numerous usability problems. A new technique is described that combines the benefits of heuristic evaluations, cognitive walkthroughs, and usability walkthroughs. This technique, a heuristic walkthrough, provide more structure than heuristic evaluations but less than cognitive walkthroughs. The result is an effective task-oriented evaluation technique that is easy to learn and apply. Methods are proposed for comparing the validity, thoroughness, and reliability of evaluation techniques. Finally, heuristic walkthroughs are compared to heuristic evaluations and cognitive walkthroughs in a controlled study. The results indicate that heuristic walkthroughs are more thorough than cognitive walkthroughs and more valid than heuristic evaluations. In other words, heuristic walkthroughs resulted in finding more ...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125488518","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-09-01DOI: 10.1207/s15327590ijhc0903_1
L. A. Miller, K. Stanney, William Wooten
The software market has been inundated with Windows-based application programs claiming increased usability and convenience. Although this trend is indeed prolific, it has resulted in two important implications: (a) an increase in the need to select employees with high levels of Windows-based computer expertise or to identify current employees who require enhanced training, and (b) an increase in the need to measure user expertise to support human-computer interaction research. Despite these increasing demands, questionnaires used to determine general computer experience are scarce. Furthermore, questionnaires regarding computer experience in a Windows environment are seemingly nonexistent. A reliable means of measuring experience in a Windows environment could substantially facilitate both human-computer interaction research and training. This article describes the procedures used to develop and test the reliability of the Windows Computer Experience Questionnaire (WCEQ). A test-retest correlation reveal...
{"title":"Development and Evaluation of the Windows Computer Experience Questionnaire (WCEQ)","authors":"L. A. Miller, K. Stanney, William Wooten","doi":"10.1207/s15327590ijhc0903_1","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0903_1","url":null,"abstract":"The software market has been inundated with Windows-based application programs claiming increased usability and convenience. Although this trend is indeed prolific, it has resulted in two important implications: (a) an increase in the need to select employees with high levels of Windows-based computer expertise or to identify current employees who require enhanced training, and (b) an increase in the need to measure user expertise to support human-computer interaction research. Despite these increasing demands, questionnaires used to determine general computer experience are scarce. Furthermore, questionnaires regarding computer experience in a Windows environment are seemingly nonexistent. A reliable means of measuring experience in a Windows environment could substantially facilitate both human-computer interaction research and training. This article describes the procedures used to develop and test the reliability of the Windows Computer Experience Questionnaire (WCEQ). A test-retest correlation reveal...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126628708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-06-01DOI: 10.1207/s15327590ijhc0902_6
S. Westerman
This article presents an experimental investigation of the process of computer-based command generation. The comparative cognitive demands imposed by menu and command line interfaces are examined in relation to individual differences in expertise and cognitive ability. Three-way interactions between associative memory, expertise, and command generation method indicated similarities in the performance of expert participants with low associative memory and that of novices. Spatial memory also interacted with expertise, with novices with low spatial memory performing more poorly than any other group. Implications for interface design are considered.
{"title":"Individual Differences in the Use of Command Line and Menu Computer Interfaces","authors":"S. Westerman","doi":"10.1207/s15327590ijhc0902_6","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0902_6","url":null,"abstract":"This article presents an experimental investigation of the process of computer-based command generation. The comparative cognitive demands imposed by menu and command line interfaces are examined in relation to individual differences in expertise and cognitive ability. Three-way interactions between associative memory, expertise, and command generation method indicated similarities in the performance of expert participants with low associative memory and that of novices. Spatial memory also interacted with expertise, with novices with low spatial memory performing more poorly than any other group. Implications for interface design are considered.","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129537240","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-06-01DOI: 10.1207/s15327590ijhc0902_4
M. Hoogeveen
This article provides steps toward a theory of the basic effects that multimedia systems have on people. These effects are grouped into knowledge transfer, entertainment, and data processing. Although based on empirical investigations, several components of the theory are controversial and in need of further critical empirical investigation. This article criticizes the optimistic multimedia paradigm, the dominant conviction among multimedia system developers and users that adding multimedia functionality to information systems (always) leads to improved information and knowledge transfer. Adding multimedia functionality is not sufficient for these and other learning effects. The role of independent variables that facilitate multimedia effects is reviewed and a more moderate, realistic multimedia paradigm is proposed.
{"title":"Toward a Theory of the Effectiveness of Multimedia Systems","authors":"M. Hoogeveen","doi":"10.1207/s15327590ijhc0902_4","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0902_4","url":null,"abstract":"This article provides steps toward a theory of the basic effects that multimedia systems have on people. These effects are grouped into knowledge transfer, entertainment, and data processing. Although based on empirical investigations, several components of the theory are controversial and in need of further critical empirical investigation. This article criticizes the optimistic multimedia paradigm, the dominant conviction among multimedia system developers and users that adding multimedia functionality to information systems (always) leads to improved information and knowledge transfer. Adding multimedia functionality is not sufficient for these and other learning effects. The role of independent variables that facilitate multimedia effects is reviewed and a more moderate, realistic multimedia paradigm is proposed.","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122031909","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-06-01DOI: 10.1207/s15327590ijhc0902_5
K. Shieh, Ming-Te Chen, Jiunn-Huei Chuang
This study examines the effects of text and background color combination and typography of characters on visual performance and visual fatigue of individuals working on a visual display termina] (VDT). Correct percentage of performance, critical fusion frequency, near point of convergence, subjective visual fatigue, and preference ranking of color combinations of 40 participants were collected and analyzed. Color combination had no significant effects on visual performance. Typography significantly affected performance. Aesthetically pleasing but more cluttered characters were detrimental to visual performance. Characters of higher frequency and fewer strokes were identified more accurately. Participants also showed differential preference for color combinations. Red-on-green was ranked inferior to color combinations generally used in computer software. Participants showed no visual fatigue during the VDT work.
