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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
231

[en] A CRITIQUE OF TANGIBLE USER INTERFACE DESIGN BASED ON SEMIOTIC ENGINEERING / [pt] UM OLHAR CRÍTICO SOBRE O PROJETO DE INTERFACES TANGÍVEIS BASEADO NA ENGENHARIA SEMIÓTICA

DEBORA MENDONCA CARDADOR CORREA DA COSTA 06 February 2015 (has links)
[pt] Com a incorporação de recursos computacionais aos elementos físicos, a computação evolui para a ubiquidade e está presente nos elementos do ambiente físico. Casas, móveis e objetos do dia-a-dia, isto é, o ambiente que nos cerca, são as novas interfaces com as quais as pessoas interagem para colaborar e se informar. Essas novas interfaces implicam em um novo paradigma de interação, ainda pouco conhecido e explorado, como é o caso das Interfaces Tangíveis (Tangible User Interfaces - TUIs), que usam artefatos físicos para representação e controle de informações digitais. Desenvolver Interfaces Tangíveis requer combinar o trabalho voltado para o concreto (forma) com a abstração característica do desenvolvimento de software (comportamento). Este trabalho propõe um método denominado Prototipação Colaborativa de Tangíveis Baseada na Engenharia Semiótica, que combina as abordagens de prototipação e da Engenharia Semiótica no projeto de interfaces tangíveis. Ao combinar estas abordagens, o método agrega os benefícios da experimentação continuada de forma estruturada proporcionada pela prototipação com as vantagens do foco na comunicabilidade da Engenharia Semiótica no projeto de tangíveis. Um estudo de caso é conduzido a fim de investigar a contribuição do método proposto para incorporação da perspectiva da Engenharia Semiótica ao projeto de interfaces tangíveis. / [en] With the embedding of computing resources into physical elements, computing is moving toward ubiquity (or pervasiveness) and is present throughout the physical environment. Homes, furniture, and everyday life objects are the interfaces with which people now interact. Such new interfaces harbinger a new interaction paradigm that is little known and exploited to date, such as Tangible User Interfaces (TUIs) that use physical artefacts for representing and manipulating digital information. Developing TUIs means acknowledging both concrete (form) and abstract (behavior) aspects of an interface. This work proposes a method called Collaborative Tangible Prototyping Based on Semiotics Engineering that combines prototyping and Semiotic Engineering approaches to tangible interfaces design. By combining these approaches, the method brings together the benefits of continued structured experimentation provided by prototyping with the advantages of a focus on communicability from Semiotic Engineering for designing tangibles. A case study is conducted to investigate whether the proposed method contributes to incorporate the Semiotic Engineering perspective in the design of tangible user interfaces.
232

A consistência da interface com o usuário para a TV interativa. / User interface consistency for interactive TV.

