TL;DR: In this paper, attention has been given to making user interface design and testing less costly so that it might be more easily incorporated into the product development life cycle, and three experiments are reported.
Abstract: Attention has been given to making user interface design and testing less costly so that it might be more easily incorporated into the product development life cycle. Three experiments are reported...
TL;DR: A theoretical framework for designing interfaces for complex human-machine systems, based on the skills, rules, and knowledge taxonomy of cognitive control, is proposed, and three prescriptive design principles are suggested to achieve this objective.
Abstract: A theoretical framework for designing interfaces for complex human-machine systems is proposed. The framework, called ecological interface design (EID), is based on the skills, rules, and knowledge taxonomy of cognitive control. The basic goals of EID are not to force processing to a higher level than the demands of the task require, and to support each of the three levels of cognitive control. Thus, an EID interface should not contribute to the difficulty of the task, and at the same time, it should support the entire range of activities that operators will be faced with. Three prescriptive design principles are suggested to achieve this objective, each directed at supporting a particular level of cognitive control. Particular attention is paid to presenting a coherent deductive argument justifying the principles of EID. Support for the EID framework is discussed. Some issues for future research are outlined. >
TL;DR: The cognitive walkthrough methodology, described in detail, is an adaptation of the design walkthrough techniques that have been used for many years in the software engineering community and is based on a theory of learning by exploration presented.
Abstract: This paper presents a new methodology for performing theory-based evaluations of user interface designs early in the design cycle. The methodology is an adaptation of the design walkthrough techniques that have been used for many years in the software engineering community. Traditional walkthroughs involve hand simulation of sections of code to ensure that they implement specified functionality. The method we present involves hand simulation of the cognitive activities of a user, to ensure that the user can easily learn to perform tasks that the system is intended to support. The cognitive walkthrough methodology, described in detail, is based on a theory of learning by exploration presented in this paper. There is a summary of preliminary results of effectiveness and comparisons with other design methods.
TL;DR: A user interface element system (2) having a plurality of user interface elements (12) for marking, finding, organizing, and processing data within documents stored in an associated computer system is described in this article.
Abstract: A user interface element system (2) having a plurality of user interface elements (12) for marking, finding, organizing, and processing data within documents stored in an associated computer system are described. Each element (12) typically has an appearance which is uniquely related to the data or the function the element is designed to represent or perform, respectively. In their simplest form, These elements are only used to mark data within a document. Each element (12) however, can also be programmed to cause the computer (2) to perform some function in association with the marked data, such as printing the data or mailing the data to someone. A user can select particular data within a document using an element and have flat data associated with the element in memory (8). Data marked with common elements can be found by searching for a particular representative element in memory (8). Users can create their own elements, program elements with their own desired functionality, and modify existing elements. Elements (12) can also be compounded together so as to cause a combination of tasks to be performed by simply activating one element.
TL;DR: In this paper, a central data processor, a control unit for each gaming machine within the system, and a user interface which includes a keypad, a card reader and a display.
Abstract: An information and communication system permits communication between gaming machines and a central control system and between a player or operator and a central control system. The system includes a central data processor, a control unit for each gaming machine within the system which is in communication with the central data processor and a user interface which includes a keypad, a card reader and a display. A user interface is secured to each gaming machine and operatively connected to the control unit. The keypad can be used by a player or operator to transmit information to the central data processor. The control unit can be used to identify special players and transmits messages, including promotional messages, for display. The control unit includes memory which contains personality data for the gaming machine and can be used to transmit the personality data from the user interface to its memory. The control unit can accept personality data from a card inserted into the card reader and can be enabled by a personal identification number entered on the keypad. The system provides multiple features including automated maintenance, game accounting, security, player tracking, event tracking, employee/player interaction from the game to the central data processor, cashless operation of gaming machines, reserving gaming machines and other functions.
TL;DR: The video presents a two-phase interaction technique that combines gesture and direct manipulation, and the result is a powerful interaction which combines the advantages of gesturing anddirect manipulation.
Abstract: A gesture, as the term is used here, is a handmade mark used to give a command to a computer. The attributes of the gesture (its location, size, extent, orientation, and dynamic properties) can be mapped to parameters of the command. An operation, operands, and parameters can all be communicated simultaneously with a single, intuitive, easily drawn gesture. This makes gesturing an attractive interaction teehnique. ~pically, agestural interactions completed (e.g. the styIus is lifted) before the the gesture is classified, its attributes computed, and the intended command performed. There is no opportunity for the interactive manipulation of parameters in the presence of application feedback that is typical of drag operations indirect manipulation interfaces. This lack of continuous feedback during the interaction makes the use of gestures awkward for tasks that require such feedback, The video presents a two-phase interaction technique that combines gesture and direct manipulation. A two-phase interaction begins with a gesture, which is recognized during the interaction (e.g. while the stylus is still touching the writing surface). After recognition, the application is informed and the interaction continues, allowing the user to manipulate parameters interactively, The result is a powerful interaction which combines the advantages of gesturing and direct manipulation.
