分层以开发者为中心的3D界面表示:Chasm中的面向概念的设计

C. A. Wingrave, D. Bowman
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引用次数: 18

摘要

根据我们的经验,3D交互技术的新想法远远超出了开发者执行它们的能力,尽管这些想法有潜在的好处。我们认为这是由于3D界面固有的实现复杂性,没有足够的方法和工具的支持。相信以开发人员为中心的表示可以克服这个问题,我们调查了开发人员的实践、工件和语言。这就产生了概念导向设计理论和该理论的原型实现《鸿沟》。面向概念设计的关键特征是它使用以开发人员为中心的表示来创建多层实现,范围从用会话语言表达的预期行为到低级代码。领域专家对Chasm的评估及其在多个案例研究中的使用表明,Chasm中面向概念的设计使开发人员能够表示3D界面复杂性的指数增长,而实现复杂性仅呈线性增长。开发人员的积极评价进一步支持了以开发人员为中心的表示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tiered Developer-Centric Representations for 3D Interfaces: Concept-Oriented Design in Chasm
In our experience, novel ideas for 3D interaction techniques greatly outpace developers' ability to implement them, despite the potential benefit of these ideas. We believe this is due to the inherent implementation complexity of 3D interfaces, without sufficient support from methods and tools. Believing a developer-centric representation could overcome this problem, we investigated developer practices, artifacts and language. This resulted in the theory of concept-oriented design and Chasm, a prototype realization of the theory. The key feature of concept-oriented design is its use of developer-centric representations to create a multi-tiered implementation, ranging from an envisioned behavior expressed in conversational language to low-level code. Evaluation of Chasm by domain experts and its use in multiple case studies has demonstrated that concept-oriented design in Chasm enabled developers to represent an exponential growth in 3D interface complexity with only a linear growth in implementation complexity. Positive comments by developers further support the developer-centric representation.
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