Conceptual Modeling for User Interface Development
Conceptual Modeling for User Interface Development introduces the technique of Entity-Relationship-Modeling and shows how the technique can be applied to interface issues. It explains those aspects of entity-relationship modeling which are relevant to ERMIAs, and it presents the extensions to the no...
Main Authors: | , , |
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Format: | eBook |
Language: | English |
Published: |
London
Springer London
1999, 1999
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Edition: | 1st ed. 1999 |
Series: | Practitioner Series
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Subjects: | |
Online Access: | |
Collection: | Springer Book Archives -2004 - Collection details see MPG.ReNa |
Table of Contents:
- 9.4 Case Study: The Oven Hob Problem
- 9.5 Building the ERMIA
- 10. Practical ERMIA Modeling
- 10.1 The Appointments Diary
- 10.2 The Alarm Clock
- 10.3 The ATM
- 11. Case Study
- 11.1 The Domain
- 11.2 Conceptual ERMIA of XBarnacle
- 11.3 A Perceptual ERMIA of the XBarnacle Interface
- 11.4 Using ERMIA to Identify Potential Usability Problems
- 11.5 Did the problems materialize?
- 11.6 Introducing critics: XBarnacle
- 12. Conclusions
- 12.1 ERMIA and Other Techniques
- 12.2 Choosing a Modeling Method
- 12.3 Usability Issues
- 12.4 Future Developments
- Solutions to Exercises
- Summary of Notation
- Resources
- 1. Modeling in User Interface Development
- 1.1 User Interface Development
- 1.2 Principles of Design
- 1.3 Models in Design
- 1.4 User Interface Development: The Functional View
- 1.5 Models of Dynamics
- 1.6 Models of Structure
- 1.7 The Role of ERMIA in User Interface Development
- 2. An Introduction to ERMIA
- 2.1 Evaluating Designs and Devices
- 2.2 ERMIA in a Nutshell
- 2.3 Information Artefacts
- 2.4 The Uses of ERMIA
- 3. The Components of an ERMIA Model
- 3.1 The Components
- 3.2 Entity
- 3.3 Relationship
- 3.4 Attribute
- 3.5 Entity, Relationship or Attribute?
- 3.6 Example: A Database of Papers Submitted to a Conference
- 3.7 Example: Telephone Network
- 4. Conceptual and Perceptual ERMIAs
- 4.1 The Information to Be Displayed versus the Display Itself
- 4.2 Manifest and Conceptual Entities and Relationships
- 4.3 Perceptually-coded Attributes
- 4.4 Example: A List Viewport
- 4.5 Distributed Conceptual Information
- 4.6 Comparing Different User Views
- 5. Searching for Information
- 5.1 Information Can Be Hard to Find
- 5.2 The Five Types of Entity Store
- 5.3 Example: The List of Flowers Revisited
- 5.4 Searching More Complex Structures
- 6. Dealing with Complex Relationships
- 6.1 Decomposing Many-to-Many Relationships
- 6.2 Different Manifest Structures Lead to Different Search
- 6.3 Making Many-to-Many Relationships Easy to Explore
- 6.4 Example: A Drum Machine Pattern Sequencer
- 6.5 Fossil Silt
- 7. Standard Structures and Safe Paths
- 7.1 Standard Structures for Search
- 7.2 Safe Trails
- 7.3 Connection Traps
- 7.4 Short Cut Keys
- 8. Representing Different Views
- 8.1 Levels of Information Artefacts
- 8.2 Example: Currency Exchange
- 8.3 Different Views Facilitate Different Tasks
- 8.4 Representing Mental Models
- 9. Developing ERMIAs
- 9.1 ERMIA as aLanguage for Design
- 9.2 Heuristics for ERMIA
- 9.3 Methodology for ERMIA