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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer and Systems Sciences University of Stockholm S-106 91 Stockholm</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Human-computer interaction is primarily based on communication with visuals, i.e text and pictures. On the display screen, both infoI1nation from the system to the user and feedback in respond to the users actions, are presented. Thus, good visuals are important for effective conummication. This fact has also been recognized in design of modern software, for instance operating systems, programming environments, tools and application programs, where increased use of visuals can be seen. In addition, graphical design and visual interfaces are increasingly important as marketing arguments. In existing systems, a number of graphical techniques and visual effects are used, for instance windowing, icons, visualized metaphors, and typography to mention a few of them. However, when studied from the communications point of view it can be shown that many problems still exist. Compared to how professional communicators, like graphical designers, use visuals, only part of the full potential of visualisation is utilized. A particularly promising technique for communicating information is lexivisual presentation, which aims at creating visuals that are easy to read and understand. This paper discusses and gives some exemples of how lexivisual presentation techniques can improve various aspects of human-computer interaction.</p>
      </abstract>
      <kwd-group>
        <kwd>Human-computer interaction</kwd>
        <kwd>communication</kwd>
        <kwd>lexivisual presentation</kwd>
        <kwd>graphical interfaces</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Visual communication and human-computer
interaction
Human-computer interaction can be viewed from many different perspectives. In om
work we stress a communication perspective where we view the interaction process as an
exchange of messages between the user and the system. A good system should be
communicative, which means that the user can interpret and use information in the system
the intended way, that the user's intentions can be communicated to the system with ease,
and that the user finds it stimulating and effective to work with the system.</p>
      <p>A model of the humall-computer CO/lllllllllicatioll process
Visllal cOlIll/lIIllicatioll is esselltial, sillce both Olllplll from the system alld
illplll from the IIser are presellted 011 the screell.
system's model .0.6i:--"'!!&gt;-~ medium 4:
&gt;</p>
      <p>user's model
1::::II</p>
      <p>presentation
::.Iilllllill
interpretation
(
Many problems in human computer interaction originates from bad conmmnication
between the system and its user. Communication problems can have several different
causes. The most conmlon are discrepancies between the model built into the system and
the user's knowledge and experience, and bad communication of the model to the user
due to poor visual design. Vague and confusing inf01111ation, problems of orientation,
misunderstandings, mistakes, and misinterpreted icons, are examples of problems related
to visual design.</p>
      <p>Much research effort is put into developing models of users in order to adapt the system's
behavior to the user's actual level of knowledge and performance. A number of problems
are being studied, such as how to model the user, and how to apply this knowledge to
adapt the system's behavior. (Benyon et.al 1987, Morris 1987)
We have chosen an approach to improving human-computer interaction which focuses on
the design of the system's model, and the communication of this model to the user. In
order to avoid communication problems, different types of inf01111ation need to be
communicated to the user, among others
• the tasks that can be performed
• how to carry out various tasks
• how different tasks are related to each other
• the functions available at a certain stage
• the structure and content of data related to the application
• the status of the system - ongoing processes etc
• what help infoffilation is available</p>
      <p>This paper is focused on the visual aspects of communication, i.e communication with
text and pictures. Good visual design is essential, since both information from the system
to the user and feedback in respond to the user's input, are presented on the display
screen.</p>
      <p>Although graphical interfaces are becoming increasingly popular, many systems still
suffer from communication problems. One reason nught be that a majority of existing
systems, employ only a limited number of available communication techniques.
The communicative properties of interactive system can be improved by utilizing
knowledge of professional communicators, like graphical designers, draughtsmen,
publishers, authors, illusionists etc (Kindborg &amp; Kollerbaur 1987). A particularly
promising technique is called lexivisual presentation (Lidman &amp; Lund 1972).
In the subsequent sections of this paper we will present the idea of lexivisual presentation
and discuss its application to interface design. Furthermore, we will give examples of
how systems might be improved using lexivisual techniques.</p>
    </sec>
    <sec id="sec-2">
      <title>Lexivisual presentation</title>
      <p>The importance of a close interplay between text and picture for effective presentation has
been pointed out by Sven Lidman, who first described the idea of lexivisual presentation.
