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Linear Programming

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Title: Linear Programming


1
Doc. Storage Ret. Systems (IS 531)
Chapter 10 User Interfaces Visualization
Represented by Minahi Attaweel 425121609 Supervis
or Mourad YKHLEF, Ph.D
2
Human-Computer Interaction
  • Well designed, effective computer systems
    generate positive feelings of success,
    competence, mastery, and clarity in the user
    community.
  • When an interactive system is well designed, the
    interface almost disappears, enabling users to
    concentrate on their work, exploration, or
    pleasure.

3
Design Principle
  • Offer informative feedback( relationship between
    query specification retrieved docs)
  • Reduce working memory load (iterative)
  • Provide alternative interfaces for novice
    expert users (simplicity vs power)
  • Good UI design provides intuitive bridges between
    simple advanced interfaces
  • Permit easy reversal of actions
  • Support an internal locus of control (control of
    how when feedback)
  • Each principle should be instantiated differently
    depending on the particular interface application

4
The Rule of Visualization
  • Tools of computer interface design are familiar
    to most users windows, menus, icons, dialog
    boxes,etc
  • Graphics provide a more accessible interface than
    command-line-based displays
  • Visualization provide visual depictions of very
    large information spaces.
  • Humans are highly attuned to images visual
    information

5
  • A visual representation can communicate some kind
    of info. Much more rapidly effectively than any
    other method
  • The growing prevalence of fast graphics
    processors high resolution color monitors is
    increasing interest in info. Visualization.
    (scientific visualization)
  • Icons, color highlighting, brushing linking,
    panning zooming, focus-plus-context, use of
    animation

6
  • Brushing linking refers to the connecting of
    two or more views of the same data, such that a
    change to the representation in one view affects
    in other views as well
  • Panning zooming refers to the actions of a
    movie camera that can scan sideways across a
    scene (panning) or move in for a close-up or back
    away to get a wider view (zooming). Text
    clustering
  • There are a large number of graphical methods for
    depicting trees hierarchies (use of animation)
  • It is useful to combine these techniques into an
    interface layout

7
Evaluating Interactive Systems
  • Age cultural differences can contribute to
    acceptance or rejection of interface techniques (
    interface can be useful for some users foreign
    for others)
  • SW design should allow for flexibility in
    interaction style new features shouldnt be
    expected to be equally helpful for all users
  • An important aspect of HC interaction is the
    methodology for evaluation of UI techniques
  • Precision recall measures have been used for
    comparing the ranking results of non-interactive
    systems, but less appropriate for assessing
    interactive systems
  • In many interactive setting, user require only a
    few relevant docs dont care about high recall
    to evaluate systems
  • Metrics -time required to learn the system
  • -time required to achieve goals
    on benchmark tasks
  • -error rates
  • -retention of the use of the
    interface over time

8
The Information Access Process

A simplified diagram of the standard model of the
information access processes
9
  • Users scan information, retrieve view docs
    depend on their query specification
  • The UI should support methods for monitoring the
    status of the current strategy in relation to the
    users current task and high level goals
  • There are a number of theories and frameworks
    that contrast browsing, querying, navigating
    scanning along several dimensions

10
NonSearch Parts of the Information Access Process
  • Reading, annotating analysis
  • Russell et al discusses information work as a
    process in which information retrieval plays only
    a small part
  • divide the entire information access process into
    two main components search/retrieval
    analysis/synthesis of results

11
Starting Points
  • Search interfaces must provide users with good
    ways to get started
  • Studies show that users tend to start out with
    very short queries, inspect results, and then
    modify those queries in an incremental feedback
    cycle
  • Find the best source to search (starting points)
  • Lists
  • Overviews
  • Examples
  • Automated source selection

12
Lists of Collections
The LEXISNEXIS source selection screen
when users want to search outside their domains
of expertise, a list of familiar sources is not
sufficient
13
Overviews
  • An overview can show the topic domains
    represented within the collections to help users
    select or eliminate sources from consideration
  • An overview can help users get started, directing
    them into general neighborhoods, after which they
    can navigate using more detailed descriptions

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Query Specification
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Out Search
28
Match the Method to the Task
  • The Domain Understanding and analysis during
    development and maintenance of large-scale
    software systems.
  • The Argument No single software visualization
    tool can address all tasks simultaneously.
  • The Proposal A framework for identifying the
    most appropriate visualization mechanism for the
    given task.

