Designing Effective and Usable Multimedia Systems: by M. Wilson (auth.), Alistair Sutcliffe, Juergen Ziegler,

By M. Wilson (auth.), Alistair Sutcliffe, Juergen Ziegler, Peter Johnson (eds.)

Designing potent and Usable Multimedia Systems provides learn and improvement and business adventure of usability engineering for multimedia consumer interfaces. The booklet discusses the equipment, instruments and directions for multimedia use and implementation and covers the subsequent themes intimately:

  • layout tools for multimedia (MM) structures;
  • Social and cognitive types for MM interplay;
  • Empirical reviews of the results of MM on studying and behaviour;
  • layout and prototyping help instruments;
  • clever MM structures and layout help;
  • Usability evaluate. £/LIST£ Designing powerful and Usable Multimedia Systems comprises the complaints of the overseas operating convention on Designing potent and usable Multimedia structures, subsidized through the overseas Federation for info Processing (IFIP), held in Stuttgart, Germany, in September 1998. it really is crucial examining for desktop scientists, software program builders, info structures managers and human scientists, specially these operating within the utilized disciplines comparable to human components and interface design.

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    Additional info for Designing Effective and Usable Multimedia Systems: Proceedings of the IFIP Working Group 13.2 Conference on Designing Effective and Usable Multimedia Systems Stuttgart, Germany, September 1998

    Sample text

    The adjlcent-relationship or the contained-in-relationship for instance are among the many special relationships between S-classes. Objects with a a spatial dimension can have a specific dynamic behavior. A good example are pyrotechnic articles that can be viewed in a digital product catalog for fireworks. Pyrotechnic articles are objects that have a specific behavior: They have a certain flight behavior and produce certain light and sound effects. Such aspects are modeled with the help of N-Classes or - analogous to attributes and operations with simple behavior descriptions as part of the corresponding class definition.

    7 BIOGRAPHY Franca Garzotto is Associate Professor of Fundamentals of Computing at the Department of Electronics and Information, Politecnico di Milano. Her research interests include hypermedia modelling, authoring, evaluation, and multimedia for cultural heritage and education. She has been involved in various European research projects in the above fields. D. student at the Department of Electronics and Information, Politecnico di Milano. Her research interests span visual interfaces for databases, intelligent multimedia presentation systems, hypermedia modelling, usability engineering, usability testing.

    1 C lasses for narrative units (N -classes) In many HMAs, especially sophisticated games, one can find a narrative structure. For example, the interactive animated online comic Madleine's mind (Madmind, 1997) is organized in acts, episodes, scenes, and steps. A narrative structure is based on special objects that have the character of film-scripts. These objects are called narrative units. They are used for modeling the flow of what is presented or what happens. Narrative units structure an HMA concerning its thematic contents by grouping elements on the grounds of narration.

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