Design and Evaluation Aids for Interactive Video Disc Systems

1982 ◽  
Vol 26 (4) ◽  
pp. 300-300
Author(s):  
J. R. Kornfeld

Using video disc storage technology and alternative input devices, system designers can give end-users of interactive systems more flexible access to information. But improving accessibility does not automatically improve usability of the information provided by such systems. To insure that users not only understand but make efficient use of information, human factors engineers need to develop new styles of structuring the information that must eventually be presented to end-users. New types of user-interface functions must be designed for giving end-users better control over the means by which they can access and use the information presented by these systems. This paper summarizes the experience gained in improving the user-interface to an interactive video disc system, installed as a network of touch-sensitive terminals in a large public area. Questions are proposed to aid the human performance engineer in defining functional requirements, and methods are outlined for structuring the information content. Finally, step-by-step guidelines are offered for conducting structured walkthroughs of the user-interface design, and matrix formats are presented for documenting the results of these procedures.

Author(s):  
Christopher C. Heasly ◽  
Lisa A. Dutra ◽  
Mark Kirkpatrick ◽  
Thomas L. Seamster ◽  
Robert A. Lyons

The 21st century Navy combatant ship will experience exponential increases in shipboard information to be processed, disseminated and integrated. High Definition System (HDS) technology will provide for the convergence of text, graphics, digital video, imagery, and complex computing to allow for a new range of advanced capabilities that exceed those of currently available workstations. These capabilities could result in unmanageable and overwhelming cognitive workloads for Navy tactical operators in CIC (Combat Information Center). For this reason, a prototype user interface was designed using future combat system requirements, proposed HDS capabilities, and human-computer interface design standards and principles. Usability testing of the protoype user interface was conducted as part of an effort to identify integrated information management technologies which reduce operator workload, increase human performance, and improve combat system effectiveness. This demonstration will focus on explanation and demonstration of future concepts envisioned for the AEGIS operational environment; organization and functionality of the menu structures and window contents; the usability testing methods utilized; results from usability testing; and plans for utilization of the prototype shell in other operational environments.


Author(s):  
Mikael Wiberg

No matter if we think about interaction design as a design tradition aimed at giving form to the interaction with computational objects, or if we think about interaction design as being simply about user interface design it is hard to escape the fact that the user interface to a large extent defines the scene and the form of the interaction. Without adopting a fully deterministic perspective here it is still a fact that if the user interface is screen-based and graphical and the input modality is mouse-based, then it is likely that the form of that interaction, that is what the turn-taking looks like and what is demanded by the user, is very similar to other screen-based interfaces with similar input devices. However, the design space for the form of interaction is growing fast. While command-based interfaces and text-based interfaces sort of defined the whole design space in the 1970s, the development since then, including novel ways of bringing sensors, actuators, and smart materials to the user interface has certainly opened up for a broader design space for interaction design. But it is not only the range of materials that has been extended over the last few decades, but we have also moved through a number of form paradigms for interaction design. With this as a point of departure I will in this chapter reflect on how we have moved from early days of command-based user interfaces, via the use of metaphors in the design of graphical user interfaces (GUIs), towards ways of interacting with the computer via tangible user interfaces (TUIs). Further on, I will describe how this movement towards TUIs was a first step away from building user interfaces based on representations and metaphors and a first step towards material interactions.


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