29
A Reference Model
adapted from Card et al. Readings in Information
Visualization Using Vision to Think
30
A Reference Model
adapted from Card et al. Readings in Information
Visualization Using Vision to Think
source code, execution data, design documents etc.
abstract syntax trees, class/object
relationships etc.
interactive drill-down, navigation
2D/3D graphs, tree hierarchy, UML
(software specific)
31
A Taxonomy of Software Visualization Systems
  • Dimensions of Software Visualization
  • Tasks why is the visualization needed?
  • Audience who will use the visualization?
  • Target what is the data source to represent?
  • Representation how to represent it?
  • Medium where to represent the visualization

32
User-Interface and Information-Visualization
Design
  • User-interface components
  • Metaphors Essential concepts in words, images,
    sounds, touch
  • Mental Models Organization of data, functions,
    tasks, roles, or people at work or play, static
    or mobile
  • Navigation Movement through mental models via
    windows, dialogue boxes, buttons, links, etc.
  • Interaction Input/output techniques, feedback
  • Appearance Visual, verbal, acoustic, tactile
  • Information visualization
  • Tables and forms
  • Charts
  • Maps
  • Diagrams

33
Which Website for Saudi Arabia is Better?
  • How/what to represent the target culture?
  • Should designs impose foreign values?

34
Human factors in interface design
  • Limited short-term memory
  • People can instantaneously remember about 7 items
    of information. If you present more than this,
    they are more liable to make mistakes.
  • People make mistakes
  • When people make mistakes and systems go wrong,
    inappropriate alarms and messages can increase
    stress and hence the likelihood of more mistakes.
  • People are different
  • People have a wide range of physical
    capabilities. Designers should not just design
    for their own capabilities.
  • People have different interaction preferences
  • Some like pictures, some like text.

35
User interface design principles
36
Design issues in UIs
  • Two problems must be addressed in interactive
    systems design
  • How should information from the user be provided
    to the computer system?
  • How should information from the computer system
    be presented to the user?
  • User interaction and information presentation may
    be integrated through a coherent framework such
    as a user interface metaphor.

37
Interaction styles
  • Direct manipulation
  • Menu selection
  • Form fill-in
  • Command language
  • Natural language

38
Interaction styles
39
Multiple user interfaces
40
Web-based interfaces
  • Many web-based systems have interfaces based on
    web forms.
  • Form field can be menus, free text input, radio
    buttons, etc.
  • In the LIBSYS example, users make a choice of
    where to search from a menu and type the search
    phrase into a free text field.

41
LIBSYS search form
42
Information presentation
  • Information presentation is concerned with
    presenting system information to system users.
  • The information may be presented directly (e.g.
    text in a word processor) or may be transformed
    in some way for presentation (e.g. in some
    graphical form).
  • The Model-View-Controller approach is a way of
    supporting multiple presentations of data.

43
Information presentation
44
Model-view-controller
45
Information presentation
  • Static information
  • Initialised at the beginning of a session. It
    does not change during the session.
  • May be either numeric or textual.
  • Dynamic information
  • Changes during a session and the changes must be
    communicated to the system user.
  • May be either numeric or textual.

46
Colour displays
  • Colour adds an extra dimension to an interface
    and can help the user understand complex
    information structures.
  • Colour can be used to highlight exceptional
    events.
  • Common mistakes in the use of colour in
    interface design include
  • The use of colour to communicate meaning
  • The over-use of colour in the display.

47
Colour use guidelines
  • Limit the number of colours used and be
    conservative in their use.
  • Use colour change to show a change in system
    status.
  • Use colour coding to support the task that users
    are trying to perform.
  • Use colour coding in a thoughtful and consistent
    way.
  • Be careful about colour pairings.

48
Good and bad message design
49
The UI design process
  • UI design is an iterative process involving close
    liaisons between users and designers.
  • The 3 core activities in this process are
  • User analysis. Understand what the users will do
    with the system
  • System prototyping. Develop a series of
    prototypes for experiment
  • Interface evaluation. Experiment with these
    prototypes with users.

50
The design process
51
User analysis
  • If you dont understand what the users want to do
    with a system, you have no realistic prospect of
    designing an effective interface.
  • User analyses have to be described in terms that
    users and other designers can understand.
  • Scenarios where you describe typical episodes of
    use, are one way of describing these analyses.

52
Analysis techniques
  • Task analysis
  • Models the steps involved in completing a task.
  • Interviewing and questionnaires
  • Asks the users about the work they do.
  • Ethnography
  • Observes the user at work.

53
User interface evaluation
  • Some evaluation of a user interface design
    should be carried out to assess its suitability.
  • Full scale evaluation is very expensive and
    impractical for most systems.
  • Ideally, an interface should be evaluated against
    a usability specification. However, it is rare
    for such specifications to be produced.

54
Usability attributes
55
Simple evaluation techniques
  • Questionnaires for user feedback.
  • Video recording of system use and subsequent tape
    evaluation.
  • Instrumentation of code to collect information
    about facility use and user errors.
  • The provision of code in the software to collect
    on-line user feedback.

56
Thank U All!!!
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