The role of user models in cooperative interactive systems

1989 ◽  
Vol 4 (1) ◽  
pp. 81-112 ◽  
Author(s):  
Robert Kass ◽  
Tim Finin
2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


Author(s):  
Michael D Harrison ◽  
Paolo Masci ◽  
José Creissac Campos

Abstract This paper explores the role of formal methods as part of the user-centred design of interactive systems. An iterative process is described, developing prototypes incrementally, proving user-centred requirements while at the same time evaluating the prototypes that are executable forms of the developed models using ‘traditional’ techniques for user evaluation. A formal analysis complements user evaluations. This approach enriches user-centred design that typically focuses understanding on context and producing sketch designs. These sketches are often non-functional (e.g. paper) prototypes. They provide a means of exploring candidate design possibilities using techniques such as cooperative evaluation. This paper describes a further step in the process using formal analysis techniques. The use of formal methods provides a systematic approach to checking plausibility and consistency during early design stages, while at the same time enabling the generation of executable prototypes. The technique is illustrated through an example based on a pill dispenser.


Author(s):  
Jeffery Hsu

The role of the user interface (interaction mode) is of considerable importance, since the method of interaction can have an impact on both performance and satisfaction with regards to using a programming language. While markup languages are now widely used for Web page and site design and electronic publishing applications, they have not been studied adequately compared with other kinds of languages. The impact of interaction mode, in this case command-based coding, versus using a form-fill-in wizard, is examined, with respect to performance and satisfaction while performing a survey-oriented task. Skill level, which classified users as being either a novice or experienced, was another factor, which was taken into account in this study. The results showed the use of wizards brought about better performance than using the command language, and the difference between modes was far greater for novices rather than experienced users. In addition, using the wizard tended to equalize performance across skill levels. With regards to system satisfaction, there were significant differences between interaction modes, however no differences were reported between skill levels. These differences in performance and satisfaction should be noted and considered when designing interactive systems for programming-related applications.


2020 ◽  
Vol 32 (3) ◽  
pp. 511-528
Author(s):  
Roxana Corduneanu ◽  
Laura Lebec

PurposeDrawing on Simons's levers of control (LoC) framework, the primary aim of this study is to advance an understanding of the balance between empowerment and constraint in a non-profit UK organisation. In particular, this study examines the antecedents and manifestations of LoC (im)balance, in relation to employees' level of engagement with the control systems in place.Design/methodology/approachFor this study, 27 semi-structured interviews were conducted with different organisational members, from directors to non-managerial staff, to gain an in-depth appreciation of the main differences between managerial intentions in the design of management control systems (MCS) and employee perceptions regarding the role of such systems.FindingsThis research reveals that suppression of interactive systems and internal inconsistencies between different types of controls hinder the balance between empowerment and constraint. This imbalance is then found to have important consequences for employee buy-in, in some cases, defeating the purposes of control.Research limitations/implicationsThis study enhances our understanding of the gap between the design of control systems and the employee perceptions of it in an unusual organisational setting (non-profit and bringing together clinical and non-clinical staff and operations).Originality/valueThe study of MCS and its role in organisations has long been the focus of both academic and practitioner research. Yet, while extant literature focused on management's perspective on MCS, few studies have explored employees' attitudes and behaviours that accompany the implementation of control. What is more, little is known about the specific uses and behavioural outcomes of MCS in the context of non-profit organisations. Drawing on Simons's LoC framework, this paper addresses these gaps in the literature and investigates the balance between control and empowerment of employees in a UK non-profit organisation with significant clinical remit.


1979 ◽  
Vol 23 (1) ◽  
pp. 80-84 ◽  
Author(s):  
Harold Thimbleby

Technology comes in many forms, in particular ‘interactive’ and ‘not-so interactive’. Not all so-called interactive systems are interactive technology: they are not ‘good’ enough. In contrast to typical modern technology, interactive technology is responsibly passive and thereby reduces the opportunity for its users to form incorrect or misguided models of its operation. Passivity is not solely a property of the system design but is relative to the needs and actions of the users of the technology; it depends on the skills, expectations and understanding of the users. As a guide to implementors, passivity also reduces their opportunities to create systems that are obscure to users. It is suggested that a ‘parallel user-interface’, which is outlined, meets the requirements of interactive technology.


Author(s):  
Jelle van Dijk ◽  
Remko van der Lugt

AbstractIn this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.


2011 ◽  
pp. 603-620
Author(s):  
Liana Razmerita

This chapter focuses on the role of user models and user modelling for enhanced, personalised user support within knowledge management systems (KMSs). Personalisation can bring a utility function as well as a conviviality function with “high touch” impact for the users. From this utility and conviviality perspective, various personalised services enable KMSs to adapt their functionality, structure, and content to match the needs and preferences of users based on a user model that is stored and updated dynamically. The chapter presents a set of examples, different types of adaptations and personalised services specific to KMSs.


2001 ◽  
pp. 250-264 ◽  
Author(s):  
Dina Goldin ◽  
David Keil ◽  
Peter Wegner

The role of the Unified Modeling Language (UML) is to model interactive systems, whose behaviors emerge from the interaction of their components with each other and with the environment. Unlike traditional (algorithmic) computation, interactive computation involves infinite and dynamic (late binding) input/output streams. Tools and models limited to an algorithmic paradigm do not suffice to express and manage the behavior of today’s interactive systems, which are capable of self-reconfiguring and adapting to their environment. Whereas procedural languages may express precise designs of closed processes, UML’s objective is to provide support for the analysis and specification of increasingly complex and inherently open systems. Interactive systems require dynamic models where interaction has first-class status, and where the environment is modeled explicitly, as a set of actors whose roles constrain the input patterns through use cases. UML’s interaction-based approach to system modeling fits well with the encapsulation-based, object-oriented approach to implementation. By coupling these approaches, the software engineering process can promise to provide a more complete solution to system design and implementation, leading the way for widespread adoption of networked and embedded intelligent agent technology. A theoretical framework for modeling interactive computing can strengthen the foundations of UML and guide its evolution.


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