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What architects see in their sketches: implications for design tools 建筑师在他们的草图中看到的:对设计工具的启示
Pub Date : 1996-04-18 DOI: 10.1145/257089.257255
M. Suwa, B. Tversky
Freehand sketches are essential for crystallizing ideas in the early stages of design. Through the act of putting ideas down on paper and inspecting them, designers see new relations and features that suggest ways to refine and revise their ideas. We claim that seeing different types of information in sketches is the driving force in revising design ideas. Our retrospective protocol analysis revealed that sketches make apparent to designers not only perceptual features but also inherently non-visual functional relations, allowing them to extract function from perception in sketches. This has implications for ways that future sketching tools can stimulate designers to come up with creative ideas.
在设计的早期阶段,手绘草图对于明确想法是必不可少的。通过将想法写在纸上并检查它们,设计师可以看到新的关系和特征,从而提出改进和修改想法的方法。我们认为,在草图中看到不同类型的信息是修改设计理念的动力。我们的回顾性协议分析表明,草图不仅使设计师明显的感知特征,而且固有的非视觉功能关系,使他们能够从草图的感知中提取功能。这意味着未来的素描工具可以激发设计师想出创造性的想法。
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引用次数: 146
Introduction & overview to human-computer interaction 人机交互概论
Pub Date : 1996-04-18 DOI: 10.1145/257089.257352
K. Butler, R. Jacob, Bonnie E. John
The objective of this special introductory seminar is to provide newcomers to Human-Computer Interaction (HCI) with an introduction and overview of the field. The material will begin with a brief history of the field, followed by presentation and discussion of how good application development methods pull on the interdisciplinary technologies of HCI. The topics will include the psychology of human-computer interaction, psychologically-based design methods and tools, user interface media and tools, and introduction to user interface architecture.
这个特别的介绍性研讨会的目的是为人机交互(HCI)的新手提供一个介绍和概述。该材料将从该领域的简史开始,然后介绍和讨论如何利用HCI的跨学科技术开发好的应用程序方法。主题将包括人机交互的心理学,基于心理学的设计方法和工具,用户界面媒体和工具,以及介绍用户界面架构。
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引用次数: 0
Creating user manuals for using in collaborative design 创建用于协作设计的用户手册
Pub Date : 1996-04-18 DOI: 10.1145/257089.257321
H. Thimbleby
computer support to guarantee the correctness (and continuing editability) of their documentation. Serious accidents have occurred with very simple manuals done by hand [1]. Our own work has found further flaws in the A320 Flight Crew Operating Manual (FCOM). User manuals are usually written by technical authors after the design of the device has been committed for production. If the manual’s review leads to insight into the design, it is too late. Meanwhile, if the design is modified, the manual may be inaccurate. This paper describes an example language for creating accurate and complete manuals from formal specifications. We show how it can be used to improve part of the Flight Crew Operating Manual for the Airbus A320 fly-by-wire airplane. The technique is easy to implement, can be generalised to other domains, and contributes to concurrent engineering practice—increasing common ground between engineers, users and HCI practitioners. PREVIOUS WORK The work described here builds on earlier efforts: HyperDoc [8] is an interactive device simulator that generates interactive assistance, hypertext manuals, and also supports sophisticated design analysis in Mathematica; Manual Writer [9] is a simple program taking Prolog system specifications and managing the technical authors’ and engineers’ concurrent revision and editing.