Today, lexivisual presentation is widely applied for instance in newspapers, infonnation
material, school books, magazines, reference works, and at exhibitions (Bild och ord
akadel11.ien et.al 1988).</p>
      <p>A good lexivisual presentation should be a combination of text and pictures, balancing
model and reality, suggestive and infonnative presentation. The presentation consists of
various pennutations of text graphics and pictures. In summary the most important
principles for lexivisions are
the presentation should have visual totality, each lexivision should
be separate and self contained, giving the reader an overview
the presentation should focus on the primary message, and it
should give basic guidance for presentation of more detailed
information
the presentation should relate detailed infol111ation to its context
the presentation should be based on text and picture interplay;
the text is to bring forth the content of the picture, and the picture
is to clarify the information presented in the text
the presentation should be attractive and stimulating
A lexivisual presentation is supposed to be read as a picture. Opposite to the way we read
a text, from the left to the right and from the top to the bottom, we start reading the picture
as one entety. Then we focus details of interest in the picture. In a lexivision the main part
of the infonnation is often presented in the center, with references and explanations
around it. Each detail in a lexivision carry a piece of infonnation, a picture caption for
instance, has to relate the picture to the whole, as well as introducing the picture itself.
Alternative presentations of the same message, such as a photograph and a drawing, give
a deeper understanding. Graphic symbols are used to relate the parts to the whole.
Lexivisiual presentations often cover a double page-spread. The space and fonnat are
important for clarity of the presentation. A double page-spread, is a natural unit when
presenting information on paper, but lexivisions can be presented in other fonnats as
well.
The tool box for presenting visuals consists of different types of pictures, text and graphic
markers. Pictures can be of many different kinds - drawings, maps, diagrams,
pictodiagrams, chm1s, strip cartoons, pictograms, photos etc. Captions,labels, headlines,
introduction text and verbograms are the textual tools. Arrows, flags, bargraphs, tint
boxes and panels, and color marking are the graphic markers.</p>
      <p>Example of lexivisual presentatioll</p>
      <sec id="sec-2-1">
        <title>Explanation in context. The text relates</title>
        <p>directly 10 a part in the pictllre.</p>
      </sec>
      <sec id="sec-2-2">
        <title>The part OWl the reader needs information abollt is easily found</title>
        <p>The different parts of the type writer
Anti·glaro screen</p>
        <p>Paper guide
c~O..-.~..__n ,_"""'".",..."."
.I.., ~_ .,..... -....
....."...-...,...1'..' .-.0
..· ..... _
~..~ ol.._"•.
........"'.CV&lt; ...,.....w••H
",,)&lt;,11-11
Top cover
0..1..o.O".'.« ".."'.. _
~:~:::.-:.t..~ ---,T,""r</p>
        <p>.</p>
        <p>Transparent
shutter
.c.~.,..~.,w:.,..=".~..'"U,,M''_i·:.~_"e.y..........</p>
        <p>Keyboard end
lights,
see pages 6-7
-----' ~..- --- ---......</p>
        <p>.........://
The lexivisioll is presented
on a double spread page.</p>
        <p>Stencil cutting
.u_.....~.(.._&gt;_0 ~..."......,,~ .,.-~.. .r.&gt;.</p>
        <p>Lrc.wJ:)-- c__.,..,O1...t1:oJ1N(\o..
..........._~_.......""... ,I&gt;..~....... ',~~ """...</p>
        <p>~
lever for paper
paper _insertion
ballaRd for
"......... ..~ ....
•~V9_
:.:.::.'.;;."~~~".."...........-,., r "..
1)&lt;ping scillcs
.....................................) 'loNl~</p>
      </sec>
      <sec id="sec-2-3">
        <title>A blolVup gives lIlore detailed illforllla/ion</title>
        <p>(</p>
        <p>
          Implications of lexivisual presentation for
human-computer interaction
We previously stated that the requirements for effective conu1ll1llicaton in printed media
also apply to human-computer communication. Principles for how to select, stmcture,
represent and layout infOimation, can be employed in the design of interactive systems.
However, there are a number of differences between communication in printed material
and computers, due to the characteristics of the computer based medium. The possibilities
and the complexity are extended beyond the presentation of static infOimation, since
dynamic and reactive infOimation also can be presented
          <xref ref-type="bibr" rid="ref1">(Barker et.al 1987)</xref>
          . In computer
based systems we have two-way communication where the infol111ation can be changed,
sent and received both by the user and the system. On the other hand certain restrictions
on communicating infol111ation can be found. Limited screen f0I1113t, limited graphics
capacity, and restrictions in software are examples of limitations for presenting
infOimation.
