At the core of the vision of User Interfaces for All is a mix of existing and emerging technologies, which are likely to predominate the life cycle of future user interfaces to a wide range of applications and telematic services; these interfaces must be both accessible and provide high quality interaction to potentially all users, so as to be usable by a diverse user population, including people with different cultural, educational, training and employment background, novice and experienced computer users, the very young and the elderly, and people with different types of disabilities, in various interaction contexts and scenarios of use.
The maintenance of large vehicles (airplanes, trains, tractors) provides difficult problems for computing devices. The environment has extremes of temperature and light, dirt and grease are common and tools such as computers must be very robust. The technicians who perform the maintenance must have the mobility to move around, over, under and inside the vehicle and must have their hands free much of the time. Maintenance is an activity that is performed both solo and with collaboration and the individuals who perform it tend to be have little computer sophistication. Since 1993, the Wearable Computer Laboratory at Carnegie Mellon University has been constructing and testing a variety of different hardware and software systems in a variety of different maintenance contexts. Five different disciplines have been involved in these designs: user interface and industrial designers and software, electrical and mechanical engineers. Some of these systems constructed are body worn, some are hand held. All have limited capability for input and output and are designed for the maintenance environment. This talk will describe the canonical solutions that have been developed during the wearable work and how and why the systems that have been developed vary from the canonical solution. Although none of the systems utilize the canonical solution, it still provides the basis from which the designs have progressed. The manner in which the various disciplines interact and the constraints they place on each other will also be explored.
To obtain a visual data presentation with a conventional geographic information system (GIS) or another graphic tool, the user should have special knowledge on graphics design for making correct selection of visualisation techniques in accord with the characteristics of data to be presented and relations between data components. Including such knowledge into a visualisation system allows to find correct solutions automatically and to save user's time and efforts for data exploration. A very important role in data exploration belongs to interactive manipulations with data and graphics such as querying, filtering, transformations of graphics, obtaining supplementary presentations. An attempt to provide extensive intelligent support to users in data investigation is made in the knowledge-based system IRIS. It automatically generates cartographic presentations of spatially referenced data and enables a wide range of interactive manipulations with maps and data. The peculiarities and restrictions of cartographic presentation are accounted for in the approach to visualisation design applied in the system. The recent implementation of the system runs in the World Wide Web and allows work of remote users from all over the world.
Interface developers combine interaction elements in order to implement the User Interface of interactive software applications, using the development facilities available by a given development tool. The functional capabilities of the interface tool may significantly affect the quality of the resulting interactive software product, as well as the resources needed for further maintenance, upgrade, porting and expansion. Interaction objects play a key role in interface tools, irrespective of the nature of the interface construction technique (e.g. graphical construction, programming language, declarative specification, task notation). We have identified four fundamental categories of mechanisms for manipulating interaction objects in interface tools. Their merits in the context of interface development tools are identified, particularly in the context of developments for diverse user groups and openness for different interaction technologies. We will also show that these two functional requirements play a key role towards meeting the objectives of User Interfaces for All.
This paper reviews general guidelines on user interface design for self service and public information kiosk systems, based on the author's research and existing literature. The guidelines are divided into: defining user requirements, location and encouraging use, physical access, introduction and instruction, language selection, privacy, help, input, output, structure and navigation, and customisation. The paper also emphasises the need to design for stakeholders other than the end users, and offers some guidelines on user-based evaluation of kiosk systems.
In (Kadyamatimba 1996) we described our basic concept of Desktop Objects for supporting browsing and direct manipulation schema evolution with the Oggetto OODB (Mariani 1992). Iconic User Interface (IUI) is an extension to provide a fully integrated querying service. Substantial work exists on graphical interfaces to databases: QBD* (Angelaccio 1990), OdeView (Agrawal 1990) and Moggetto (Sawyer 1995). Most of these interfaces support the browsing of schema of databases. However, OdeView extensions (Dar 1995) support browsing and querying but as separate operations. Querying operations should be integrated with browsing mechanism as in PESTO (Carey 1996). However, the difference with our work is that we exploit the desktop's direct manipulation to integrate the querying operations and results browsing. The focus of IUI is not on the statement and formulation of the query, although this is certainly a major part of any future work on the system. Rather, once queries have been stated (potentially by expert users), our concern is that they are easily available and useful to even novice users, and that their appearance and presentation of results are potentially indistinguishable from the browsing process supported by our desktop. This is a major diversion from some of the systems mentioned above. The next sections describes the IUI.
In the summer of 1996, the SUPREME research project was started with the aim to adapt workflow technology to process industry and power plant maintenance. Part of this was to provide a tool that displayed the contents of the workflow database, enabling those involved in maintenance work to form an understanding of the ongoing and planned work and to enable them to handle scheduling and replanning of activities. During late 1996 to early 1997, Martin Howard and Jonas Lowgren at Linkoping University designed a system with the working name Supreme Visualization Tool (SVT), to support these activities. At the time of writing, the implementation of the first prototype is taking place, so we have no experience of the system in use. However, it is presented here because it signifies an important alternative approach to the more traditional database applications and one that probably will become more and more common in the future. Additionally, it is an attempt to combine and integrate various visualization and interaction techniques, as well as extending them.
We suggest an interactive method that visually describes the behaviors of virtual objects, parses the visual scripting and finally achieves the semantics. In this approach, users draw only curves, which describe synchronization among motions as well as geometric motion paths of virtual characters, in the same three-dimensional space. This approach promotes the maximum transfer of the users' knowledge of behaviors of physical objects and actions into virtual environments, so the users can rapidly generate virtual characters' behaviors such as running, walking, grasping, and other motions.
The World Wide Web has the potential for making scientific information widely available even to people without access to scientific libraries, but using the World Wide Web for this is hard in practice. Possible causes for this are that there is no central repository for scientific papers, that the papers are often not indexed by the World Wide Web search engines, and when they are, novices have trouble using the services. We have developed HCILIB as an interface to a collection of scientific articles on Human-Computer Interaction available on the World Wide Web. HCILIB uses a scatter/gather inspired technique to display a browsable structure for the collection integrated with Boolean queries. It has facilities for searchers to restrict their view of the collection to the parts they consider interesting and reorganize these to display a personal classification of documents. This allows us to investigate usage patterns and differences in them for such a library including field studies of the interaction.
The Internet represents one of the most used tools in the field of communication, thanks to its richness, its capacity to communicate rapidly and effectively on a world scale. The Man-Machine interfaces for accessing the Internet are currently too rigid and poorly adapted to human research strategies. This leads us to reconsider the interface for access to the Internet, hence the introduction of speech as a mean of interaction to access the Internet, both for input and output. The adaptation of the Internet using the concept of multimodality is a one of our objectives, to give the visually handicapped the ability to communicate easily with the outside world. In this article we will demonstrate the difficulties and possibilities of adapting access to graphic interfaces, in particular the Web, in accordance with the user profile.
Animated agents -- either based on real video, cartoon-style drawings or even model-based 3D graphics -- offer great promise for computer-based presentations as they make presentations more lively and appealing and allow for the emulation of conversation styles known from human-human communication. In this paper, we describe a life-like interface agent which presents multimedia material to the user following the directives of a script. The overall behavior of the presentation agent is partly determined by such a script, and partly by the agent's self-behavior.
Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.
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