Barros, Gil Garcia de 14 December 2006 (has links)
Nos últimos anos observa-se um intenso debate acerca da transição da TV analógica para a TV digital, acompanhada pela incorporação de inúmeras inovações, dentre as quais destacamos a interatividade, que abre uma nova modalidade para este meio de comunicação, a TV interativa. Os desafios de pesquisa e desenvolvimento em TV interativa são amplos e ainda não totalmente investigados. Em particular, a questão da consistência de interfaces com usuário se apresenta como um tópico relevante e pouco explorado na literatura. Esta dissertação investiga a questão da consistência da interface com o usuário para a TV interativa, considerando seus aspectos teóricos e de implementação. Para tanto investigamos na literatura de Interfaces Humano-Computador a questão da consistência e suas abordagens. Considerando que a consistência é uma característica relativa a um modelo, buscamos identificar modelos de interfaces de TV interativa que sejam exemplos de boas práticas a serem seguidas. A metodologia proposta e utilizada é composta por cinco etapas, a saber: modelagem do usuário, análise de tarefas, diretrizes gerais de interface, análise comparativa de plataformas e coordenação da interface. As três primeiras etapas geram recomendações enquanto que a etapa de análise comparativa gera referências. Utilizando estes dois subsídios a etapa de coordenação da interface objetiva elencar exemplos de interfaces que possam se tornar modelos, esta etapa também verifica a consistência interna do modelo proposto e elabora alternativas no caso das soluções encontradas não serem satisfatórias. No âmbito desta metodologia realizamos extensas avaliações experimentais, dentre as quais destacamos a proposta de quatro modelos de usuário (Torcedor Antenado, Mãe Ocupada, Meia Idade com Ajuda e Torcedor com Baixa Alfabetização), uma análise contextual de tarefas envolvendo dois dos quatro modelos de usuário propostos, bem como uma extensa análise comparativa entre sete plataformas de TV. Este trabalho resultou numa proposta integrada de interface que abrange três aspectos: um mapa de navegação, um conjunto mínimo de teclas para o controle remoto e um modelo de navegação. O mapa de navegação apresenta a taxonomia do sistema. O conjunto mínimo de teclas compreende os recursos mínimos que devem estar universalmente disponíveis ao usuário. O modelo de navegação apresenta uma forma consistente e extensível de navegação para ser utilizada em aplicativos de TV interativa. / In the past few years there has been an intense debate about the transition from analog to digital Television, with the acquisition of many innovations. Of particular interest to this study is the interactivity, which opens a new modality for this medium, the interactive TV. The challenges posed by research and development in interactive TV are ample and not fully investigated. In particular, the question of user interface consistency presents itself as a relevant topic, which is little explored in the literature. This work investigates the question of user interface consistency for interactive TV, taking into account it\'s theoretical and implementation implications. The question of consistency and its approaches was reviewed in the literature of Human-Computer Interfaces. Considering that consistency is a characteristic relative to a model, we tried to identify models of interactive TV interfaces, which are examples of best practices to be followed. The methodology proposed and utilized has five steps: user modeling, task analysis, interface guidelines, platform comparative analysis and interface coordination. The first three steps generate recommendations while the comparative analysis generates references. Using these two products the interface coordination tries to determine examples of interfaces, which can become models, this step also verifies the internal consistency of the proposed model and elaborates alternatives if the found solutions are not satisfactory. Using this methodology a large experimental evaluation was performed. Of special interest is the proposition of four user models, a contextual task analysis of two of the user models as well as an extensive comparative analysis between seven TV platforms. The result of this work is the proposition of an integrated interface, which focuses on three aspects: the navigation map, the minimum remote and a navigation model. The navigation map is the taxonomy of the system. The minimum remote is a group of keys that should be universally available to the user. The navigation model presents a consistent and extensible mechanism for navigation in interactive TV applications.
233

O mapa conceitual na construção de taxonomias para organização da informação na WEB / The conceptual map in the construction of taxonomies for organization of information on the web.

