About: User interface management systems is a research topic. Over the lifetime, 417 publications have been published within this topic receiving 10284 citations.
TL;DR: A detailed examination of more than 150 papers covering human performance issues and suggested mitigation solutions is presented, summarizes the performance decrements caused by video images bandwidth, time lags, frame rates, lack of proprioception, frame of reference, two-dimensional views, attention switches, and motion effects.
Abstract: In the future, it will become more common for humans to team up with robotic systems to perform tasks that humans cannot realistically accomplish alone. Even for autonomous and semiautonomous systems, teleoperation will be an important default mode. However, teleoperation can be a challenging task because the operator is remotely located. As a result, the operator's situation awareness of the remote environment can be compromised and the mission effectiveness can suffer. This paper presents a detailed examination of more than 150 papers covering human performance issues and suggested mitigation solutions. The paper summarizes the performance decrements caused by video images bandwidth, time lags, frame rates, lack of proprioception, frame of reference, two-dimensional views, attention switches, and motion effects. Suggested solutions and their limitations include stereoscopic displays, synthetic overlay, multimodal interfaces, and various predicative and decision support systems.
TL;DR: A novel architectural style directed at supporting larger grain reuse and coherent system composition is presented, which supports design of distributed, concurrent, applications.
Abstract: While a large fraction of application code is devoted to graphical user interface (GUI) functions, support for reuse in this domain has largely been confined to the creation of GUI toolkits ("widgets"). We present a novel architectural style directed at supporting larger grain reuse and flexible system composition. Moreover, the style supports design of distributed, concurrent applications. Asynchronous notification messages and asynchronous request messages are the sole basis for intercomponent communication. A key aspect of the style is that components are not built with any dependencies on what typically would be considered lower-level components, such as user interface toolkits. Indeed, all components are oblivious to the existence of any components to which notification messages are sent. While our focus has been on applications involving graphical user interfaces, the style has the potential for broader applicability. Several trial applications using the style are described.
TL;DR: A solution is presented, based on the use of three levels of abstractions, that allows designers to focus on the relevant logical aspects and avoid dealing with a plethora of low-level details in development of nomadic applications.
Abstract: The increasing availability of new types of interaction platforms raises a number of issues for designers and developers. There is a need for new methods and tools to support development of nomadic applications, which can be accessed through a variety of devices. We present a solution, based on the use of three levels of abstractions, that allows designers to focus on the relevant logical aspects and avoid dealing with a plethora of low-level details. We have defined a number of transformations able to obtain user interfaces from such abstractions, taking into account the available platforms and their interaction modalities while preserving usability. The transformations are supported by an authoring tool, TERESA, which provides designers and developers with various levels of automatic support and several possibilities for tailoring such transformations to their needs.
TL;DR: All graphical objects and behaviors of those objects are explicitly represented at run time, so the system can provide a number of high level built-in functions, including automatic display and editing of objects, and external analysis and control of interfaces.
Abstract: The Amulet user interface development environment makes it easier for programmers to create highly interactive, graphical user interface software for Unix, Windows and the Macintosh. Amulet uses new models for objects, constraints, animation, input, output, commands, and undo. The object system is a prototype instance model in which there is no distinction between classes and instances or between methods and data. The constraint system allows any value of any object to be computed by arbitrary code and supports multiple constraint solvers. Animations can be attached to existing objects with a single line of code. Input from the user is handled by "interactor" objects which support reuse of behavior objects. The output model provides a declarative definition of the graphics and supports automatic refresh. Command objects encapsulate all of the information needed about operations, including support for various ways to undo them. A key feature of the Amulet design is that all graphical objects and behaviors of those objects are explicitly represented at run time, so the system can provide a number of high level built-in functions, including automatic display and editing of objects, and external analysis and control of interfaces. Amulet integrates these capabilities in a flexible and effective manner.
TL;DR: The author describes Mobi-D (Model-Based Interface Designer), a comprehensive environment that supports user-centered design through model-based interface development through a series of declarative models interrelated to provide a formal representation of an interface design.
Abstract: The author describes Mobi-D (Model-Based Interface Designer), a comprehensive environment that supports user-centered design through model-based interface development. In the Mobi-D paradigm, a series of declarative models, such as user-task, dialog, and presentation, are interrelated to provide a formal representation of an interface design. This contrasts to model-based systems, which use only one or two models in isolation and have no explicit notion as to how the various model elements are organized into an interface design.