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1991, ACM SIGCHI Bulletin
…
7 pages
1 file
Since the introduction of the Xerox Star computer and its more popular successor, the Apple Macintosh, the so-called WIMP interface has become predominant in software interfaces. In this paper we discuss the fact that the WIMP interface handles the physical, but not the cognitive interface to software. We propose to supplement the WIMP model of the physical interface with the NERD model of the cognitive interface. Like the WIMP model, the NERD model is designed to enhance interface consistency and to increase the power of the user while reducing cognitive load associated with the task.
Computer, 1991
User-centered design has been key to the evolution of user interfaces. The 1990s will see dramatic advances and the exploitation of additional communication modalities.
Understanding how users process the information available to them through the computer interface can greatly enhance our abilities to design usable systems. Usability evaluation has long been recognized as an indispensable part of the development of interactive software. Evaluation can still be a difficult and labor intensive task with conventional tools and user studies. It is aimed to present a theoretical framework for integrating cognitive modeling concepts into the development of software interface design process. The suggested model and equation is entirely based on the complete analysis of the user behavior and requirements that show the mental approach of specific user. It is going to present the suitable software interface recommendation according to the user psychology which is the actual demand of about every category of the user. Complete analysis of the user interaction with famous working softwares were done before taking any step towards model and equation suggestion and then after suggesting the new model and equation, again user interaction is analyzed. Results showed that if these features that are presented in the model are provided to the users, enhanced User satisfaction was shown.
Cognitive models are computer programs that simulate human performance.They have been useful to HCI by predicting task times, by assisting users,and by acting as surrogate users. If cognitive models could interact withthe same interfaces that users do, the models would be easier to develop and would be easier to apply. Thisapproach can be encapsulated as a cognitive model interface management system (CMIMS), which is analogousto and based on a user interface management system (UIMS). We presentseveral case studies showing how models can interact using mechanismsdesigned to apply to all interfaces generated within a UIMS. These interaction mechanisms start to support andconstrain performance in the same ways that human performance is supportedand constrained by interaction. Most existing UIMSs can and should beextended to create CMIMSs, and modelscan and should use CMIMSs to look at larger and more complex tasks. CMIMSswill help to exploit the synergy between the disciplines of cognitivemodeling and HCI by supporting cognitive models as users.
2001
This paper studies the issue of cognitive load theory and its implications to teaching interface design principles in a GUI or Interface Design course. The quality of interface design will increase effectiveness of human performance if working memory is emphasized. Cognitive science research in cognitive load raises interesting questions of an individual's memory load and its relevance to computer based models. It describes structures of information processing from long term memory, which stores knowledge and skills to using working memory that enable the individual to perform tasks that are embedded in a computer interface. This review focuses on the concept of cognitive load theory based on research by John Sweller and others in the field that brought this theory to the forefront. The issues of split attention and redundancy effects from information, spatial learning in real life situations versus computer simulation and exploration space control in reference to computer based systems is reviewed for enriching the interface design curriculum. This paper will review the issues of cognitive load theory and its relevance for developing computer based interface systems and models.
ACM SIGCHI Bulletin, 1999
Proceedings of Balisage: The Markup Conference 2019
1997
Producing high-quality, comprehensible user intetices is a difficult, labor-intensive process that requires experience and judgment.
The user interface is arguably the most important element of a computer-based system or product. If the interface is poorly designed, the user's ability to tap the computational power of an application may be severely hindered. In fact, a weak interface may cause an otherwise well-designed and solidly implemented application to fail. Three important principles guide the design of effective user interfaces: (1) place the user in control, (2) reduce the user's memory load, and (3) make the interface consistent. To achieve an interface that abides by these principles, an organized design process must be conducted. User interface design begins with the identification of user, task, and environmental requirements. Task analysis is a design activity that defines user tasks and actions using either an elaborative or object-oriented approach. Once tasks have been identified, user scenarios are created and analyzed to define a set of interface objects and actions. This provides a basis for the creation of screen layout that depicts graphical design and placement of icons, definition of descriptive screen text, specification and titling for windows, and specification of major and minor menu items. Design issues such as response time, command and action structure, error handling, and help facilities are considered as the design model is refined. A variety of implementation tools are used to build a prototype for evaluation by the user. The user interface is the window into the software. In many cases, the interface molds a user's perception of the quality of the system. If the "window" is smudged, wavy, or broken, the user may reject an otherwise powerful computer-based system.
IEEE Software, 2000
Tool s, techniques, and concepts to optimize user interfaces. Whenyou design an intwface, who doyou envision to be the average user? Haw old? How smart? Haw dexterous? Alan €! Newell, director of the Microcentre and deputy principalof the Univmity of Lhndee in Scotland, challenges us to look beyond the average. The Micvo-Centreefomes on user-intwface research, particular& as it applies to users with special needs. In the absentations thatfollow, which are abstractedfim hir ktynote address at InterCHI '93, Newell exhorts us to sat^ the needs of the exmardinay usq and in doingso, we m y j n d innovation for meyone. -Bill Curtir INTERFACE RESEARCHERS HAVE DEscribed an amazing variety of hardware and software, and few have ever reached consensus on what constitutes the average or typical computer system. However, they are more than willing to identify the typical userusually as a genderless, ageless, English-speaking-only person, generally perfect in every respectalthough in fact humans offer in6nitely more variety than the ma-EdtocBill Curtis 3644 Ranch Creek Rd. Austin,TX 78730-3701
2000
Abstract A user interface software tool helps developers design and implement the user interface. Research on past tools has had enormous impact on today's developers—virtually all applications today are built using some form of user interface tool. In this article, we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work.
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