Pinho, Laura Ramos Pimentel 31 August 2017 (has links)
Esta pesquisa foi motivada pela identificação da dificuldade de encontrar, compreender e gerenciar as informações na web, considerando a necessidade de uma metodologia específica para a organização das informações em ambiente digital e que não existem padrões definidos que tornem os conceitos e os assuntos compreensíveis. É necessário manter uma lógica clara e que faça sentido para o usuário. Foram analisadas hipóteses para validar a organização da informação da web sob a perspectiva da Organização e Representação da Informação, a partir da taxonomia e da linguagem documentária com o auxílio do mapa conceitual (ferramenta criada com base na Psicologia da Aprendizagem). A terminologia foi apresentada para identificação de termos e definições relacionadas ao mapa conceitual, verificando como este pode auxiliar na construção de taxonomias de navegação para a web. Realizou-se levantamento teórico e metodológico sobre mapa conceitual: definições, aplicações, características. Analisou-se também como ocorre a ligação dos conceitos que se relacionam entre si através de proposições no mapa conceitual, para compreender o todo através de cada uma de suas partes interligadas. Foram identificados alguns tipos de mapas conceituais, e para esta pesquisa especificamente foi utilizado o tipo hierárquico, que está diretamente relacionado com a taxonomia dentro de uma complexidade estrutural. A taxonomia por sua vez foi analisada sob a perspectiva da organização da informação no ambiente web. Foram identificadas suas definições, usos, relação com a organização da informação e com o mapa conceitual. Por se tratar do contexto web, os conceitos do design de interface foram abordados, contextualizando e relacionando de forma aplicada a representação da informação. Para exemplificar a construção do mapa conceitual foi utilizado o software CMap Tools mostrando como é possível organizar informações da web, partindo de premissas utilizadas na Ciência da Informação. Com base na pesquisa bibliográfica, nas análises realizadas e no exemplo criado, mostrou-se que o mapa conceitual é uma ferramenta que auxilia na construção de taxonomia e que essas premissas são reforçadas inclusive por pesquisadores de outras áreas como Design e Ciência da Computação, que ressaltam a importância da taxonomia para representar a informação e a relação de satisfação do usuário quando encontra o que procura. / This research was motivated by the identification of finding out, comprehending and managing informations on the web - considering the necessity of a specific methodology to organize informations in a digital environment, and also that does not exist a defined pattern that make the concepts and issues comprehensible. It\'s necessary to maintain a clear logic that makes sense to the user. Hypothesis were analyzed to validate the information organization on the web from the Information\'s Organization and Representation perspective, from the taxonomy and documentary language with the concept map (software created based on the Psychology of Learning) support. The terminology was introduced to identificate terms and definitions related to the concept map, verifying how it can help on the construction of navigating taxonomy for the web. A theoretical and methodologic survey about the concept map was made, investigating: definitions, applications and features. We also analyzed the connection between concepts that relate to each other through the prepositions on the concept map, to comprehend it all through its interconnected parts. A few types of concept maps were identified, and to this specific research the hierarchic type was used, which is directly related to the taxonomy within a structural complexity. The taxonomy, otherwise, was analyzed from the information\'s organization on the web perspective. Were identified its definitions, applications and the relation with the information\'s organization and with the concept map. Because it\'s the web concept, the concepts of user interface were used, contextualizing and relating to the representation of the information in an applied way. The software CMap Tools was used to exemplify the construction of a concept map, showing how it\'s possible to organize informations on the web, based upon the premises used in Science Information. Basing it upon the bibliography research, on the technical analyzes and on the created exemple, it showed that the concept map is a software that helps on the taxonomy constructions, and that these premises are reinforced by researchers from other areas, like Design and Computer Science, that emphasize the importance of taxonomy in representing the information and the satisfaction the user feels when finds what was being searched.
234

O mapa conceitual na construção de taxonomias para organização da informação na WEB / The conceptual map in the construction of taxonomies for organization of information on the web.