{"title":"Effects of Color Combination and Typography on Identification of Characters Briefly Presented on VDTs","authors":"K. Shieh, Ming-Te Chen, Jiunn-Huei Chuang","doi":"10.1207/s15327590ijhc0902_5","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0902_5","url":null,"abstract":"This study examines the effects of text and background color combination and typography of characters on visual performance and visual fatigue of individuals working on a visual display termina] (VDT). Correct percentage of performance, critical fusion frequency, near point of convergence, subjective visual fatigue, and preference ranking of color combinations of 40 participants were collected and analyzed. Color combination had no significant effects on visual performance. Typography significantly affected performance. Aesthetically pleasing but more cluttered characters were detrimental to visual performance. Characters of higher frequency and fewer strokes were identified more accurately. Participants also showed differential preference for color combinations. Red-on-green was ranked inferior to color combinations generally used in computer software. Participants showed no visual fatigue during the VDT work.","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114623241","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-06-01DOI: 10.1207/s15327590ijhc0902_2
L. A. Miller, K. Stanney
Metaphors are commonly used in human-computer interface design. These metaphoric designs, however, often do not extend beyond the surface-level interface. It stands to reason that more valid test of the benefits of such context-based designs would be derived from an analysis of metaphors that more closely approximate human-environment interaction. In this study, the influence of pictogram-based versus symbolic interface designs on human-computer performance was empirically evaluated. First, a Goals, Operators, Methods, Selection rules analysis was performed to determine how closely each of the designs assimilated the actual procedures an individual would use in real life. As expected, the symbolic design was found to break from the analogy at an earlier stage than the pictogram-based design, thus providing impetus for empirical testing. Novice and expert participants were given a set of computer-based tasks to perform using both designs, Dependent variables were performance time, total number of steps to ...
{"title":"The Effect of Pictogram-Based Interface Design on Human-Computer Performance","authors":"L. A. Miller, K. Stanney","doi":"10.1207/s15327590ijhc0902_2","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0902_2","url":null,"abstract":"Metaphors are commonly used in human-computer interface design. These metaphoric designs, however, often do not extend beyond the surface-level interface. It stands to reason that more valid test of the benefits of such context-based designs would be derived from an analysis of metaphors that more closely approximate human-environment interaction. In this study, the influence of pictogram-based versus symbolic interface designs on human-computer performance was empirically evaluated. First, a Goals, Operators, Methods, Selection rules analysis was performed to determine how closely each of the designs assimilated the actual procedures an individual would use in real life. As expected, the symbolic design was found to break from the analogy at an earlier stage than the pictogram-based design, thus providing impetus for empirical testing. Novice and expert participants were given a set of computer-based tasks to perform using both designs, Dependent variables were performance time, total number of steps to ...","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128478779","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1997-06-01DOI: 10.1207/s15327590ijhc0902_1
A. Aarås, O. Ro
A newly developed mouse, which seemed to give the operator a more neutral forearm position was compared with a traditional mouse. The muscle load was recorded by electromyography from the extensor digitorum communis, extensor carpi ulnaris, and trapezius muscles. The muscle load of the forearm was significantly less when using the new mouse compared with the traditional one. This was true for the extensor digitorum communis regarding the static (p = .0005) and the median (p = .001) values of the amplitude distribution function (ADF) and the number of periods per minute when the muscle load was below 1% of maximum voluntary contraction (p = .03). The same dear tendency was also found regarding the static muscle load from the extensor carpi ulnaris (p = .06). These results indicate the need for reducing the pronation of the forearm when, working with a mouse.
{"title":"Workload When Using a Mouse as an Input Device","authors":"A. Aarås, O. Ro","doi":"10.1207/s15327590ijhc0902_1","DOIUrl":"https://doi.org/10.1207/s15327590ijhc0902_1","url":null,"abstract":"A newly developed mouse, which seemed to give the operator a more neutral forearm position was compared with a traditional mouse. The muscle load was recorded by electromyography from the extensor digitorum communis, extensor carpi ulnaris, and trapezius muscles. The muscle load of the forearm was significantly less when using the new mouse compared with the traditional one. This was true for the extensor digitorum communis regarding the static (p = .0005) and the median (p = .001) values of the amplitude distribution function (ADF) and the number of periods per minute when the muscle load was below 1% of maximum voluntary contraction (p = .03). The same dear tendency was also found regarding the static muscle load from the extensor carpi ulnaris (p = .06). These results indicate the need for reducing the pronation of the forearm when, working with a mouse.","PeriodicalId":208962,"journal":{"name":"Int. J. Hum. Comput. Interact.","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116998372","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}