User Interface Design for Interactive Product Family Analysis and Variants Derivation

Author(s):  
Soon Chong Johnson Lim ◽  
Han Tong Loh ◽  
Ying Liu

Product family design (PFD) is one of the commonly adopted strategies of product realization in mass customization paradigm. Among the current product family modeling approaches, ontology based modeling has been identified as a promising approach. Previously, we have studied the feasibility of using a semantically annotated multi-facet product family ontology in performing product analysis and variant derivation in the PFD domain. However, the visualization aspects of the ontology are important to assist product designers and engineers to gain insights and benefit from the ever-increasing information from the ontology, e.g. dimension, assembly or configuration wise. From the previous literature, we observe that there are limited usage of visualization and interaction in PFD for tasks such as product analysis and variant derivation. The current hierarchy based representations are limited in displaying ontological relationships and tasks such as commonality analysis seldom make use of visualization to foster better understanding of component similarity. In this study, we report our efforts in assisting product family analysis and variant derivation through visualization and user interface (UI) which enables interactive PFD. Design considerations for our visualization and user interaction design are discussed. By using a multi-touch UI, we discuss on how our UI is able to enable users to better perform product analysis and variant derivation based on the aforementioned ontology in an interactive, intuitive and intelligent manner. We finally conclude this paper with some indications for future works.

2001 ◽  
Vol 10 (1) ◽  
pp. 96-108 ◽  
Author(s):  
Doug A. Bowman ◽  
Ernst Kruijff ◽  
Joseph J. LaViola ◽  
Ivan Poupyrev

Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most user-interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also practical guidelines for 3-D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3-D interaction design and some example applications with complex 3-D interaction requirements. We also present an annotated online bibliography as a reference companion to this article.


Author(s):  
Soon Chong Johnson Lim ◽  
Ying Liu ◽  
Wing Bun Lee

In literature, there are a number of indexes suggested that serve as the indicator of commonality among product components, modules and variants. However, as these elements are increasingly interconnected with aspects other than the component view, the existing commonality metrics are unable to effectively model these aspects due to their limitation in capturing relevant information for analysis. Therefore, there exists a need to consider multiple design and manufacturing aspects in commonality metrics so that a comprehensive view of the commonality among product variants can be presented. In the current representation schemes proposed for product family modeling, ontology is one of the most promising ones to model the complex semantic relations among various elements in a product family. Nevertheless, the research and application of ontology in the analysis of a product family has so far received little attention. In this paper, we proposed a framework to generate a semantically annotated multi-facet product family ontology. Using a case study of a laptop computer family, we suggest and demonstrate a new commonality analysis approach based on the semantically annotated multi-facet laptop product family ontology. Together with a new method of deriving product variants based on the aforementioned ontology, our approach illustrates the merits of using semantic annotation in assisting ontology based product family analysis.


2021 ◽  
Author(s):  
Joanna Tsai

My project explores the uses of new techniques, colour theories and user interaction design, experimentally deployed through an app experience. Following the theories of X, and by way of example through a low fidelity app prototype, this minimal viable product attempts to address current UI/UX theories and methodologies, while at the same time, trying to address new modes of interface design and user interaction.


Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


Design Issues ◽  
2008 ◽  
Vol 24 (3) ◽  
pp. 85-107 ◽  
Author(s):  
Adream Blair-Early ◽  
Mike Zender

2012 ◽  
Vol 22 ◽  
pp. 90-97 ◽  
Author(s):  
Josefina García-Guerrero ◽  
Juan González-Calleros ◽  
Jean Vanderdonckt

Task Models describe how to perform activities to reach users' goals. Task models represent the intersection between user interface design and more systematic approaches. Task models can be represented at various abstraction levels. When designers want to specify only requirements regarding how activities should be performed, they consider only the main high-level tasks. On the other hand, when designers aim to provide precise design indications then the activities are represented at a small granularity, thus including aspects related to the dialogue model of a user interface (which defines how system and user actions can be sequenced). In this paper a comparative analysis of selected models involving multiple users in an interaction is provided in order to identify concepts which are underexplored in today's multi-user interaction task modeling. This comparative analysis is based on three families of criteria: information criteria, conceptual coverage, and expressiveness. Merging the meta-models of the selected models enables to come up with a broader meta-model that could be instantiated in most situations involving multi-user interaction, like workflow information systems, CSCW.


Author(s):  
K. O. Hewan-Lowe

The user interface is a critical portion of any application program. Many EM databases reside in dBASE ™, relational database management systems (RDBMS). The user interface for dBASE ™ RDBMS consists of menu choices and templates for the display of database fields. User interaction with menus and templates is by sequential keyboard input. Though the dBASE ™ RDBMS provides excellent support for database functions there is little support for the design of a functional user interface. Menus of screen choices, templates for field display and the requirement for keyboard input tend to overwhelm all but the most experienced computer user. Since most users prefer screen displays which include familiar objects, any improvement in the user interface for EM databases should seek to simulate these objects in the user interface. Because HyperPAD ™ allows the simulation of familiar objects during screen design, it is an excellent tool for constructing an improved user interface for EM databases in dBASE ™ file format.


Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that uses textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach that allow students to experience user interface design by allowing them to “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


2009 ◽  
pp. 404-431 ◽  
Author(s):  
Jesus M. Almendros-Jimenez ◽  
Luis Iribarne

This chapter will show you how to use and specialise UML diagrams for describing the user interfaces of a software system. In order to accomplish the description of user interfaces, the proposed technique considers three specialised UML diagrams called user-interaction, user-interface, and GUI-class diagrams, which will be built following a model-driven development (MDD) perspective. These diagrams can be seen as the UML-based UI models of the system. In addition, this chapter is concerned with code-generation to implement the user interfaces of the system by using GUI-class diagrams and user-interaction diagrams. A case study of an Internet book shopping system is introduced in this chapter to proof and illustrate the proposed user interaction and interface design technique.


1997 ◽  
Vol 6 (6) ◽  
pp. 687-700 ◽  
Author(s):  
Véronique Normand ◽  
Didier Pernel ◽  
Béatrice Bacconnet

The Thomson-CSF Corporate Research Laboratories are investigating the issues of user-interface design, spoken and multimodal interaction design and realization in virtual environments. This paper describes our technical approach to speech-enabled multimodal virtual environments, based on our past achievements in the multimodal interaction domain, and presents our main supporting projects in this area. These projects involve augmented reality for maintenance, military situation building and assessment, and collaborative virtual environments.


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