        </p>
        <p>When discussing which rules and techniques can be of interest for human-computer
conmlllllication, we fU'st want to state that many of the lexivisual rules and techniques can
be identified in existing systems. However, their application seems neither systematical
nor conscious. In our view alllexivisual mles and techniques can be applied, and would
improve human-computer interaction. Some of them are however more obvious than
others, which will be further discussed in subsequent sections. It should be pointed out
that though we present the lexivisual principles under separate headings, they should be
applied together to achieve the best effect.</p>
        <p>Although this paper primarily discusses presentation techniques, the perhaps most
important question in all communication is what to present. It is essential to decide which
infomation is necessary and sufficient for a certain task. The presentation should not be
overloaded with irrelevant and distracting information. At the same time, the user should
not have to remember infol111ation which is known to the system. Funhel1110re,
information should be presented in a fOim that does not have to be "translated" to be
understood. An example of this is the WYSIWYG-principle.</p>
        <p>Visual totality - overview and context
An important principle in lexivisual design is to communicate information as a whole. The
presentation should be based on an overview and successively present and explain
infol1mttion in more detail. This is easier to achive in o'aditional media than in computer
based media.</p>
        <p>Computer based information is abstract, and it is difficult to perceive the wholeness
directly. Furthermore, infOimation is often fragmented due to the restricted screen space.</p>
        <sec id="sec-2-3-1">
          <title>These propenies lead to loss of overview and orientation problems.</title>
        </sec>
        <sec id="sec-2-3-2">
          <title>Therefore it is vitally important to find ways to communicate how the system is</title>
          <p>
            sO'uctmed, which different parts and levels the system consists of, where you are and
how you orient yourself around these different parts. Besides the functions of the system,
it is also important to communicate the content and the structure of data in the system.
Current research in the hypermedia field refers to this as the orientation problem
            <xref ref-type="bibr" rid="ref2">(Conklin
1986)</xref>
            . The more advanced and rich a system is, the more difficult to navigate and to
identify different pans of the system. As an example consider a computer based
encyclopedia.
          </p>
          <p>
            In order to maintain a visl/al/a/alil)' the subject should be limited to what can be
presented in a convient layout. In our case we are limited to the screen presentation, and
om different ways of expanding this area by the use of dynamic presentation techniques,
such as windowing, scrolling techniqnes, and dynamic menus.
One form of visual entirety is the use of Ilisualized metaphors such as the desktop in
the Star system
            <xref ref-type="bibr" rid="ref7">(Smith et.al 1982)</xref>
            . Spreadsheet systems give another form of visual
en tirety based on a textual fOl111 called a verbogram - different f0l111S of tables and lists for
conveying infolmation about metaphors.
          </p>
          <p>Pull-down mel/us can be seen as a way of giving infOlmation about the available
functions in the system. The user can browse through all the menus and get an overview
of the tasks which can be perfolmed. Graphic techniques, such as shading or reversed
video gives further information to the user. One reason for not having menus on the
screen continously is the limited presentation area. Pop-up mel1llS solve the space problem
since they do not crowd the screen with infoffiJation, but they do not give a visual
overview. On the other hand they are faster to use once they have been learned.
Lexivisual presentation rules say that relatiouships alld comparisolls should be
immediately perceivable. Several techniques can be used to fulfill these requirements.
Two of the most common are to show relationships with arrows, and to start with an
overview and successively reveal additional detail, or vice versa (see the illustration
below).</p>
          <p>Visualizatioll of detailed illformatioll
All arrow is used to show the COli text of the exploded dialog box, though ill our
view the arrow is a bit too domillallt to be aesthetically pleasillg. This example is
takellfrom OpCIJ Look (Hoeber 1988), the recelltly allllOll/lCed visual illterfacefor
Ullix.</p>
          <p>,</p>
          <p>You have unsaved edl t5.</p>
          <p>Do yO(1 \~ant '0 S,lVe thein, 01'
diSC&lt;1r"d them before loadtng?
( Silve</p>
          <p>( 01scarc1 )
oJ..
----------"</p>
          <p>Wl'1te: File</p>
          <p>
            •-t::J
''''~~~IC Name: byte.doc
- - -n=-to"d (store) (In&lt; lude rile)
Text and picture interplay
"In good lexivisual presentation reality should be seen through the picture and through the
words it should be understood." (Lid man 1972, English abSO'act)
The text and picture should be presented in close connection to one another. The purpose
of the text is to bring forth the inf0l1l1ative content of the picture, while the picture clarifies
the abstact inf0l1l1ation presented in the text. Text and picture should complement each
other. A picture without text can be interpreted in a wide variety of ways
            <xref ref-type="bibr" rid="ref3 ref4">(Petterson 1985,
1986)</xref>
            . The text is needed to conmlllnicate the intended interpretation unambigously.
