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Interactive Systems. Design, Specification, and Verification: 13th International Workshop, DSVIS 2006, Dublin, Ireland, July 26-28, 2006. Revised Papers

Gavin Doherty ; Ann Blandford (eds.)

En conferencia: 13º International Workshop on Design, Specification, and Verification of Interactive Systems (DSV-IS) . Dublin, Ireland . July 26, 2006 - July 28, 2006

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

Theory of Computation; User Interfaces and Human Computer Interaction; Multimedia Information Systems; Information Storage and Retrieval; Software Engineering; Logics and Meanings of Programs

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2007 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-69553-0

ISBN electrónico

978-3-540-69554-7

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2007

Tabla de contenidos

Processes: Working Group Report

Stéphane Chatty; José Creissac Campos; María Paula González; Sophie Lepreux; Erik G. Nilsson; Victor M. R. Penichet; Mónica Santos; Jan Van den Bergh

It has often been suggested that model-driven development of user interfaces amounted to producing models of user interfaces then using automatic code generation to obtain the final result. However, this may be seen as an extreme interpretation of the model-driven approach. There are examples where that approach is successful, including mobile computing and database management systems. But in many cases automatic generation may be either impossible or may limit the quality of the final interface.

- Group Discussions | Pp. 262-264

Usability and Computer Games: Working Group Report

T. C. Nicholas Graham; Paul Curzon; Gavin Doherty; Philippe Palanque; Richard Potter; Christopher Roast; Shamus P. Smith

Computer games are intended to be fun to play. While they are also interactive systems with sophisticated user interfaces, standard concepts of usability do not necessarily apply to games. In this workshop, we explored the relationship between usability and fun. Our central conclusion was that applying standard usability design guidelines, such as those proposed by Nielson [4], may improve or reduce the fun of a game, but that for many standard usability guidelines, there exist equivalent guidelines addressing fun in games.

- Group Discussions | Pp. 265-268