833 resultados para Tangible user interfaces, design, conceptual framework


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People in industrial societies carry more and more portable electronic devices (e.g., smartphone or console) with some kind of wireles connectivity support. Interaction with auto-discovered target devices present in the environment (e.g., the air conditioning of a hotel) is not so easy since devices may provide inaccessible user interfaces (e.g., in a foreign language that the user cannot understand). Scalability for multiple concurrent users and response times are still problems in this domain. In this paper, we assess an interoperable architecture, which enables interaction between people with some kind of special need and their environment. The assessment, based on performance patterns and antipatterns, tries to detect performance issues and also tries to enhance the architecture design for improving system performance. As a result of the assessment, the initial design changed substantially. We refactorized the design according to the Fast Path pattern and The Ramp antipattern. Moreover, resources were correctly allocated. Finally, the required response time was fulfilled in all system scenarios. For a specific scenario, response time was reduced from 60 seconds to less than 6 seconds.

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A la hora de afrontar un proyecto de investigación, no basta con una vigilancia tradicional del entorno. Ya que debido a lo cambiante del mundo, a la globalización, a lo rápido que se desarrollan nuevas tecnologías y productos es preciso realizar un proceso sistemático que permita a las organizaciones o empresas anticiparse a los cambios tecnológicos. En este contexto, el diseño de metodologías basadas en la Vigilancia Tecnológica (VT) permite gestionar la actividad innovadora de organizaciones o empresas facilitando el proceso de generación de ideas para el desarrollo de productos o servicios. Es por ello que en este Proyecto de Fin de Grado se ha diseñado una estrategia para aplicar metodologías de Vigilancia Tecnológica aplicadas a un proyecto de I+D que estudia las Interfaces Naturales de Usuario (NUI). Para ello se ha partido de la metodología de trabajo basada en el proceso de Vigilancia Tecnológica e Inteligencia Competitiva del proyecto CETISME, identificando claramente cada una de las fases que lo componen: identificación de objetivos, selección de las fuentes de información, búsqueda y almacenamiento de la información, análisis de la información y por último validación de la información que concluye con la creación de informes de Vigilancia Tecnológica. Por lo tanto, para cada una de las fases que componen lo que comúnmente se llama el ciclo de la vigilancia, se ha explicado en primer lugar en qué consisten, que estrategias a seguir son las más adecuadas así como la manera de llevarlas a cabo, y por último, si fuera necesario, qué herramientas (desde bases de datos a software) son necesarias o son de utilidad para llevar a cabo el proceso y optimizarlo. De esta manera, como se verá a lo largo de este documento, la aplicación de dicha metodología permitirá a las organizaciones o empresas obtener situaciones ventajosas a la hora de innovar, captar oportunidades o detectar amenazas, identificar competidores o alianzas potenciales, entre otros. ABSTRACT. When taking over a research project, a traditional surveillance of the environment is not enough. Mainly due to the changing the world, to the globalization, to how fast new technologies and products are developed, is necessary to make a systematic process that enables organizations or companies anticipate to technological changes. In this context, the design of methodologies based on the Technology Watch (TW) allows managing the innovative activity of organizations or companies facilitating the process of generating ideas for products or services development. For this reason, in this Thesis a strategy for applying Technological Watch methodologies applied to a R&D project studying Natural User Interfaces (NUI) has been designed. To achieve this goal, the starting point was the CETISME project methodologies, which are based on the Technology Watch and the Competitive Intelligence process, clearly identifying each of the phases that compose it: identification of objectives, selection of the information sources, storage, search and analysis of the information, and finally validating the information that concludes with the creation of Technological Watch reports. Therefore, for each of the phases composing what is commonly known as the monitoring cycle, it has been explained in first place what they consist of, what strategies are more adequate as well as how they should be implemented, and finally, if necessary, what tools (from databases to software) are needed or are useful for managing the process and optimize it. Thus, as discussed throughout this document, the application of said methodology will allow organizations or companies to obtain advantageous situations when it comes to innovate, catch opportunities or detect threats, to identify competitors or potential alliances, among others.