          </p>
        </sec>
        <sec id="sec-2-3-3">
          <title>In interactive systems, pictures are widely used in the form of icol/s. Icons for</title>
          <p>
            representing functions and objects were first introduced in the Dynabook system
(Goldberg et.al 1977), and were further developed in the Star system
            <xref ref-type="bibr" rid="ref7">(Smith et. al 1982)</xref>
            .
          </p>
          <p>In the Star system icons are presented with text, which makes interpretation easier. If
icons are presented without text, the user usually has to learn the correct interpretation
(Lodding 1983).</p>
          <p>Icons wiJl/Qut text can be difficult to interpret
., ....
~
", ": [ill
(We leave it to the readertofigllre olltthe possible il/telpreiatiOl/s of these icons
from Microsoft Word.)
Furthennore, the text should be easy to read. In graphical design there are a number of
typographical rules, for instance
• on paper, some fonts are regarded as easier to read than others,</p>
          <p>for instance serif fonts are easier to read than sans-serif fonts
• lowercase letters are easier to read than uppercase letters
• the use of different fonts in the same lexivision can improve</p>
          <p>communication, but too many fonts can cause distraction
Layout
"The presentation should not be crowded. The layout should be visually striking but at the
same time logical, both arrangement- and readingwise". (Lidman 1972, English abstract)
Layout is an important factor for creating presentations that are clear and pleasing to the
eye. Attractive presentations will have a motivating and positive effect on the user.
However, the presentation should not become obstructive and annoying. The presentation
should stimulate, not distract.</p>
          <p>
            Many systems can be criticized for poor layout. Traditional and historical reasons has
often led to designs where infOImation is meant to be read sequentially, as in traditionally
designed printed material. In some modern systems however, the presentation uses a
more lexivisual layout, with important infolmation focused at the center of the screen.
The limited screen space enforces more or less "crowded" designs. This has partly
been improved by the use of windows and different interaction techniques. However, the
use of these techniques introduces new problems. Overlapping windows, dialog boxes
and windows with help information, can result in crowded, messy screens. In many
systems infolmation is fragmented, giving a lack of overview. Techniques for relating
infOImation could improve design on small screens. One suggestion is to relate windows
by using different shades of color
            <xref ref-type="bibr" rid="ref5">(Reichmann 1986)</xref>
            . Obviously, lexivisual techniques,
such as arrows and layout, could also be employed.
          </p>
          <p>Reactive and dynamic information
As stated above, the reactive and dynamic nature of computerized media distinguishes it
from traditional static media. Even films and videos m'e static in a sense, since the
sequence presented is unchangeable. One can not interact with a movie. Since lexivisual
presentation is designed for stalic media, an additional set of communication techniques
and principles are needed when designing interactive systems.</p>
          <p>Infonnation in an interactive system is changed as a result of the two-way communication
between the user and the system. Like in a theatre play actors appear, conUllllllicate,
process messages, and vanish. This dynamic communication situation leads to special
problems in presenting infolll1ation, for instance when, where, and for how long a
message should be presented, and by which actor. Some information should be preseuted
by system, and some information should be sent by the user.</p>
          <p>Feedback becomes paniculal'ly important when manipulating infollllalion interactively,
in order to infoll11 the user of what is happeuiug. Arcade games are often mentioned as
good examples of interface design (Shneiderman 1983). In most arcade games the players
receive continuous visual feedback, infol1l1ing the lIser of the stale of the system. Objects
in these games are sometimes animated using comic strip techniques such as speed lines,
which further enhances the presentation.</p>
          <p>An additionally important area concerns status information, communicating changes in
the system's state. Switching context or changing mode should be clearly communicated,
for instance using different shades of color for window borders etc.</p>
          <p>System processes can be paniculal'ly hard to understand, especially if they are invisible to
the user. It is important to show, not only whm the result of for instance a search
operation is, but also how the process works and proceeds. If a process is time
consuming, such as a search, a copy, or a save operation, it becomes even more
important to show what is going on.</p>
          <p>Thus, techniques for process visualization should be used. To visualize for instance a
compile-link process, comic strip techniques could be employed. Each frame in the strip
shows a state in the process. During execution, the frame which represents the current
state can be illuminated to illustrate, what is happening. In this way the user can achive an
overview of what the system is doing. A similar technique has been employed, animating
graphs to show the dynamic behavior of programs (B6cker et.al 1986). Another
commonly employed visualization technique is to shift the shape of the cursor during time
consuming tasks. Typical symbols are an hour glass or a Walch.</p>
          <p>Examples of lexivisual interface design
In the following section we will present a couple of examples that show the practice of
some of the techniques and principles inherent in lexivisual presentation.