Laura Ramos Pimentel Pinho 31 August 2017 (has links)
Esta pesquisa foi motivada pela identificação da dificuldade de encontrar, compreender e gerenciar as informações na web, considerando a necessidade de uma metodologia específica para a organização das informações em ambiente digital e que não existem padrões definidos que tornem os conceitos e os assuntos compreensíveis. É necessário manter uma lógica clara e que faça sentido para o usuário. Foram analisadas hipóteses para validar a organização da informação da web sob a perspectiva da Organização e Representação da Informação, a partir da taxonomia e da linguagem documentária com o auxílio do mapa conceitual (ferramenta criada com base na Psicologia da Aprendizagem). A terminologia foi apresentada para identificação de termos e definições relacionadas ao mapa conceitual, verificando como este pode auxiliar na construção de taxonomias de navegação para a web. Realizou-se levantamento teórico e metodológico sobre mapa conceitual: definições, aplicações, características. Analisou-se também como ocorre a ligação dos conceitos que se relacionam entre si através de proposições no mapa conceitual, para compreender o todo através de cada uma de suas partes interligadas. Foram identificados alguns tipos de mapas conceituais, e para esta pesquisa especificamente foi utilizado o tipo hierárquico, que está diretamente relacionado com a taxonomia dentro de uma complexidade estrutural. A taxonomia por sua vez foi analisada sob a perspectiva da organização da informação no ambiente web. Foram identificadas suas definições, usos, relação com a organização da informação e com o mapa conceitual. Por se tratar do contexto web, os conceitos do design de interface foram abordados, contextualizando e relacionando de forma aplicada a representação da informação. Para exemplificar a construção do mapa conceitual foi utilizado o software CMap Tools mostrando como é possível organizar informações da web, partindo de premissas utilizadas na Ciência da Informação. Com base na pesquisa bibliográfica, nas análises realizadas e no exemplo criado, mostrou-se que o mapa conceitual é uma ferramenta que auxilia na construção de taxonomia e que essas premissas são reforçadas inclusive por pesquisadores de outras áreas como Design e Ciência da Computação, que ressaltam a importância da taxonomia para representar a informação e a relação de satisfação do usuário quando encontra o que procura. / This research was motivated by the identification of finding out, comprehending and managing informations on the web - considering the necessity of a specific methodology to organize informations in a digital environment, and also that does not exist a defined pattern that make the concepts and issues comprehensible. It\'s necessary to maintain a clear logic that makes sense to the user. Hypothesis were analyzed to validate the information organization on the web from the Information\'s Organization and Representation perspective, from the taxonomy and documentary language with the concept map (software created based on the Psychology of Learning) support. The terminology was introduced to identificate terms and definitions related to the concept map, verifying how it can help on the construction of navigating taxonomy for the web. A theoretical and methodologic survey about the concept map was made, investigating: definitions, applications and features. We also analyzed the connection between concepts that relate to each other through the prepositions on the concept map, to comprehend it all through its interconnected parts. A few types of concept maps were identified, and to this specific research the hierarchic type was used, which is directly related to the taxonomy within a structural complexity. The taxonomy, otherwise, was analyzed from the information\'s organization on the web perspective. Were identified its definitions, applications and the relation with the information\'s organization and with the concept map. Because it\'s the web concept, the concepts of user interface were used, contextualizing and relating to the representation of the information in an applied way. The software CMap Tools was used to exemplify the construction of a concept map, showing how it\'s possible to organize informations on the web, based upon the premises used in Science Information. Basing it upon the bibliography research, on the technical analyzes and on the created exemple, it showed that the concept map is a software that helps on the taxonomy constructions, and that these premises are reinforced by researchers from other areas, like Design and Computer Science, that emphasize the importance of taxonomy in representing the information and the satisfaction the user feels when finds what was being searched.
235

A consistência da interface com o usuário para a TV interativa. / User interface consistency for interactive TV.

Gil Garcia de Barros 14 December 2006 (has links)
Nos últimos anos observa-se um intenso debate acerca da transição da TV analógica para a TV digital, acompanhada pela incorporação de inúmeras inovações, dentre as quais destacamos a interatividade, que abre uma nova modalidade para este meio de comunicação, a TV interativa. Os desafios de pesquisa e desenvolvimento em TV interativa são amplos e ainda não totalmente investigados. Em particular, a questão da consistência de interfaces com usuário se apresenta como um tópico relevante e pouco explorado na literatura. Esta dissertação investiga a questão da consistência da interface com o usuário para a TV interativa, considerando seus aspectos teóricos e de implementação. Para tanto investigamos na literatura de Interfaces Humano-Computador a questão da consistência e suas abordagens. Considerando que a consistência é uma característica relativa a um modelo, buscamos identificar modelos de interfaces de TV interativa que sejam exemplos de boas práticas a serem seguidas. A metodologia proposta e utilizada é composta por cinco etapas, a saber: modelagem do usuário, análise de tarefas, diretrizes gerais de interface, análise comparativa de plataformas e coordenação da interface. As três primeiras etapas geram recomendações enquanto que a etapa de análise comparativa gera referências. Utilizando estes dois subsídios a etapa de coordenação da interface objetiva elencar exemplos de interfaces que possam se tornar modelos, esta etapa também verifica a consistência interna do modelo proposto e elabora alternativas no caso das soluções encontradas não serem satisfatórias. No âmbito desta metodologia realizamos extensas avaliações experimentais, dentre as quais destacamos a proposta de quatro modelos de usuário (Torcedor Antenado, Mãe Ocupada, Meia Idade com Ajuda e Torcedor com Baixa Alfabetização), uma análise contextual de tarefas envolvendo dois dos quatro modelos de usuário propostos, bem como uma extensa análise comparativa entre sete plataformas de TV. Este trabalho resultou numa proposta integrada de interface que abrange três aspectos: um mapa de navegação, um conjunto mínimo de teclas para o controle remoto e um modelo de navegação. O mapa de navegação apresenta a taxonomia do sistema. O conjunto mínimo de teclas compreende os recursos mínimos que devem estar universalmente disponíveis ao usuário. O modelo de navegação apresenta uma forma consistente e extensível de navegação para ser utilizada em aplicativos de TV interativa. / In the past few years there has been an intense debate about the transition from analog to digital Television, with the acquisition of many innovations. Of particular interest to this study is the interactivity, which opens a new modality for this medium, the interactive TV. The challenges posed by research and development in interactive TV are ample and not fully investigated. In particular, the question of user interface consistency presents itself as a relevant topic, which is little explored in the literature. This work investigates the question of user interface consistency for interactive TV, taking into account it\'s theoretical and implementation implications. The question of consistency and its approaches was reviewed in the literature of Human-Computer Interfaces. Considering that consistency is a characteristic relative to a model, we tried to identify models of interactive TV interfaces, which are examples of best practices to be followed. The methodology proposed and utilized has five steps: user modeling, task analysis, interface guidelines, platform comparative analysis and interface coordination. The first three steps generate recommendations while the comparative analysis generates references. Using these two products the interface coordination tries to determine examples of interfaces, which can become models, this step also verifies the internal consistency of the proposed model and elaborates alternatives if the found solutions are not satisfactory. Using this methodology a large experimental evaluation was performed. Of special interest is the proposition of four user models, a contextual task analysis of two of the user models as well as an extensive comparative analysis between seven TV platforms. The result of this work is the proposition of an integrated interface, which focuses on three aspects: the navigation map, the minimum remote and a navigation model. The navigation map is the taxonomy of the system. The minimum remote is a group of keys that should be universally available to the user. The navigation model presents a consistent and extensible mechanism for navigation in interactive TV applications.
236