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La expansión experimentada por la informática, las nuevas tecnologías e internet en los últimos años, no solo viene dada por la evolución del hardware subyacente, sino por la evolución del desarrollo de software y del crecimiento del número de desarrolladores. Este incremento ha hecho evolucionar el software de unos sistemas de gestión basados en ficheros, prácticamente sin interfaz gráfico y de unos pocos miles de líneas a grandes sistemas distribuidos multiplataforma. El desarrollo de estos grandes sistemas, requiere gran cantidad de personas involucradas en el desarrollo, y que las herramientas de desarrollo hayan crecido también para facilitar su análisis, diseño, codificación, pruebas, implantación y mantenimiento. La base de estas herramientas software las proveen las propias plataformas de desarrollo, pero la experiencia de los desarrolladores puede aportar un sinfín de utilidades y de técnicas que agilicen los desarrollos y cumplan los requisitos del software en base a la reutilización de soluciones lo suficientemente probadas y optimizadas. Dichas herramientas se agrupan ordenadamente, creando así frameworks personalizados, con herramientas de todo tipo, clases, controles, interfaces, patrones de diseño, de tal manera que se dan soluciones personalizadas a un amplio número de problemas para emplearlas cuantas veces se quiera, bien marcando directrices de desarrollo mediante el uso de patrones, bien con la encapsulación de complejidades de tal modo que los desarrolladores ya dispongan de componentes que asuman cierta lógica o cierta complejidad aliviando así la fase de construcción. En este trabajo se abordan temas sobre las tecnologías base y plataformas de desarrollo para poder acometer la creación de un framework personalizado, necesidades a evaluar antes de acometerlo, y técnicas a emplear para la consecución del mismo, orientadas a la documentación, mantenimiento y extensión del framework. La exposición teórica consiste en mostrar y evaluar los requisitos para crear un framework, requisitos de la plataforma de desarrollo, y explicar cómo funcionan las grandes plataformas de desarrollo actuales, que elementos los componen y su funcionamiento, así como marcar ciertas pautas de estructuración y nomenclatura que el desarrollo de un framework debe contemplar para su mantenimiento y extensión. En la parte metodológica se ha usado un subconjunto de Métrica V3, ya que para el desarrollo de controles no aplica dicha metodología en su totalidad, pero contempla el catálogo de requisitos, los casos de uso, diagramas de clase, diagramas de secuencia, etc… Aparte de los conceptos teóricos, se presenta un caso práctico con fines didácticos de cómo parametrizar y configurar el desarrollo bajo la plataforma .NET. Dicho caso práctico consiste en la extensión de un control de usuario genérico de la plataforma .NET, de tal modo que se aplican conceptos más allá del hecho de crear funciones como las funcionalidades que puede brindar un API. Conceptos sobre como extender y modificar controles ya existentes, que interactúan por medio de eventos con otros controles, con vistas a que ese nuevo control forme parte de una biblioteca de controles de usuario personalizados ampliamente divulgada. Los controles de usuario son algo que no solo tienen una parte funcional, sino que también tienen una parte visual, y definiciones funcionales distintas de las típicas del software de gestión, puesto que han de controlar eventos, visualizaciones mientras se dan estos eventos y requisitos no funcionales de optimización de rendimiento, etc… Para el caso práctico se toma como herramienta la plataforma de desarrollo .Net Framework, en todas sus versiones, ya que el control a extender es el control ListView y hacerlo editable. Este control está presente en todas las versiones de .NET framework y con un alto grado de reutilización. Esta extensión muestra además como se puede migrar fácilmente este tipo de extensiones sobre todos los frameworks. Los entornos de desarrollo usados son varias versiones de Visual Studio para el mostrar dicha compatibilidad, aunque el desarrollo que acompaña este documento esté realizado sobre Visual Studio 2013. ABSTRACT The expansion in computer science, new technologies and the Internet in recent years, not only is given by the evolution of the underlying hardware, but for the evolution of software development and the growing number of developers. This increase has evolved software from management systems based on files almost without graphical interface and a few thousand of code lines, to large multiplatform distributed systems. The development of these large systems, require lots of people involved in development, and development tools have also grown to facilitate analysis, design, coding, testing, deployment and maintenance. The basis of these software tools are providing by their own development platforms, but the experience of the developers can bring a lot of utilities and techniques to speed up developments and meet the requirements of software reuse based on sufficiently proven solutions and optimized. These tools are grouped neatly, creating in this way custom frameworks, with tools of all types, classes, controls, interfaces, design patterns,… in such a way that they provide customized solutions to a wide range of problems to use them many times as you want to occur, either by dialing development guidelines by using patterns or along with the encapsulation of complexities, so that developers already have components that take some logic or some complexity relieving the construction phase. This paper cover matters based on technologies and development platforms to undertake the creation of a custom framework, needs to evaluate before rush it and techniques to use in order to achieve it, a part from techniques oriented to documentation, maintenance and framework extension. The theoretical explanation consists in to demonstrate and to evaluate the requirements for creating a framework, development platform requirements, and explain how large current development platforms work, which elements compose them and their operation work, as well as mark certain patterns of structure and nomenclature that the development of a framework should include for its maintenance and extension. In the methodological part, a subset of Métrica V3 has been used, because of, for the development of custom controls this methodology does not apply in its entirety, but provides a catalogue of requirements, use cases, class diagrams, sequence diagrams, etc ... Apart from the theoretical concepts, a study case for teaching purposes about how to parameterize and configure the development under the .NET platform is presented. This study case involves the extension of a generic user control of the .NET platform, so that concepts apply beyond the fact of creating functions as the functionalities that can provide an API. Concepts on how to extend and modify existing controls that interact through events with other controls, overlooking that new control as a part of a custom user controls library widely publicized. User controls are something that not only have a functional part, but also have a visual part, and various functional definitions of typical management software, since that they have to control events, visualizations while these events are given and not functional of performance optimization requirements, etc ... For the study case the development platform .Net Framework is taken as tool, in all its versions, considering that control to extend is the ListView control and make it editable. This control is present in all versions of .NET framework and with a high degree of reuse. This extension also shows how you can easily migrate these extensions on all frameworks. The used development environments are several versions of Visual Studio to show that compatibility, although the development that accompanies this document is done on Visual Studio 2013.