The examples are all from the word processing program Microsoft Word 3.01 (Microsoft
1987). In analyzing Word, we found that the lexivisual principles were often violated. By
applying lexivisual rules and techniques we have designed some alternative solutions.
These particular designs are not yet empirically verified, but previous research in this
direction has been conducted (Kollerbaur et.al 1988). Om suggestions have to be funher
discussed, developed and evaluated. However, we believe it is imponant to give
examples which shows how lexivisual thinking can be applied.</p>
          <p>We have not made any major redesigns, ncither of the basic Macintosh interface, nor of
the Word-system. Obviously, in some cases the screen becomes crowded with
inf0I1l1ation. Since large screens are not common yet, we have chosen to show the
examples on a smaller screen.</p>
          <p>Lexivisual principles applied to a full extent, using spacious layout and other techniques,
would probably lead to designs different than the ones presented here, specially if using a
large two-page sized screen.</p>
          <p>Presenting information in</p>
          <p>context
•</p>
          <p>File</p>
          <p>Edit</p>
          <p>Seorch</p>
          <p>Format</p>
          <p>Font</p>
          <p>Document
Choose Page Previe... to di,pI8\j one or t",o printed p8Qe3
from lJour document contoininq the insertion point or the fir,t
charecter of a ,election. You cen preview end adju,t the
document', page lalJout using the (0110....;09 icon,:</p>
          <p>Magnifier - click to turn the pOinter into 8
ffillgnifl,li 09918". t-love the meonifying glass to the
part of the pege lJou 'Want to ,ee, then click. Or. ,imply
double clicle on the icon.</p>
          <p>To ,ee other perl" 3croll the rnaqnified documen!.
...lffll p!ge vie'" - click to return to the full-pege
~ di,play. You cen abo double-click anlJ""here in the
NeH!</p>
          <p>) ( Preuious) [ [ancel
The user call choose relevant
iliformation direclly. by pointil/g
at the icon of interest.</p>
          <p>File</p>
          <p>Edit</p>
          <p>Search</p>
          <p>Format</p>
          <p>Font</p>
          <p>Document
F==rliiFiiEiiiiiiiii::Epcaid;9:i:e::sp;:zr::;e:iu\zi:ie!i:I.U:i::mK urs m
--~</p>
          <p>6~!e~r~i~a~1~M~D:Ijo~o~i~!i!~i~~
Q..n!...P..!9~P.!!.V icon - click to dhplev one pl* at a
lime (useful for full page monitors).</p>
          <p>The poil/ler oj 'he bill/von relates the help
ill/ormfllioll to the icon it describes. The
balloon discriminates the help texf/rom
other types oj messages.
-
r:::::tZZE?-
=='::::':2f= :I:!l
_:.4</p>
          <p>:ee:==- -
,</p>
          <p>Search Format Font Document Window</p>
          <p>Kursmaterla' MOl 08
Preferences</p>
          <p>I8l Oisploy As Printed
~ Show Hidden Teut
Keep in Memory: 0 ( File ) o (Progrom )
n OK</p>
          <p>JI
(Cancel)
Manniska-datorinteraktion</p>
          <p>(ASY 3:8, DL2:8, PKlDK:8)
.. ",..</p>
          <p>.., .- / ~</p>
          <p>.....'. -, ..'
h' M
~~ltii~F~i1ieC~
~D</p>
          <p>I</p>
          <p>Search Format Font Document Window
I: utl"l lIndo</p>
          <p>.......-................... Preferences
I: lJ t
I: OPI.J
Paste
Insert Grophi</p>
          <p>I8l Oisploy As Printed
~ Show IlIdden Teut
_. _S..h.._o.w_.'_lJ.__.._--~.- - -</p>
          <p>Glossary ... Keep in Memory: 0 ( File ) 0 (Progrom)
fi</p>
          <p>OK JI
(concel)
Manniska-datorinter</p>
          <p>t i o n
(ASY 3:8, DL2:8, PKlDK:8)
Poge 1</p>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>The zoom·arrow visualizes the COil text</title>
        <p>illlVIziciz ,Ize dialog box appear.