计算机支持,以保证其文档的正确性(和持续可编辑性)。非常简单的手工操作手册也曾发生过严重事故[1]。我们自己的工作发现了A320机组操作手册(FCOM)的进一步缺陷。用户手册通常是在设备设计交付生产后由技术作者编写的。如果手册的审查导致对设计的深入了解,那就太晚了。同时,如果对设计进行修改,说明书可能会不准确。本文描述了一种示例语言,用于从正式规范中创建准确而完整的手册。我们将展示如何使用它来改进空中客车A320电传飞机的部分机组操作手册。该技术易于实现,可以推广到其他领域,并有助于并行工程实践-增加工程师,用户和HCI从业者之间的共同点。这里描述的工作建立在早期工作的基础上:HyperDoc[8]是一个交互式设备模拟器,它生成交互式辅助,超文本手册,并且还支持Mathematica中的复杂设计分析;Manual Writer[9]是一个简单的程序,获取Prolog系统规范并管理技术作者和工程师的并发修订和编辑。
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引用次数: 14
Participatory activities with users and others in the software lifecycle 在软件生命周期中与用户和其他人共同参与的活动
Pub Date : 1996-04-18 DOI: 10.1145/257089.257356
Michael J. Muller
This tutorial extends conceptions of theory and practice in participatory design, and in participatory activities more generally. Extensions in breadth cover diversity in using participatory techniques in multiple phases of the software development lifecycle, and diversity in practice within two participatory methods. Extensions in depth consider theoretical and heuristic approaches — based in part on anthropology, cultural criticism, feminism, and postmodernism — to working with a mosaic of dissimilar people in terms of mutual value, exchange, and respect. The tutorial’s themes are integrated in a closing discussion of participatory methods in the software Iifecycle.
本教程扩展了参与式设计和参与式活动的理论和实践概念。广度的扩展涵盖了在软件开发生命周期的多个阶段中使用参与式技术的多样性,以及在两种参与式方法中实践的多样性。深入扩展考虑理论和启发式方法-部分基于人类学,文化批评,女权主义和后现代主义-在相互价值,交流和尊重方面与不同的人一起工作。本教程的主题集成在软件生命周期中参与式方法的最后讨论中。
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引用次数: 2
Appropriateness of graphical program representations for training applications 培训应用中图形程序表示的适当性
Pub Date : 1996-04-18 DOI: 10.1145/257089.257168
Marian G. Williams, Hyxia Villegas, J. Buehler
Recent controversy about the ease of constructing and reading graphical program representationsis of interest to us because of our work on graphical programming applications for training. We apply cognitive complexity analysis to graphical and textual programs, and confm the empirical findings of other researchers. We also apply cognitive complexity analysis to graphical programs from our own work. The analysis suggests that, when optimized for a speciilc task, both textual and graphical programs can carry the same information with similar cognitive complexity. The selection of graphical and textual representations for comparison in real-world training applications remains problematic.
最近关于构建和阅读图形程序表示的难易性的争论引起了我们的兴趣,因为我们的工作是用于培训的图形编程应用程序。我们将认知复杂性分析应用于图形和文本程序,并证实了其他研究人员的实证研究结果。我们还将认知复杂性分析应用于我们自己的工作中的图形程序。分析表明,当针对特定任务进行优化时,文本和图形程序都可以携带具有相似认知复杂性的相同信息。在现实世界的训练应用中,选择图形和文本表示进行比较仍然存在问题。
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引用次数: 4
Multi-skill cooperation in user interface design 用户界面设计的多技能合作
Pub Date : 1996-04-18 DOI: 10.1145/257089.257163
I. Lambert, N. Portolan
The importance of pictures in today’s interfaces makes a multi-skill approach between various people necessary: ergonomist, graphic designer, terminologist, psychosociologist. The question of the role of each partner and the integration of the different approaches is dealt with via two design projects.
图片在当今界面中的重要性使得不同的人之间的多技能方法成为必要:人体工程学专家、平面设计师、术语学家、心理社会学家。每个合作伙伴的角色和不同方法的整合问题通过两个设计项目来处理。
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引用次数: 0
Case based reasoning approach to creating user interface components 基于案例的推理方法来创建用户界面组件
Pub Date : 1996-04-18 DOI: 10.1145/257089.257161
S. R. Joshi, W. W. McMillan
Software developers can save time and expense by reusing code that implements user interface tools such as windows, menus, icons, dialogues, etc. Case Based Reasoning (CBR), developed for applications in artificial intelligence, is a very effective tool for such an interactive software reuse project. In CBR, a problem is solved by searching a library of previously encountered cases, retrieving similar cases and modifiing them if necessary to fit the current problem. The approach taken by this paper goes beyond this usual CBR technique. It helps a developer to select an application menu from a set of menus that are appropriate for the developer’s project. It then inserts that menu directly into the developer’s project. This paper uses CBR in creating user interface objects to achieve software reuse in a very effective and simple way.