TL;DR: It is shown that the most basic elements in the usability engineering model are empirical user testing and prototyping, combined with iterative design.
Abstract: A practical usability engineering process that can be incorporated into the software product development process to ensure the usability of interactive computer products is presented. It is shown that the most basic elements in the usability engineering model are empirical user testing and prototyping, combined with iterative design. Usability activities are presented for three main phases of a software project: before, during, and after product design and implementation. Some of the recommended methods are not really single steps but should be used throughout the development process. >
TL;DR: With nearly one million pixels and an accurate, multi-state, cordless pen, the Liveboard provides a basis for research on user interfaces for group meetings, presentations and remote collaboration.
Abstract: This paper describes the Liveboard, a large interactive display system. With nearly one million pixels and an accurate, multi-state, cordless pen, the Liveboard provides a basis for research on user interfaces for group meetings, presentations and remote collaboration. We describe the underlying hardware and software of the Liveboard, along with several software applications that have been developed. In describing the system, we point out the design rationale that was used to make various choices. We present the results of an informal survey of Liveboard users, and describe some of the improvements that have been made in response to user feedback. We conclude with several general observations about the use of large public interactive displays.
TL;DR: A method for invoking a user interface for use with an application operating in a computer system which involves providing in the computer system a generic object class that corresponds to a class of function that is to be performed using the user interface is described in this article.
Abstract: A method for invoking a user interface for use with an application operating in a computer system which involves providing in the computer system a generic object class that corresponds to a class of function that is to be performed using the user interface; specifying in the application instance data in the form of a generic object specification that corresponds to the generic object class, the instance data including attribute criteria and hint criteria; providing in the computer system at least one specific user interface toolbox and controller that operates in the computer system to provide a selection of possible specific user interface implementations for use in performing the class of function; and providing in the computer system at least one interpreter that corresponds to the at least one specific user interface toolbox and controller.
TL;DR: On January 8 - 10, 1992, I attended the 25th Annual Hawaii International Conference on System Sciences and helped organize the User Interface Track of this conference, and also was scheduled to chair several paper sessions.
Abstract: On January 8 - 10, 1992, I attended the 25th Annual Hawaii International Conference on System Sciences. One of the main reasons I attended is that I helped organize the User Interface Track of this conference, and also was scheduled to chair several paper sessions.
TL;DR: In this paper, a virtual school user interface running on networked personal computers for providing administrative and instructional functions to users in a scholastic environment is presented, with the networked virtual reality presenting the user as a real-time entity within the virtual school so that the user can interact with other users and system elements.
Abstract: A virtual school user interface running on networked personal computers for providing administrative and instructional functions to users in a scholastic environment. A user selects among grouped system functions by accessing one of a plurality of rooms within a school representation displayed on a video screen, with the networked virtual reality presenting the user as a real-time entity within the virtual school so that the user can interact with other users and system elements. A learning path editor is also provided for allowing users to author student curriculum sequences using graphical icons. A guidance tutor is further provided for coaching a student by displaying a guidance message on the video screen when so indicated by an instructional context. A courseware scheduler is further provided for delivering specific courseware to specific computers during specific time periods. A system monitor is further provided for gathering information in real-time on the state of each computer.
TL;DR: The findings were replicated across the two systems and show that the empirical testing condition identified the largest number of problems, and identified a significant number of relatively severe problems that were missed by the walkthrough conditions.
Abstract: We investigated the relative effectiveness of empirical usability testing and individual and team walkthrough methods in identifying usability problems in two graphical user interface office systems. The findings were replicated across the two systems and show that the empirical testing condition identified the largest number of problems, and identified a significant number of relatively severe problems that were missed by the walkthrough conditions. Team walkthroughs achieved better results than individual walkthroughs in some areas. About a third of the significant usability problems identified were common across all methods. Cost-effectiveness data show that empirical testing required the same or less time to identify each problem when compared to walkthroughs.
TL;DR: In this article, an artificial intelligence software shell for plant operation simulation includes a blackboard module including a database having objects representing plant elements and concepts, and a control module, in communication with the blackboard and the knowledge source modules, receives input data and controls operation of the knowledge sources in accordance with a predetermined knowledge source priority scheme.
