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Showing papers on "User story published in 1998"


Proceedings ArticleDOI
13 Oct 1998
TL;DR: A planning approach solution to the software understanding problem that focuses on the user's task and expertise is described that allows the system to provide explicit task support in its interface.
Abstract: The main factors that affect software understanding are the complexity of the problem solved by the program, the program text, the user's mental ability and experience and the task being performed. The paper describes a planning approach solution to the software understanding problem that focuses on the user's task and expertise. First, user questions about software artifacts have been studied and the most commonly asked questions are identified. These questions are organized into a question model and procedures for answering them are developed. Then, the patterns in user questions while performing certain tasks have been studied and these patterns are used to build generic task models. The explanation system uses these task models in several ways. The task model, along with a user model, is used to generate explanations tailored to the user's task and expertise. In addition, the task model allows the system to provide explicit task support in its interface.

32 citations


01 Jan 1998
TL;DR: It is not only a question of whether users or consumers can be divided into different segments by their relationship to technology, but also about new "versions of human beings" emerging as a result of the new technology.
Abstract: The creation of a user and identification of needs; user configuration is an essential element of the innovation process and not merely the final part of the process. The outcome of consumer configuration is a kind of manuscript according to which the consumer is assumed to act when he or she confronts a new commodity. Technology research refers to this manuscript of "correct consumption", prepared, for example, by means of scenarios, as a "script". What kinds of assumptions about user are there when building the concept for products of the future? What are the user motivations to adopt and use new technology? The emphasis in the constructive future studies which means that we see these manuscripts of the different users are important as the guideline to design and in that way as the final outcome of the product. The technological system, on its behalf, affects on the individual. It is not only a question of whether users or consumers can be divided into different segments by their relationship to technology, but also about new "versions of human beings" emerging as a result of the new technology. In the visions there are different motives to use the technology. Technology gives its user shelter from outside forces; thieves and natural disasters (intelligent home) and also a shelter from illnesses (self-monitoring devices). Technology helps its users in everyday tasks and drudgery. It is also a communication device which replaces other forms of communication and makes possible a more mobile way of life. It is also a transportation device, but more in mental than in physical way. Even though the diversity of the users/consumers is seen as important when thinking about the user's needs, the visions are quite homogenous. In the visions the users are seen as active, social and constantly looking for new stimulus. One may ask whether this is a appropriate way of looking at the user.

2 citations


01 Jul 1998
TL;DR: It appears that users found the procedural "what to do" aids useful, but aids designed to help the user understand the purpose and dynamics "why do it" of the task were not effective.
Abstract: : This research project explored the feasibility of improving user performance on manpower planning tasks by employing a "user coach." A user coach is a software aid, often built directly into software applications, that assists the user at critical stages. The user coach developed for this project closely resembles the "wizards" that are commonly used in commercial software today. The user coach was applied to a software tool known as SKIPPER, a manpower modeling tool that is employed by the Enlisted Community Managers (ECMs) at the Bureau of Navy Personnel (BUPERS). This report describes the user coach and documents a formal evaluation of its effectiveness. The evaluation compared the use and understanding of SKIPPER (1) with the coach, (2) with the coach and a visual metaphor (a hydraulic system representation of the enlisted personnel system), and (3) without the coach or the metaphor. All users (experienced and inexperienced) were able to complete their manpower plans significantly faster using the coach than using SKIPPER unaided. Neither performance on the manpower planning task, nor the user's understanding of the task, was influenced by providing a visual picture of the process. It appears that users found the procedural "what to do" aids useful, but aids designed to help the user understand the purpose and dynamics "why do it" of the task were not effective.

1 citations