scholarly journals A Comparative Analysis of Task Modeling Notations

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):  
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.


Author(s):  
Gustavo Rossi ◽  
Matias Urbieta ◽  
Jeronimo Ginzburg

In this chapter, we present a design approach for the interface of rich Internet applications, that is, those Web applications in which the conventional hypermedia paradigm has been improved with rich interaction styles. Our approach combines well-known techniques for advanced separation of concerns such as aspect-oriented software design, with the object oriented hypermedia design method (OOHDM) design model allowing to express in a high level way the structure and behaviours of the user interface as oblivious compositions of simpler interface atoms. Using simple illustrative examples we present the rationale of our approach, its core stages and the way it is integrated into the OOHDM. Some implementation issues are finally analyzed.


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.


2018 ◽  
Vol 3 (2) ◽  
pp. 138
Author(s):  
Chui Yin Wong ◽  
Rahimah Ibrahim ◽  
Tengku Aizan Hamid ◽  
Evi Indriasari Mansor

Smartphones have become ubiquitous communication tools for everybody, including older adults to stay connected with their family and access to information. However, mobile operators and developers mainly target the youngster cohort in mobile industry. With the rising ageing population, smartphone user interface and some mobile apps are not designed to cater the needs of older adults. This could hinder them from fully utilizing the smartphone functions and its services. A mobile-user interaction study using mixed-methods (questionnaire, interview and observation) was conducted to examine usability and user interface design issues of smartphone and mobile apps among 80 older adults in Malaysia. Four tasks design were ‘making voice calls’, ‘using phonebook’, ‘installing a mobile app from Google Play Store’, and ‘using WhatsApp’. The results were analysed both quantitatively (for usability evaluation) and qualitatively (for interviews and observation). The usability result revealed that the ‘voice call’ task had the highest success task completion rate (83.44%), followed by ‘phonebook’ (70.16%), ‘mobile app download’ (63.13%) and ‘using WhatsApp’ (60.42%). Three themes were emerged from the qualitative thematic analysis, which showed a mismatch between older adults’ expectation and smartphone user interface. A majority had never downloaded a mobile app before, and they had problems downloading it from Play Store. They perceived the Play Store feature as a place for children playing games. To close the discrepancy between user expectation and mobile design, the mobile designers and developers are required to consider the older adults’ needs for better usability of smartphone user interface design


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):  
Karin Coninx ◽  
Joan De Boeck ◽  
Chris Raymaekers ◽  
Lode Vanacken

The creation of virtual environments is often a lengthy and expensive process. Especially defining the interaction dialog between the user and the environment is a difficult task, as the communication is often multimodal by nature. In this chapter, we elaborate on an approach which facilitates the development of this kind of user interfaces. In particular, we propose a model-based user interface design process (MBUID), in which the interface is defined by means of high level notations, rather than by writing low level programming code. The approach lifts the design to a higher level of abstraction, resulting in a shortened development cycle leaving the opportunity for creating intermediate prototypes and user evaluation, ultimately resulting in better and cheaper virtual environment interfaces.


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