软件开发人员可以通过重用实现用户界面工具(如窗口、菜单、图标、对话框等)的代码来节省时间和费用。基于案例的推理(Case Based Reasoning, CBR)是为人工智能应用而开发的一种非常有效的交互式软件重用工具。在CBR中,通过搜索以前遇到的案例库,检索相似的案例并在必要时修改它们以适应当前问题来解决问题。本文采用的方法超越了通常的CBR技术。它帮助开发人员从一组适合开发人员项目的菜单中选择应用程序菜单。然后将该菜单直接插入到开发人员的项目中。本文将CBR应用于用户界面对象的创建,以一种非常有效和简单的方式实现软件的重用。
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引用次数: 11
Models that shape design 塑造设计的模型
Pub Date : 1996-04-18 DOI: 10.1145/257089.257309
P. Johnson
INTRODUCTION Modelling is a common ground for both research and practice in human computer interaction. For example, various human factors models are used to evaluate the quality and efficiency of interactive systems. Similarly, system designers employ a range of modelling techniques in the analysis, construction and development of interactive systems. This suite of papers considers some examples of the various classes of models that form an important part of HCI.
建模是人机交互研究和实践的共同基础。例如,各种人为因素模型被用于评估交互系统的质量和效率。类似地,系统设计者在交互系统的分析、构建和开发中采用一系列建模技术。这组论文考虑了构成HCI重要部分的各种模型的一些例子。
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引用次数: 1
The representation of agents: anthropomorphism, agency, and intelligence 代理人的表现:拟人化、代理和智力
Pub Date : 1996-04-18 DOI: 10.1145/257089.257326
W. King, J. Ohya
Agents have become a predominant area of research and development in human interfaces. A major issue in the development of these agents is how to represent them and their activities to the user. Anthropomorphic forms have been suggested, since they provide a great degreeof subtlety and afford social interaction. However, these forms may be problematic since they maybe inherently interpretted as having a high degreeof agency and intelligence. An experiment is presented which supports these contentions.
agent已经成为人机界面研究和开发的主要领域。开发这些代理的一个主要问题是如何向用户表示它们及其活动。拟人形式已经被提出,因为它们提供了很大程度的微妙和提供社会互动。然而,这些形式可能是有问题的,因为它们可能被固有地解释为具有高度的代理和智力。本文给出了一个实验来支持这些观点。
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引用次数: 95
Demonstrating the electronic cocktail napkin: a paper-like interface for early design 演示电子鸡尾酒餐巾:早期设计的类似纸的界面
Pub Date : 1996-04-18 DOI: 10.1145/257089.257092
M. Gross, E. Do
We demonstrate the Electronic Cocktail Napkin, a pen based interface for conceptual design. The project goal is to support design by recognizing, interpreting, and managing drawings, and to serve as an interface for knowledge-based critiquing, simulation, and information retrieval. We demonstrate the Napkin’s facilities for end-user programmable recognition and interpretation, drawing management, and multi-user collaboration. We show applications of the Napkin: (1) indexing visual databases and (2) a front end to a local area network design program.
我们演示了电子鸡尾酒餐巾,一个基于笔的概念设计界面。该项目的目标是通过识别、解释和管理图纸来支持设计,并作为基于知识的批评、模拟和信息检索的接口。我们演示了Napkin在终端用户可编程识别和解释、绘图管理和多用户协作方面的功能。我们展示了Napkin的应用:(1)索引可视化数据库和(2)局域网设计程序的前端。
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引用次数: 81
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Conference Companion on Human Factors in Computing Systems
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