Formally-based tools and techniques for human-computer dialogues
Formally-based tools and techniques for human-computer dialogues
The myth of the infinitely fast machine
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Abstract, generic models of interactive systems
Proceedings of the Fourth Conference of the British Computer Society on People and computers IV
Formal aspects of human-computer interaction
Formal aspects of human-computer interaction
On the use of LOTOS to describe graphical interaction
HCI'92 Proceedings of the conference on People and computers VII
Scenario-based design: envisioning work and technology in system development
Scenario-based design: envisioning work and technology in system development
A formal technique for automated dialogue development
Proceedings of the 1st conference on Designing interactive systems: processes, practices, methods, & techniques
Design principles for interactive software
Design principles for interactive software
Systems, interactions, and macrotheory
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 2
Model-Based Design and Evaluation of Interactive Applications
Model-Based Design and Evaluation of Interactive Applications
Formal Methods in Human-Computer Interaction
Formal Methods in Human-Computer Interaction
The Psychology of Human-Computer Interaction
The Psychology of Human-Computer Interaction
User Interface Management Systems
User Interface Management Systems
CTTE: an environment for analysis and development of task models of cooperative applications
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Hybrid Systems
A Tool Suite for Integrating Task and System Models through Scenarios
DSV-IS '01 Proceedings of the 8th International Workshop on Interactive Systems: Design, Specification, and Verification-Revised Papers
Formal Grammar and Human Factors Design of an Interactive Graphics System
IEEE Transactions on Software Engineering
Task-action grammars: a model of the mental representation of task languages
Human-Computer Interaction
Human-Computer Interaction
Specifying multiple time granularities in interactive systems
DSV-IS'00 Proceedings of the 7th international conference on Design, specification, and verification of interactive systems
Verifying the behaviour of virtual environment world objects
DSV-IS'00 Proceedings of the 7th international conference on Design, specification, and verification of interactive systems
Integrating model checking and HCI tools to help designers verify user interface properties
DSV-IS'00 Proceedings of the 7th international conference on Design, specification, and verification of interactive systems
Formal interactive systems analysis and usability inspection methods: two incompatible worlds?
DSV-IS'00 Proceedings of the 7th international conference on Design, specification, and verification of interactive systems
Discussion of the Interaction Concept Focusing on Application Systems
WI-IATW '07 Proceedings of the 2007 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Workshops
Tasks = Data + Action + Context: Automated Task Assistance through Data-Oriented Analysis
HCSE-TAMODIA '08 Proceedings of the 2nd Conference on Human-Centered Software Engineering and 7th International Workshop on Task Models and Diagrams
DESIGNi: a workbench for supporting interaction design
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
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This paper begins a process of building a semantic framework to link the many diverse interface notations that are used in more formal communities of HCI. The focus in this paper is on scenarios - single traces of user behaviour. These form a point of contact between approaches with very different models of interface abstractions or mechanisms. The paper looks first at discrete time models as these are more prevalent. Even here there are substantive issues to be addressed concerning different interpretations of timing that become apparent when you relate behaviour from different models/notations. Ubiquitous interaction, virtual reality and rich media all involve aspects of more continuous interaction and the relevant models are briefly reviewed. Because of their closer match to the real world, they differ less in terms of ontological features of behaviour.