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Decision support systems (DSS) support business or organizational decision-making activities, which require the access to information that is internally stored in databases or data warehouses, and externally in the Web accessed by Information Retrieval (IR) or Question Answering (QA) systems. Graphical interfaces to query these sources of information ease to constrain dynamically query formulation based on user selections, but they present a lack of flexibility in query formulation, since the expressivity power is reduced to the user interface design. Natural language interfaces (NLI) are expected as the optimal solution. However, especially for non-expert users, a real natural communication is the most difficult to realize effectively. In this paper, we propose an NLI that improves the interaction between the user and the DSS by means of referencing previous questions or their answers (i.e. anaphora such as the pronoun reference in “What traits are affected by them?”), or by eliding parts of the question (i.e. ellipsis such as “And to glume colour?” after the question “Tell me the QTLs related to awn colour in wheat”). Moreover, in order to overcome one of the main problems of NLIs about the difficulty to adapt an NLI to a new domain, our proposal is based on ontologies that are obtained semi-automatically from a framework that allows the integration of internal and external, structured and unstructured information. Therefore, our proposal can interface with databases, data warehouses, QA and IR systems. Because of the high NL ambiguity of the resolution process, our proposal is presented as an authoring tool that helps the user to query efficiently in natural language. Finally, our proposal is tested on a DSS case scenario about Biotechnology and Agriculture, whose knowledge base is the CEREALAB database as internal structured data, and the Web (e.g. PubMed) as external unstructured information.

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With the emergence and growing supply of mobile apps for museums it becomes relevant to study the importance of all the design aspects of those apps in order to provide users/visitors with a better museum experience. One of these aspects is User Interface (UI) which may condition the quality of the application experience as well as the museum experience, serving the function of intermediary. Since interface design must combine usability with appearance (Schlatter e Levinson, 2013) the design must always appeal to the user, representing also a potential source of distraction. Hence the concern of this dissertation is to understand how we can distribute the user's attention in a balanced way, between the application and the exhibition via the User Interface design. For better understanding of the issue – sharing the attention between the physical experience and the application - questions are addressed as: what represents a distraction during a visit to a museum and what comprises the attention process. Thus, it was possible to find some good and bad practice to design a good mobile UI which suits the visual criteria and does not require too much visitor’s attention, serving as a complement to the visit

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Using the resistance literature as an underpinning theoretical framework, this chapter analyzes how Web designers through their daily practices, (i) adopt recursive, adaptive, and resisting behavior regarding the inclusion of social cues online and (ii) shape the socio-technical power relationship between designers and other stakeholders. Five vignettes in the form of case studies with expert individual Web designers are used. Findings point out at three types of emerging resistance namely: market driven resistance, ideological resistance, and functional resistance. In addition, a series of propositions are provided linking the various themes. Furthermore, the authors suggest that stratification in Web designers’ type is occurring and that resistance offers a novel lens to analyze the debate.

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This article characterizes key weaknesses in the ability of current digital libraries to support scholarly inquiry, and as a way to address these, proposes computational services grounded in semiformal models of the naturalistic argumentation commonly found in research literatures. It is argued that a design priority is to balance formal expressiveness with usability, making it critical to coevolve the modeling scheme with appropriate user interfaces for argument construction and analysis. We specify the requirements for an argument modeling scheme for use by untrained researchers and describe the resulting ontology, contrasting it with other domain modeling and semantic web approaches, before discussing passive and intelligent user interfaces designed to support analysts in the construction, navigation, and analysis of scholarly argument structures in a Web-based environment. © 2007 Wiley Periodicals, Inc. Int J Int Syst 22: 17–47, 2007.

