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.
{"title":"What architects see in their sketches: implications for design tools","authors":"M. Suwa, B. Tversky","doi":"10.1145/257089.257255","DOIUrl":"https://doi.org/10.1145/257089.257255","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115142681","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}
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.
{"title":"Introduction & overview to human-computer interaction","authors":"K. Butler, R. Jacob, Bonnie E. John","doi":"10.1145/257089.257352","DOIUrl":"https://doi.org/10.1145/257089.257352","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125228197","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}
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.
{"title":"Creating user manuals for using in collaborative design","authors":"H. Thimbleby","doi":"10.1145/257089.257321","DOIUrl":"https://doi.org/10.1145/257089.257321","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125037357","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}
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.
{"title":"Participatory activities with users and others in the software lifecycle","authors":"Michael J. Muller","doi":"10.1145/257089.257356","DOIUrl":"https://doi.org/10.1145/257089.257356","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125822023","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}
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.
{"title":"Appropriateness of graphical program representations for training applications","authors":"Marian G. Williams, Hyxia Villegas, J. Buehler","doi":"10.1145/257089.257168","DOIUrl":"https://doi.org/10.1145/257089.257168","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125534103","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}
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.
{"title":"Multi-skill cooperation in user interface design","authors":"I. Lambert, N. Portolan","doi":"10.1145/257089.257163","DOIUrl":"https://doi.org/10.1145/257089.257163","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125551716","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}
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。
{"title":"Case based reasoning approach to creating user interface components","authors":"S. R. Joshi, W. W. McMillan","doi":"10.1145/257089.257161","DOIUrl":"https://doi.org/10.1145/257089.257161","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126634914","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}
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.
{"title":"Models that shape design","authors":"P. Johnson","doi":"10.1145/257089.257309","DOIUrl":"https://doi.org/10.1145/257089.257309","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115101194","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}
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.
{"title":"The representation of agents: anthropomorphism, agency, and intelligence","authors":"W. King, J. Ohya","doi":"10.1145/257089.257326","DOIUrl":"https://doi.org/10.1145/257089.257326","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116162231","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}
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.
{"title":"Demonstrating the electronic cocktail napkin: a paper-like interface for early design","authors":"M. Gross, E. Do","doi":"10.1145/257089.257092","DOIUrl":"https://doi.org/10.1145/257089.257092","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122302369","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}