Mobile application onboarding processes effect on user attitude towards continued use of applications / Mobil applikationers onboarding processers effekt på användarattityd mot fortsatt användning av applikationer

Eriksson, Hanna, Parflo, Emelie January 2019 (has links)
The growing popularity of smartphones in recent years has led to an increase in mobile application development and use. However, a large number of mobile applications are only used once before being removed. For companies and organizations to spend time and money on application development only to achieve low user retention rates is unsustainable. During their first interaction with a mobile application it is crucial that users find functionality and value quickly to avoid discontinuation of use. User onboarding is often implemented in mobile applications to aid in first time interaction, making onboarding processes subject of investigation for effect on user attitude towards continued use of mobile applications. The study examined mobile onboarding processes and their effect on user attitude towards continued use of applications as well as the difference between onboarding processes effect on user attitude towards continued use of applications. The study was conducted within-subjects through a survey consisting of interaction with two prototypes with different onboarding processes and a questionnaire based on the technology acceptance model in order to investigate the variables of interest. The results of the survey were analyzed to measure the effects of the onboarding processes on the factors of the technology acceptance model and to investigate the differences between the onboarding processes. The results showed that user onboarding has a positive influence on perceived usefulness, attitude towards use and intention to use. There was no significant difference between the different types of onboarding patterns effect on attitude towards continued use. The positive effects on attitude and intention to use confirmed that implementing onboarding processes in mobile applications could be beneficial for value proposition and user retention. The perceived usefulness proved to be the determining factor on attitude and intention to use.
237