Abstract: An artificial intelligence software shell for plant operation simulation includes a blackboard module including a database having objects representing plant elements and concepts A rule-based knowledge source module and a case-based knowledge source module, in communication with the blackboard module, operate on specific predefined blackboard objects A user interface module, in communication with the blackboard module, enables a user to view blackboard status information A control module, in communication with the blackboard module and the knowledge source modules, receives input data and controls operation of the knowledge source modules in accordance with a predetermined knowledge source priority scheme
TL;DR: Computer based toggle switches can be very confusing because the design needs to signal to the user the appropriate activity necessary to perform the desired action.
Abstract: Computer based toggle switches cart be very confusing. The most common problem encountered is the confusion between state indication and possible action labe~ does the label ON indicates the state of the device or does it indicate the resulting state when the toggle is activated? Another common problem comes from the difficulty of deciding what to do to change the state of the device. The design needs to signal to the user the appropriate activity necessary to perform the desired action. For example, Valk showed that users were confused by a design which showed a slider switch where only touches on the end of the slider were permitted, but “sliding” was not possible [5],
TL;DR: In this article, an interactive intelligent interface in a system which performs an interactive processing making the system recognize the capacity of a user of the system is presented, where the system has a function of providing a processing method conformable to the recognized capacity of the user.
Abstract: An interactive intelligent interface in a system which performs an interactive processing making the system recognize the capacity of a user of the system. The system has a function of providing a processing method conformable to the recognized capacity of the system user, whereby a processing method to be performed by the system is changed in accordance with the operating or processing capacity of the system user so that a procedure desired by the system user can be performed irrespective of the operating or processing capacity of the system user.
TL;DR: A conventional approach to multiparty videoeonferencing is to support a four way meeting using a Picture-in-aPicture (PIP) device, but in this approach, each remote participant’s image is placed in one quadrant of the screen of a single monitor.
Abstract: A conventional approach to multiparty videoeonferencing is to support a four way meeting using a Picture-in-aPicture (PIP) device, In this approach, each remote participant’s image is placed in one quadrant of the screen of a single monitor. This common view is then distributed to each person. In addition, the audio from eaeh participant is combined, and all voices emanate from a single loudspeaker.
TL;DR: This tutorial style is meant to provide the reader with the ability to run PRODIGY and make use of all the basic features, as well as gradually learning the more esoteric aspects of PRODigY4.0.
Abstract: PRODIGY is a general-purpose problem-solving architecture that serves as a basis for research in planning, machine learning, apprentice-type knowledge-refinement interfaces, and expert systems This document is a manual for the latest version of the PRODIGY system, PRODIGY40, and includes descriptions of the PRODIGY representation language, control structure, user interface, abstraction module, and other features The tutorial style is meant to provide the reader with the ability to run PRODIGY and make use of all the basic features, as well as gradually learning the more esoteric aspects of PRODIGY40
TL;DR: A high-level and flexible framework for supporting the construction of multiuser interfaces based on a generalized editing interaction model that allows users to view programs as active data that can be concurrently edited by multiple users is developed.
Abstract: We have developed a high-level and flexible framework for supporting the construction of multiuser interfaces. The framework is based on a generalized editing interaction model, which allows users to view programs as active data that can be concurrently edited by multiple users. It consists of several novel components including a refinement of both the Seeheim UIMS architecture and the distributed graphics architecture that explicitly addresses multiuser interaction; the abstractions of shared active variables and interaction variables, which allow users and applications to exchange information; a set of default collaboration rules designed to keep the collaboration-awareness low in multiuser programs; and a small but powerful set of primitives for overriding these rules. The framework allows users to be dynamically added and removed from a multiuser sesssion, different users to use different user interfaces to interact with an application, the modules interacting with a particular user to execute on the local workstation, and programmers to incrementally trade automation for flexibility. We have implemented the framework as part of a system called Suite. This paper motivates, describes, and illustrates the framework using the concrete example of Suite, discusses how it can be implemented in other kinds of systems, compares it with related work, discusses its shortcomings, and suggests directions for future work.
TL;DR: The goals of PACS are to improve operational efficiency while maintaining or improving diagnostic ability.
Abstract: Organizational techniques that enable small departments to function efficiently often fail as departments become larger. With the recent growth in imaging technology, the capacity of film-based systems to meet the increasing needs of radiology departments has decreased. Electronic picture archiving and communication systems (PACS) have been developed in an attempt to provide economical storage, rapid retrieval of images, access to images acquired with multiple modalities, and simultaneous access at multiple sites. Input to a PACS may come from digital or analog sources (when the latter have been digitized). A PACS consists primarily of an image acquisition device (an electronic gateway to the system), data management system (a specialized computer system that controls the flow of information on the network), image storage devices (both short- and long-term archives), transmission network (which serves local or wide areas), display stations (which include a computer, text monitor, image monitors, and a user interface), and devices to produce hard-copy images (currently, a multiformat or laser camera). The goals of PACS are to improve operational efficiency while maintaining or improving diagnostic ability.
