“…In a paper published in 1991, Mussio already recommended that "the variety of specialized visual and verbal expressions used by the expert in his traditional activity be translated into a set of computer languages and organized as an interactive environment" [29]. In another paper in 1992, he anticipated EUD and set the basis for the design model we later developed [30]; for example, he declared that, by collaborating with professional developers, the domain expert "specifies high-level visual languages by which he can program i) the interaction necessary to execute and control his computational tasks, ii) his own computing tools, iii) how input data can be captured by the system in a way which is natural for the naïve user (naïve from the Computer Science point of view), and iv) how output data can be presented in a form communicable to other experts".…”
In our Age of exponential technological advance, recent developments are determining an evolution of end users from passive information consumers into information producers. Users are increasingly willing and, indeed, determined to shape the software they use to tailor it to their own needs. Based on a brief review of research activities we performed in the last decade, this paper analyzes some challenges that software designers face to comply with the new roles of end users in the software life cycle, and discusses how to provide end users with software environments that empower them to become co-designers of their own tools and products. The examples reported in the paper show why and how end users are involved in design activities in various application domains.
“…In a paper published in 1991, Mussio already recommended that "the variety of specialized visual and verbal expressions used by the expert in his traditional activity be translated into a set of computer languages and organized as an interactive environment" [29]. In another paper in 1992, he anticipated EUD and set the basis for the design model we later developed [30]; for example, he declared that, by collaborating with professional developers, the domain expert "specifies high-level visual languages by which he can program i) the interaction necessary to execute and control his computational tasks, ii) his own computing tools, iii) how input data can be captured by the system in a way which is natural for the naïve user (naïve from the Computer Science point of view), and iv) how output data can be presented in a form communicable to other experts".…”
In our Age of exponential technological advance, recent developments are determining an evolution of end users from passive information consumers into information producers. Users are increasingly willing and, indeed, determined to shape the software they use to tailor it to their own needs. Based on a brief review of research activities we performed in the last decade, this paper analyzes some challenges that software designers face to comply with the new roles of end users in the software life cycle, and discusses how to provide end users with software environments that empower them to become co-designers of their own tools and products. The examples reported in the paper show why and how end users are involved in design activities in various application domains.
“…Some initial experiences were conducted in the line of syntactic pattern recognition [12], and led to the design of interactive systems in which interaction is based on the recognition and management of patterns meaningful for the human [19].…”
Section: Facilities To Orient User Navigationmentioning
This paper discusses the processes underlying human-computer visual interaction, thereby analysing the characteristics of visual interaction; a model and a theory of visual interaction, from which a formal specification of visual interactive systems that are trustable by their users can be derived, are also illustrated. Such a theory is called theory of visual sentences, since each message on the computer screen is described as a visual sentence, i.e., an element of a visual language that specifies the interaction. The concept of relational structure is introduced to take into account different kinds of relations which can exist among the characteristic patterns present in a visual sentence. A formal model of the dynamics of visual interaction is presented, which is specified as transformations of visual sentences, modelled through visual rewriting systems, and transformations of relational structures. Particular attention is given to usability issues so as to satisfy relevant features needed to allow non-ambiguity of interpretation, adequate communication, determinism and system viability. An example of visual interaction is given where an immunologist interacts with a simulation of the human immune system
“…During the last thirty years, there has been intense interest in visual languages for human/computer interaction 1111, [12]. Window -system interfaces using desktop metaphors with folders, file cabinets, trash cans, drawing tools and other familiar objects have become standard for personal computers, because they make computers easier to use and easier to learn. Today visual languages continue to have appeal because of the following actual or potential features that they have: internationality (lack of dependence upon particular spoken or written languages), learnability that results from the use of visual representations, computer-aided authoring and display that facilitate use by the drawing-impaired, automatic adaptation (e.g., larger display for the visually impaired, recoloring for the color-blind, more explicit rendering of messages for novices), and use of sophisticated visualization techniques [14], [as], [as], [33]. Thus far, almost all of the recent interest in visual languages has been for communication between people and computers to make it easier for people to control computers.…”
Computer-based visual languages have been developed primarily in order to help people program and operate computers. Now that many people in the world have personal computers with good graphics and Internet connections, we are seeing a great deal of informal electronic visual communication via web pages. More formal visual languages can be expected to appear on the Internet in the near future. Visual languages offer various possible advantages t o textual email, such as permitting communication between people who don't speak or read the same textual language and such as permitting the incorporation of rich graphical material. Designing these languages requires making some important decisions about ontology, visual representation, interactivity, and how users learn the language, as well as about the more traditional issues of language design such as syntax. The power o f t h e computer t ogenerate alternative mews of a language object can be harnessed b y incorporating an iconic-symbolic continuum as a basic representational axis. Concreteness of representation in limited domains can be achieved b y the use of microworld-like simulations. However, the objects in these simulations can convey richer meanings b y associations with real-world people and objects. This paper presents a variety of research questions and briefly attempts to answer a few of them.
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