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Simplifying the development of cross-platform web user interfaces by collaborative model-based design 通过基于协作模型的设计简化了跨平台web用户界面的开发
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507067
V. Motti, D. Raggett, Sascha Van Cauwelaert, J. Vanderdonckt
Ensuring responsive design of web applications requires their user interfaces to be able to adapt according to different contexts of use, which subsume the end users, the devices and platforms used to carry out the interactive tasks, and also the environment in which they occur. To address the challenges posed by responsive design, aiming to simplify their development by factoring out the common parts from the specific ones, this paper presents Quill, a web-based development environment that enables various stakeholders of a web application to collaboratively adopt a model-based design of the user interface for cross-platform deployment. The paper establishes a series of requirements for collaborative model-based design of cross-platform web user interfaces motivated by the literature, observational and situational design. It then elaborates on potential solutions that satisfy these requirements and explains the solution selected for Quill. A user survey has been conducted to determine how stakeholders appreciate model-based design user interface and how they estimate the importance of the requirements that lead to Quill.
确保web应用程序的响应式设计要求它们的用户界面能够根据不同的使用环境进行调整,这些环境包括最终用户、用于执行交互任务的设备和平台,以及它们发生的环境。为了应对响应式设计带来的挑战,旨在通过从特定部分中分离出公共部分来简化其开发,本文提出了Quill,一个基于web的开发环境,它使web应用程序的各种利益相关者能够协作采用基于模型的用户界面设计进行跨平台部署。本文通过文献研究、观察设计和情景设计,提出了跨平台web用户界面协同模型设计的一系列要求。然后详细阐述了满足这些要求的潜在解决方案,并解释了为Quill选择的解决方案。已经进行了用户调查,以确定涉众如何欣赏基于模型的设计用户界面,以及他们如何估计导致Quill的需求的重要性。
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引用次数: 24
An approach to improve the accessibility and usability of existing web system 一种改进现有web系统的可访问性和可用性的方法
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507074
A. L. Dias, Renata Pontin de Mattos Fortes, P. Masiero, W. Watanabe, Matheus Edson Ramos
The Web is currently the main way of providing computing services, reaching a larger number of users with different characteristics. As the complexity and interactivity of systems is increased, users become more demanding towards all the requirements associated to their distinct needs. Implementing the interaction requirements in the Web has become the main focus of accessibility and usability studies, describing essential design features which provide users with quality, assured systems. The focus on the users reinforced that as the number of users grows and the system became available to a wide variety of users, accessibility and usability features become even more critical to a Web application's success. In this paper, we present ACCESSA, a practical approach to rapidly improve the accessibility of existing Web systems, acting mainly in the interface design with no changes to the functional requirements of systems. The ACCESSA is based on the WCAG 2.0 guidelines and other patterns, choosing the guidelines that present lower implementation costs and represent higher severity accessibility issues.
Web是目前提供计算服务的主要方式,覆盖了大量具有不同特征的用户。随着系统的复杂性和交互性的增加,用户对与其独特需求相关的所有需求的要求也越来越高。在Web中实现交互需求已经成为可访问性和可用性研究的主要焦点,描述为用户提供高质量、有保证的系统的基本设计特征。对用户的关注强调,随着用户数量的增长和系统对各种各样的用户可用,可访问性和可用性特性对Web应用程序的成功变得更加关键。在本文中,我们提出了ACCESSA,一种快速提高现有Web系统的可访问性的实用方法,主要在界面设计中起作用,而不改变系统的功能需求。ACCESSA基于WCAG 2.0指导方针和其他模式,选择实现成本较低、可访问性问题严重性较高的指导方针。
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引用次数: 13
Simplifying business complexity with frameworks 使用框架简化业务复杂性
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507086
C. Cotugno, Shannon Fitzhugh, R. Hoeft
How does an interdisciplinary team with professional training in different disciplines document and redesign a complex business process in just a few weeks? How can they persuade a global client that change is understandable and possible? By using a macroergonomic framework to parse and analyze data and educate and empower stakeholders, this team of user experience researchers and designers simplified complexity within their own process and for their client as well.
一个在不同学科受过专业训练的跨学科团队如何在短短几周内记录和重新设计一个复杂的业务流程?他们如何说服一个全球客户,改变是可以理解和可能的?通过使用宏观人体工程学框架来解析和分析数据,教育和授权利益相关者,这个用户体验研究人员和设计师团队在他们自己的过程中简化了复杂性,也为他们的客户。
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引用次数: 0
Building a better conference experience through user-centered design 通过以用户为中心的设计,打造更好的会议体验
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507095
Rachael Hodder, Michael McLeod, D. Sackey
In this poster, we present user experience research demonstrating that current tools designed to facilitate conference communication and organization fail to support the needs of attendees and the goals of academia in general. Current conference technologies have failed to support the scholarly exchange of ideas at conferences, both in effectively facilitating dialogue at conferences and preserving those exchanges for later scholarly purposes. We recommend new information models and interfaces that can better support how conferences actually work that, when utilized, can better facilitate the exchange of ideas and can prevent that exchange from being lost in the ether.