TL;DR: The work reported here addresses the need to identify temporal relationships within user task descriptions and to express explicitly and precisely how designers view temporal relationships among those tasks.
Abstract: The need for communication among a multiplicity of cooperating roles in user interface development translates into the need for a common set of interface design representation techniques. The important difference between design of the interaction part of the interface and design of the interface software calls for representation techniques with a behavioral view - a view that focuses on user interaction rather than on the software. The User Action Notation (UAN) is a user- and task-oriented notation that describes physical (and other) behavior of the user and interface as they perform a task together. The primary abstraction of the UAN is a user task.
The work reported here addresses the need to identify temporal relationships within user task descriptions and to express explicitly and precisely how designers view temporal relationships among those tasks. Drawing on simple temporal concepts such as events in time and preceding and overlapping of time intervals, we identify basic temporal relationships among tasks: sequence, waiting, repeated disjunction, order independence, interruptibility, one-way interleavability, mutual interleavability, and concurrency. The UAN temporal relations, through the notion of modal logic, offer an explicit and precise representation of the specific kinds of temporal behavior that can occur in asynchronous user interaction without the need to detail all cases that might result.
TL;DR: In this article, a view driver for creating a view of an object is provided having a simple, familiar user interface An object having a view so created will have associated with it a view data file representing the view.
Abstract: A system for permitting the view of an object or of a user interface to an application to be exchanged between different operating system environments is based on a nested, tagged file format A view driver for creating a view of an object is provided having a simple, familiar user interface An object having a view so created will have associated with it a view data file representing the view The view data file is comprised of elements identified by tags Display of a view in an arbitrary operating system environment is facilitated by a common understanding of the tags, permitting processing of the view data file even if the file contains elements, identified by understood tags, which elements themselves are not understood An extensible file format for exchange of views between operating system environments is provided
TL;DR: DispImage is a development and research tool that can facilitate in the construction and evaluation of systems and techniques and has proved valuable in numerous application areas and has been used out of preference at some sites where more developed and sophisticated tools have been available.
Abstract: DispImage incorporates a number of important concepts. The fact that all metrics are calibrated is of significance. The ability to change display units facilitates adaption to a variety of users and applications. The program is not to be viewed as a stand-alone system. Rather it is intended to integrate with other pieces of imaging software and with the standard tools on the workstation «desk top».This functionality is coupled with a user interface that makes all major functions evident. The functions typically found on a viewing console are made readily available, giving the clinical user a feeling of familiarity. The online help system and paper documentation, whilst comprehensive, are intended to be devices of last resort.DispImage is not intended as a day-to-day clinical tool that might take the place of a clinicians viewing console. Rather it is a development and research tool that can facilitate in the construction and evaluation of systems and techniques. It has proved valuable in numerous applicat...
TL;DR: In this article, a method for allowing a user of a computer program to customize a menu while the computer program is executing is provided, which allows a user to add a menu item to a menu and associate that menu item with an external computer program.
Abstract: A method for allowing a user of a computer program to customize a menu while the computer program is executing is provided. In a preferred embodiment, the computer program provides a customized menu facility. This facility allows a user to add a menu item to a menu and associate that menu item with an external computer program. The computer program in response to selection of the menu item by a user invokes the external computer program. Upon completion of the execution of the external computer program, execution of the computer program is resumed.
TL;DR: This paper focuses on a relevance feedback technique that allows easily understandable and manageable user interfaces, and at the same time provides high-quality retrieval results.
Abstract: Although relevance feedback techniques have been investigated for more than 20 years, hardly any of these techniques has been implemented in a commercial full-text document retrieval system. In addition to pure performance problems, this is due to the fact that the application of relevance feedback techniques increases the complexity of the user interface and thus also the use of a document retrieval system. In this paper we concentrate on a relevance feedback technique that allows easily understandable and manageable user interfaces, and at the same time provides high-quality retrieval results. Moreover, the relevance feedback technique introduced unifies as well as improves other well-known relevance feedback techniques.
TL;DR: In this paper, an Object-Action Manager shields an applications developer from multiple display technologies and development tools and assists the developer in applications user interface creation, including a parser, an object-list builder, dialog-box builder, a library of access functions and a display handler.