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The Teallach project has adapted model-based user-interface development techniques to the systematic creation of user-interfaces for object-oriented database applications. Model-based approaches aim to provide designers with a more principled approach to user-interface development using a variety of underlying models, and tools which manipulate these models. Here we present the results of the Teallach project, describing the tools developed and the flexible design method supported. Distinctive features of the Teallach system include provision of database-specific constructs, comprehensive facilities for relating the different models, and support for a flexible design method in which models can be constructed and related by designers in different orders and in different ways, to suit their particular design rationales. The system then creates the desired user-interface as an independent, fully functional Java application, with automatically generated help facilities.

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Audio feedback remains little used in most graphical user interfaces despite its potential to greatly enhance interaction. Not only does sonic enhancement of interfaces permit more natural human-computer communication but it also allows users to employ an appropriate sense to solve a problem rather than having to rely solely on vision. Research shows that designers do not typically know how to use sound effectively; subsequently, their ad hoc use of sound often leads to audio feedback being considered an annoying distraction. Unlike the design of purely graphical user interfaces for which guidelines are common, the audio-enhancement of graphical user interfaces has (until now) been plagued by a lack of suitable guidance. This paper presents a series of empirically substantiated guidelines for the design and use of audio-enhanced graphical user interface widgets.

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Presented is webComputing – a general framework of mathematically oriented services including remote access to hardware and software resources for mathematical computations, and web interface to dynamic interactive computations and visualization in a diversity of contexts: mathematical research and engineering, computer-aided mathematical/technical education and distance learning. webComputing builds on the innovative webMathematica technology connecting technical computing system Mathematica to a web server and providing tools for building dynamic and interactive web-interface to Mathematica-based functionality. Discussed are the conception and some of the major components of webComputing service: Scientific Visualization, Domain- Specific Computations, Interactive Education, and Authoring of Interactive Pages.

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* The research work reviewed in this paper has been carried out in the context of the Russian Foundation for Basic Research funded project “Adaptable Intelligent Interfaces Research and Development for Distance Learning Systems”(grant N 02-01-81019). The authors wish to acknowledge the co-operation with the Byelorussian partners of this project.

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Conceptual database design is an unusually difficult and error-prone task for novice designers. This study examined how two training approaches---rule-based and pattern-based---might improve performance on database design tasks. A rule-based approach prescribes a sequence of rules for modeling conceptual constructs, and the action to be taken at various stages while developing a conceptual model. A pattern-based approach presents data modeling structures that occur frequently in practice, and prescribes guidelines on how to recognize and use these structures. This study describes the conceptual framework, experimental design, and results of a laboratory experiment that employed novice designers to compare the effectiveness of the two training approaches (between-subjects) at three levels of task complexity (within subjects). Results indicate an interaction effect between treatment and task complexity. The rule-based approach was significantly better in the low-complexity and the high-complexity cases; there was no statistical difference in the medium-complexity case. Designer performance fell significantly as complexity increased. Overall, though the rule-based approach was not significantly superior to the pattern-based approach in all instances, it out-performed the pattern-based approach at two out of three complexity levels. The primary contributions of the study are (1) the operationalization of the complexity construct to a degree not addressed in previous studies; (2) the development of a pattern-based instructional approach to database design; and (3) the finding that the effectiveness of a particular training approach may depend on the complexity of the task.

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Revenue and production output of the United Kingdom’s Aerospace Industry (AI) is growing year on year and the need to develop new products and innovative enhancements to existing ranges is creating a critical need for the increased utilisation and sharing of employee knowledge. The capture of employee knowledge within the UK’s AI is vital if it is to retain its pre-eminent position in the global marketplace. Crowdsourcing, as a collaborative problem solving activity, allows employees to capture explicit knowledge from colleagues and teams and also offers the potential to extract previously unknown tacit knowledge in a less formal virtual environment. By using micro-blogging as a mechanism, a conceptual framework is proposed to illustrate how companies operating in the AI may improve the capture of employee knowledge to address production-related problems through the use of crowdsourcing. Subsequently, the framework has been set against the background of the product development process proposed by Maylor in 1996 and illustrates how micro-blogging may be used to crowdsource ideas and solutions during product development. Initial validation of the proposed framework is reported, using a focus group of 10 key actors from the collaborating organisation, identifying the perceived advantages, disadvantages and concerns of the framework; results indicate that the activity of micro-blogging for crowdsourcing knowledge relating to product development issues would be most beneficial during product conceptualisation due to the requirement for successful innovation.

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Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human–technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process.

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Thesis (Ph.D.)--University of Washington, 2016-07