在这张海报中,我们展示了用户体验研究,表明当前旨在促进会议沟通和组织的工具无法支持与会者的需求和学术界的总体目标。目前的会议技术未能支持会议上的学术思想交流,既不能有效地促进会议上的对话,也不能为以后的学术目的保留这些交流。我们推荐新的信息模型和接口,这些模型和接口可以更好地支持会议的实际工作方式,如果加以利用,可以更好地促进思想的交流,并防止交流在以太中丢失。
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引用次数: 2
An exploration of the professional development potential of living world games 探索生活世界游戏的专业发展潜力
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507090
Chris Bethel
By creating and modifying a living world game for professional development (PD), community colleges could more effectively acculturate instructors to community college's values, norms, and practices. I will conceptualize how collaborative game development would function to strengthen faculty learning communities by challenging existing faculty to engage in new literacies that will help them connect with students and other faculty, as well as share disciplinary and professional expertise in new ways. In my poster, I will use screen shots of Grand Theft Auto IV to illustrate the potential for living world games as immersive PD that I have collected while conducting a virtual ethnography of the game. I will conclude by exploring potential for building collaborative partnerships between educational institutions, game industry companies, and gamer communities to develop campus-specific living world PD video games.
通过为专业发展(PD)创造和修改一个活生生的世界游戏,社区大学可以更有效地使教师适应社区大学的价值观、规范和实践。我将概念化协作游戏开发将如何通过挑战现有教师参与新的文化,帮助他们与学生和其他教师联系,并以新的方式分享学科和专业知识,从而加强教师学习社区。在我的海报中,我将使用《侠盗猎车手IV》的屏幕截图来说明我在进行游戏的虚拟人种志时收集的逼真世界游戏作为沉浸式PD的潜力。最后,我将探讨在教育机构、游戏产业公司和玩家社区之间建立合作伙伴关系的潜力,以开发校园特定的生活世界PD电子游戏。
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引用次数: 0
Enhancing communication and collaboration through integrated internet and intranet architecture 通过综合互联网和内联网架构加强沟通和协作
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507078
G. Mani, Juman Byun, P. Cocca
When it comes to enhancing collaboration and communication in an organization, particular types of technologies with different properties, frameworks and platforms are used to accomplish different types of tasks. These technologies are often disconnected and require separate maintenance and coordination. This system leads to more complex processing and communication that creates confusion in collaboration. It is also time consuming, have little or no flexibility and accumulates data overhead. To address these issues, we propose a new Integrated Internet and Intranet (I3) architecture, information flow models and optimization techniques to streamline the communication and enhance the collaboration. With an efficient Big Data processing design and optimization techniques, we reduce the complexity and enhance the computer-human interaction. Our implementation of this architecture in a non-profit international organization showed significant improvement in communication and collaboration by reducing the number of emails, duplicates of documents, man-hours, and number of steps for each task.
当涉及到增强组织中的协作和通信时,使用具有不同属性、框架和平台的特定类型的技术来完成不同类型的任务。这些技术通常是分离的,需要单独的维护和协调。这个系统导致更复杂的处理和沟通,从而在协作中造成混乱。它也很耗时,很少或没有灵活性,并且积累了数据开销。为了解决这些问题,我们提出了一种新的集成Internet和Intranet (I3)架构、信息流模型和优化技术,以简化通信和增强协作。通过高效的大数据处理设计和优化技术,降低复杂性,增强人机交互。我们在一个非营利性国际组织中实现了这个体系结构,通过减少电子邮件的数量、文档的副本、工时和每个任务的步骤,我们在沟通和协作方面取得了显著的进步。
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引用次数: 2
Analytics as heuristics: technical considerations for DOC 作为启发式的分析:DOC的技术考虑
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507071
Brenton D. Faber, Keith T. Gagnon
Abstract: This paper is an initial effort to articulate the rhetorical work of analytics for technical writers and designers of technical information. We situate analytics as a heuristic process, the intentional creation of forms and events for aggregating and assessing data within and across systems. Using examples from healthcare and library science we highlight: (1) The opportunities and complications of working with comprehensive data sets (100% of population) rather than representative samples; (2) The importance of outliers, and (3) The social dynamics associated with inventing concepts. We suggest that analytics is equally a social, technical, and rhetorical activity. Meaningful queries will invent and aggregate concepts that enable description, assessment, and change throughout a social system. We stress the contextual and social dynamics of analytics noting that like any rhetorical activity, analytics simultaneously construct, reflect, and impose value and meaning on systems under scrutiny.