Abstract: An Object-Action Manager shields an applications developer from multiple display technologies and development tools and assists the developer in applications user interface creation. The manager includes a parser, an object-list builder, dialog-box builder, a library of access functions and a display handler. The object-list builder and dialog-box builder are used to build user interface screen definitions according to predetermined parameters. The parser reads a developer-defined description file and builds data structures. The object-list builder and dialog-box builder use the data structures to customize the user interface screens for the developer. The library contains functions used during operation of the user interface. The display handler manages interaction between the end-user and the developed application.
TL;DR: In this article, an advanced user interface operates in an integrated operating environment which supports real-time handwriting, graphical and image data, which is capable of running several application programs on a standard stand-alone processor such as a personal computer.
Abstract: An advanced user interface operates in an integrated operating environment which supports realtime handwriting, graphical and image data. The integrated operating environment is capable of running several application programs on a standard stand-alone processor, such as a personal computer, each in its own display window. A communication window is established in a first window. Image data is imported into it from a second window. And freehand drawing data is added to the first window. The contents of the first window can then be sent to a second processor. In this manner, hand drawn images can be combined with other image data and communicated over a network.
TL;DR: This paper describes work to provide mappings between X-based graphical interfaces and auditory interfaces, and the design of an auditory interface which simulates many of the features of graphical interfaces.
Abstract: This paper describes work to provide mappings between X-based graphical interfaces and auditory interfaces. In our system, dubbed Mercator, this mapping is transparent to applications. The primary motivation for this work is to provide accessibility to graphical applications for users who are blind or visually impaired. We describe the design of an auditory interface which simulates many of the features of graphical interfaces. We then describe the architecture we have built to model and transform graphical interfaces. Finally, we conclude with some indications of future research for improving our translation mechanisms and for creating an auditory “desktop” environment.
TL;DR: In this article, a method and computer system for coaching a user how to perform application program tasks is provided, where the user activates the coaching program of the present invention while an application program is running on the computer system.
Abstract: A method and computer system for coaching a user how to perform application program tasks is provided. The user activates the coaching program of the present invention while an application program is running on the computer system. If the user needs such assistance, the coaching program helps the user determine the next task the user wishes to perform in the application program. The coaching program then determines if the application program is in the correct state for performance of the next task. If the application program is not in the correct state, the coaching program guides the user through performing essential preliminary tasks that place the application program in the correct state for performance of the next task. The computer system simultaneously displays on the display screen output, such as application program instructions, generated by the coaching program and a user interface display generated by the application program. Output generated by the coaching program always overlays the user interface display in such a way that it does not block the working portion of the user interface display and it does not interrupt the operation of the application program. The user performs the next task in the application program by interacting with the working portion of the user interface display, while the computer system continues to display the output generated by the coaching program. This enables the user to read instructions displayed on the display screen on how to perform the next task during performance of the next task.
TL;DR: In this article, a multimedia system includes a multimedia device control program having a plurality of application program selectable controls for controlling operation of a like plurality of different classes of multimedia devices, each class has a different set of controllable device functions or attributes.
Abstract: A multimedia system includes a multimedia device control program having a plurality of application program selectable controls for controlling operation of a like plurality of different classes of multimedia devices. Each class has a different set of controllable device functions or attributes. In response to selection of a class by an application program, a unique control panel is created in a user interface for controlling operation of a device. The selected control performs all of the processing actions necessary to control the device in response to user selections on the interface, without involvement of the application program in such actions. The multimedia control program includes a plurality of panel templates from which control panels are created in a control screen. Each panel has a plurality of controllers that can manipulated by a user to control a corresponding function of a multimedia device. The templates provide a consistent interfaces having a common look and feel. The multimedia control program also includes a plurality of class control programs one or more of which are selected by an application program to be attached to a like number of multimedia devices for controlling operation of the devices in response to user selections on the user interface, thereby relieving the application program of performing the necessary control functions.
TL;DR: A survey of the various types of demonstrational interfaces is presented in this article, including general-purpose programming, visualization, macros for direct-manipulation interfaces, drawing packages, text editing and formatting, and user interface development environments.
Abstract: Demonstrational interfaces, interfaces that let the user perform actions on concrete example objects while constructing an abstract program, thus letting the user create parameterized procedures and objects without learning a programming language, are discussed. The motivations for and problems associated with demonstrational interfaces are presented. A survey of the various types of interfaces is also presented. Areas that would benefit from demonstrational technology, including general-purpose programming, visualization, macros for direct-manipulation interfaces, drawing packages, text editing and formatting, and user interface development environments, are discussed. Research issues involving demonstrational interfaces are reviewed. >