Fixing chinglish!: developing educational multimedia for asian ESL training

艾思禮, Norman Eisley Unknown Date (has links)
本研究分析現有有關應用電腦於改善ESL教學之理論,這些理論目前係為了提供較易懂與靈活的人機介面。本研究同時對於在中國大陸與台灣在ESL教學上應用CAI(電腦輔助教學)有關的討論也予以分析。 本研究也試圖提出一套方法來找出並發展適台這些市場的CAI/ESL工具,而且可證實工具的有效性。此外,本研究並提出對設計這些工具非常關鍵的技術、文化、社會以及政治方面的考量。 最後,本研究提出了一個「E計畫」的產品說明及設計。E計畫為一種模組性的CAI多媒體系統,用於加強台灣大學生第一年英語教學。 / This paper analyses the existing theories underlying the application of computers to improve ESL education, theories which currently define the nature of interfaces designed to enhance access to and flexibility of computer-based information, and arguments for the application of computer-aided instruction to the problem of ESL education in the Chinese-language markets of Mainland China and Taiwan. The paper then attempts to outline a methodology for identifying, developing, and verifying the effectiveness of appropriate computer-assisted instructional ESL tools for these markets. Moreover, it outlines specific technological, cultural, social, and political issues critical to the design of such tools. Finally, it provides a product description and design for Project E, a modular CAI multimedia program aimed at enhancing ESL training for a first-year English course for English students at a Taiwanese university.
238

The influence of interfaces on the understanding of Mathematics in secondary schools in Afghanistan

Mojadadi, Abdul Rahman January 2010 (has links)
<p>he focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the researc</p>
239

Electronic mail in a working context

Bälter, Olle January 1998 (has links)
Electronic mail, email, is one of the most widespread computer applications today.While email in general is very popular among its users, there are also drawbacks withemail usage: an increasing amount of messages that overwhelm users, systems that aretoo complex for naive users and at the same time do not support the needs of experiencedusers.In order to answer the main research question “Which design solutions couldimprove the situation of individual email users in a working context when it comes tocommunication and handling large numbers of incoming and stored email messages?”three studies conducted in email users’ working environment are described. The studiedorganisations are one academic research laboratory, one technical company, andone primary medical service organisation. The studies are focused on email usage,organisation of email messages, novice versus experienced users’ needs, managers’email usage, and information and communication overflow.The results indicate that the different strategies used to handle email are a matter ofa balance between advantages and disadvantages of these strategies. The choicebetween them is depending on the users’ total work situation and cannot be understoodby investigating the email communication alone.One advantage of email is the cognitive comfort it brings to its users by liberatingthem from thinking about tasks that can be solved by sending an email message, butthis advantage disappears when the sender cannot trust that the receiver will act uponthe message.Users develop their handling of email with experience and work position. Themedia that managers use to handle the increased communication that follows with ahigher position are email and meetings. One habit that do not change with position isto allow incoming messages to interrupt other work tasks, despite the asynchronousnature of email. This is particularly remarkable for managers who often complain thatthey need more uninterrupted time. The interruptions may partly be attributed to thelack of functionality in email systems to adapt the interfaces to the users’ work habits.In this case incoming messages result in a signal regardless the importance of them.Email is a part of an information and communication flow. Some users have problemshandling this flow. Overflow problems could be diminished by making senders ofmessages more aware of the receivers’ communicative situation. Email systems couldprovide feedback to senders of messages based on the receivers’ perception of his/hersituation.One of the studies indicates that it may be even more complicated to replace an oldemail system than introducing an email system for the first time in an organisation.The investment experienced users have made in the old system may be substantial.A model of time usage for organisation of email messages is also presented in orderto compare different strategies.Several design solutions are suggested with respect to folder usage, sorting emailmessages into folders, reducing the number of stored messages, and tailoring the emailsystem to the user’s work habits. / QC 20100524
240

Representation and Reorganization of Web Accessibility Guidelines Using Goal Graphs and Design Patterns

Kabir, Imran 30 July 2008 (has links)
Web accessibility guidelines have textual representation and provide little support in systematic analysis and usage. The study hypothesizes that the guidelines can be reorganized and represented using the goal oriented technique and design patterns which will allow their usage in a more systematic manner and accommodate detailed analysis of the guidelines with other competing goals. For this study, knowledge from web designers’ experiences in using the guidelines, researchers’ findings, and the actual guidelines have been amalgamated. Six web designers have been consulted on a one-on-one basis and difficulties in using the guidelines for (1) specific scenarios, (2) systematic application, and (3) detailed systems analysis have been reported. Goal oriented modeling and design patterns have been introduced for (1) graphical representation of the guidelines using goal graphs, and (2) keeping the technical details separate from the goal graphs. The proposed representation allows for the accessibility guidelines to be systematically applied into interface design, and systems design using the goal oriented modeling technique.

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