摘要:本文是为技术作者和技术信息设计师阐明分析修辞工作的初步努力。我们将分析定位为一种启发式过程,即有意创建用于聚合和评估系统内部和跨系统数据的表单和事件。使用医疗保健和图书馆学的例子,我们强调:(1)使用综合数据集(100%的人口)而不是代表性样本的机会和复杂性;(2)异常值的重要性;(3)与发明概念相关的社会动态。我们认为,分析同样是一种社交、技术和修辞活动。有意义的查询将创造和聚合概念,从而在整个社会系统中实现描述、评估和更改。我们强调分析的语境和社会动态,并指出,像任何修辞活动一样,分析同时构建、反映和施加价值和意义在审查下的系统。
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引用次数: 0
On signifying the complexity of inter-agent relations in agentsheets games and simulations 论代理表博弈与仿真中主体间关系的复杂性表征
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507070
M. Mota, I. Monteiro, J. Ferreira, Cleyton Slaviero, C. D. Souza
This paper reports the results of an empirical study about the semiotic engineering of signs of complexity for live documentation of games and simulations built with a visual programming learning environment. The study highlights the essence of the semiotic engineering process and shows how its outcome has been received by a group of users who can speak for a large portion of the live documentation system's user population. It also shows how the communication of complexity is, in and of itself, a major design challenge, especially when mastering complexity is one of the prime purposes of the documented object. Because the study was carried out in the context of a live documentation system, its conclusions can also illustrate how to conduct semiotically-inspired interaction design.
本文报告了一项实证研究的结果,该研究是关于用可视化编程学习环境构建的游戏实时文档和模拟的复杂性符号工程。该研究强调了符号学工程过程的本质,并展示了一组用户如何接受其结果,这些用户可以代表实时文档系统的大部分用户群体。它还显示了复杂性的交流,在其本身,是一个主要的设计挑战,特别是当掌握复杂性是文档对象的主要目的之一时。因为这项研究是在一个实时文档系统的背景下进行的,它的结论也可以说明如何进行符号学启发的交互设计。
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引用次数: 4
Use of 5E models to enhance user experience 使用5E模型提升用户体验
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507072
M. Albers
Understanding the terminology used by different user groups as they interact with a system's information is a primary focus of information analysis. User terminology directly reflects audience groups' mental models, how they perceive the overall situation, and how their needs differ from other groups. The web of mappings of terminology between user groups and system interaction goals provides a path to developing a 5E model that can be carried forward into the design process. During the early information analysis, the designers and user experience people have to analyze multiple audiences, create personas, create a 5E model for each persona, and then resolve and merge the differences so that the final design works for all audiences. Building 5E models for multiple audiences provides a method to optimize across those audiences.
了解不同用户组在与系统信息交互时使用的术语是信息分析的主要焦点。用户术语直接反映了受众群体的心理模型,他们如何看待整体情况,以及他们的需求与其他群体的不同之处。用户组和系统交互目标之间的术语映射网络提供了一个开发5E模型的路径,该模型可以应用到设计过程中。在早期的信息分析中,设计师和用户体验人员必须分析多个受众,创建角色,为每个角色创建5E模型,然后解决和合并差异,以便最终的设计适用于所有受众。为多个受众构建5E模型提供了一种跨这些受众进行优化的方法。
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引用次数: 0
Simplifying complexity: modeling the process of collaboration between artists and scientists 简化复杂性:为艺术家和科学家之间的合作过程建模
Pub Date : 2013-09-30 DOI: 10.1145/2507065.2507069
Zoe McDougall, S. Fels, D. Lopes, H. O'Brien
This paper presents a modal model to describe and facilitate communication design in collaborative settings. This model was conceived of as a tool for understanding the nature of collaboration between artists and scientists in an interdisciplinary case study, but can be used cross-disciplinarily and ultimately prescriptively. The model may reveal shifting patterns of interaction between collaborators over time and through multiple processes. Patterns may be revealed in setting and attaining benchmark goals as well as in general group communication. Different collaborative modes (ontological relationships between collaborators) and modes of being (phenomenological relationship between collaborators) form the basis for sixty collaborative possibilities with two or more collaborators.
本文提出了一个模态模型来描述和促进协作环境下的通信设计。这个模型被认为是在一个跨学科的案例研究中理解艺术家和科学家之间合作本质的工具,但可以跨学科地使用,最终是规范性的。该模型可以揭示合作者之间的互动模式随着时间的推移和通过多个过程的变化。模式可以在设定和实现基准目标以及一般的群体沟通中揭示出来。不同的合作模式(合作者之间的本体论关系)和存在模式(合作者之间的现象学关系)构成了两个或更多合作者的60种合作可能性的基础。
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引用次数: 1
期刊
ACM International Conference on Design of Communication
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