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Computer-Aided Design of User Interfaces V [electronic resource] / edited by GaȽlle Calvary, Costin Pribeanu, Giuseppe Santucci, Jean Vanderdonckt.

Por: Colaborador(es): Tipo de material: TextoTextoEditor: Dordrecht : Springer Netherlands, 2007Descripción: XIV, 298 p. online resourceTipo de contenido:
  • text
Tipo de medio:
  • computer
Tipo de soporte:
  • online resource
ISBN:
  • 9781402058202
Trabajos contenidos:
  • SpringerLink (Online service)
Tema(s): Formatos físicos adicionales: Sin títuloClasificación CDD:
  • 005.1 23
Clasificación LoC:
  • QA76.758
Recursos en línea:
Contenidos:
Springer eBooksResumen: Today, the development life cycle of 3D User Interfaces (UIs) mostly remains an art more than a principled-based approach. Several methods [1,3,7,8,9,10,11,15,17,18,19] have been introduced to decompose this life cycle into steps and sub-steps, but these methods rarely provide the design knowledge that should be typically used for achieving each step. In addition, the development life cycle is more focusing directly on the programming - sues than on the design and analysis phases. This is sometimes reinforced by the fact that available tools for 3D UIs are toolkits, interface builders, r- dering engines, etc. When there is such a development life cycle defined, it is typically structured into the following set of activities: 1. The conceptual phase is characterized by the identification of the content and interaction requests. The meta-author discusses with the interface designer to take advantage of the current interaction technology. The int- face designer receives information about the content. The result of this phase is the production of UI schemes (e. g. , written sentences, visual schemes on paper) for defining classes of interactive experiences (e. g. , class Guided tour). Conceptual schemes are produced both for the final users and the authors. The meta-author has a deep knowledge of the c- tent domain and didactic skills too. He/she communicates with the final user too, in order to focus on didactic aspects of interaction. 2.
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Generating User Interfaces from Conceptual Models: A Model-Transformation Based Approach -- Towards Object Oriented, Uiml-Based Interface Descriptions for Mobile Devices -- Towards A System of Patterns for the Design of Multimodal Interfaces -- Design Options for Multimodal Web Applications -- A Generic Approach for Pen-Based User Interface Development -- Participatory Design Meets Mixed Reality Design Models -- A Method for Developing 3D User Interfaces of Information Systems -- GestAction3D: A Platform for Studying Displacements and Deformations of 3D Objects Using Hands -- Designing and Developing Multi-User, Multi-Device Web Interfaces -- A System to Support Publishing, Editing, and Creating Web Content for Various Devices -- Transformational Consistency -- Rapid Prototyping of Distributed User Interfaces -- The Comets Inspector -- A Generic Approach for Multi-Device User Interface Rendering with UIML -- Device Independent Layout and Style Editing Using Multi-Level Style Sheets -- Automatic Interface Generation Through Interaction, Users, and Devices Modeling -- The Meta Sketch Editor -- A Hybrid Tool for User Interface Modeling and Prototyping -- Towards A Support of User Interface Design By Composition Rules -- IdealXML: An Interaction Design Tool -- Integrating Model-Based and Task-Based Approaches to User Interface Generation -- Automated Repair Tool for Usability and Accessibility of Web Sites -- Automating Guidelines Inspection -- Remote Web Usability Evaluation Exploiting Multimodal Information on User Behavior.

Today, the development life cycle of 3D User Interfaces (UIs) mostly remains an art more than a principled-based approach. Several methods [1,3,7,8,9,10,11,15,17,18,19] have been introduced to decompose this life cycle into steps and sub-steps, but these methods rarely provide the design knowledge that should be typically used for achieving each step. In addition, the development life cycle is more focusing directly on the programming - sues than on the design and analysis phases. This is sometimes reinforced by the fact that available tools for 3D UIs are toolkits, interface builders, r- dering engines, etc. When there is such a development life cycle defined, it is typically structured into the following set of activities: 1. The conceptual phase is characterized by the identification of the content and interaction requests. The meta-author discusses with the interface designer to take advantage of the current interaction technology. The int- face designer receives information about the content. The result of this phase is the production of UI schemes (e. g. , written sentences, visual schemes on paper) for defining classes of interactive experiences (e. g. , class Guided tour). Conceptual schemes are produced both for the final users and the authors. The meta-author has a deep knowledge of the c- tent domain and didactic skills too. He/she communicates with the final user too, in order to focus on didactic aspects of interaction. 2.

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