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Advances in electronics, communications, and the fast growth of the Internet have made the use of a wide variety of computing devices an every day occurrence. These computing devices have different interaction styles, input/output techniques, modalities, characteristics, and contexts of use. Furthermore, users expect to access their data and run the same application from any of these devices. Two of the problems we encountered in our own work [2] in building VIs for different platforms were the different layout features and screen sizes associated with each platform and device. Dan Ol sen [13], Peter Johnson [9], and Stephen Brewster, et al. [4] all talk about problems in interaction due to the diversity of interactive platforms, devices, network services and applications. They also talk about the problems associ ated with the small screen size of hand-held devices. In comparison to desk top computers, hand-held devices will always suffer from a lack of screen real estate, so new metaphors of interaction have to be devised for such de vices. It is difficult to develop a multi-platform user interface (VI) without duplicating development effort. Developers now face the daunting task to build UIs that must work across multiple devices. There have been some ap proaches towards solving this problem of multi-platform VI development in cluding XWeb [14]. Building "plastic interfaces" [5,20] is one such method in which the VIs are designed to "withstand variations of context of use while preserving usability".
It also addresses User Interface Description Languages.
Proceedings of the Third International Conference on Computer-Aided Design of User Interfaces, 21-23 October 1999, Louvain-la-Neuve, Belgium
This book constitutes the refereed proceedings of the 17th International Conference on Advanced Information Systems Engineering, CAiSE 2005, held in Porto, Portugal in June 2005. The 39 revised full papers presented were carefully reviewed and selected from 282 submissions. The papers are organized in topical sections on conceptual modeling, metamodeling, databases, query processing, process modeling and workflow systems, requirements engineering, model transformation, knowledge management and verification, Web services, Web engineering, software testing, and software quality.
Here’s what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” — Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” — Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” — Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.
Most programmers' fear of user interface (UI) programming comes from their fear of doing UI design. They think that UI design is like graphic design—the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead—strong at reasoning, weak on artistic judgment, and incapable of doing UI design. In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple. In a fun and entertaining way, Spolky makes user interface design easy for programmers to grasp. After reading User Interface Design for Programmers, you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works.
This book constitutes the thoroughly refereed post-proceedings of 11 international workshops held as satellite events of the 9th International Conference on Model Driven Engineering Languages and Systems, MoDELS 2006, in Genoa, Italy, in October 2006 (see LNCS 4199). The 32 revised full papers were carefully selected for inclusion in the book. They are presented along with a doctorial and an educators' symposium section.
This is both the first authoritative treatment of OOUi and a book which will help designers, developers, analysts, and many others understand and apply object-oriented analysis to user interfaces. Collins delivers a single conceptual model to guide both external and internal design of the user interface. A set of figures, examples, and case studies illustrates the development of new applications and functions & --both stand-alone and integrated & --with existing environments. Throughout, the methodology is grounded in object-oriented principles that are consistent with other object-oriented methodologies for system and database design.
A magazine for designers of interactive products.