(
(</p>
        <p>File</p>
        <p>Edit Seorch</p>
        <p>Format Font Document
misunderstandings, mislnte
are examples of problems which cfln be related to poor visual
design. In on ideal communication situolion. the interpreted
message is the some 6S the intended messoge. We con improve
the communicolive properties of Interactive system by careful
design of visuals nnd by utilizing knowledge of professional
communicators, like graphicel ~ers, draughtsmen,
publishers, authors, 1Iluslonlsts etc.
(Kindborg&amp;Kollerbaur 1967)
Even though grophical interfaces are becoming incre6singly
popul6r, mon s stems still suffer from communicotion
--,
- '
Uncle6r information, disorient6tl.~~~~~~~I1!"!1~~~"""'''''''
misunderstandings, misinterpret~? ico ,
are examples of problems which con be reloted to poor visual
Em. In on Ide61 communication situation, the interpreted
message is the some 6S the intended messoge. We can improve
the communicative properties of interactive system by coreful
emmof vl·S!!AlS Aod b" !!t~~Zing knowledge of professional
communi co ,Found: 0 of 31.. EmDars, dr6ughtsmen,
I&gt;pnullb'~Ii ls.hers, 8uNtoho
~'~i~I~1U~S~i~o~s~t~s~e~t~c'I~II~i!</p>
        <p>..... ~., ..</p>
        <p>'1+ ...</p>
        <p>IIIformation is given aboIlllOtal
lIumber of instances of the search
string in the document.</p>
        <p>Old Look
It is not shown
where ill the
document the scarch
currently is. You do
not know how much
is already searched,
nor how much of the
doculIlenl is leJI 10
search through.</p>
        <p>New</p>
        <p>Look
By giving the entire
dialog box a specijic
look, il call be easily
distinguished from
olher types oj boxes
and windows.
Note how the scroll bar is
rcdcsigncd to communicate which
page and which part of the pagc,
one currelllly is viewing. We have
applied the lexivi.wal principles of
rclmillg dctailed informatioll to its
lIle)."t, ami givillg all overview,</p>
        <p>Presenting detailed information</p>
        <p>Whelljillillg 0111 Ihe
[ormllia Ihe edilillg
of the documelll is
disabled. 11,e IIser
has to remember or
tryout what the
differellt Iypes o[
[ormals alld[onls
wOllld look like.
.Vew</p>
        <p>Look
This presentation
would be morc
communicative and
[ollows Ihe
lVYS/lVYG­
principle.</p>
        <p>When selecting a new formal
or [0111 in Microso[1 Word,</p>
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and feedback in r
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font Nome:</p>
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        <p>Times
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IIser can increlllelllolly lesllhe dif[erenl slyles and
see Ihe resull wilholll leaving Ihe dialog box.</p>
        <p>We have chos
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and the camm'
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        <p>Towards a general application of lexivision to
human-computer interface design
There are many similarities between the development and the use of text and pictures in
computer systems and in other information communication ru·eas. From being regarded as
something other than totally serious, the use of visuals is now regru-cled as a necessity for
effective communication.</p>
        <p>A continued and increased development of knowledge and application of visuals can also
be foreseen. Up to now most applications are related to personal computers and personal
tools of different kinds. The investigation of the use of visuals in more traditional
application areas is in its very early stages. One reason might be the limited availibity of
graphics terminals. However, many lexivisual rules and techniques can be used on
semigraphics terminals.</p>
        <p>But even if we can see many prospects in the use of visuals, there are of course a number
of pitfalls. Consider what happened when desktop publishing gave us tools for
production of printed materials. A kind of "Las Vegas" effect occurred when people
untrained in graphic design used as many of the available functions as possible in a
document; fonts, graphics etc. Increased availibility of interface design tools can lead to a
similar development in the design of visual interfaces. This can be seen in the use of
icons, and in some systems developed with HyperCard.</p>
        <p>One way of improving the design of visuals could be to create hand books, or even better
- computer based tools. The problem, as we have tried to illustrate it, is that there are no
standm·d rules for designing good visuals. In some cases more concrete guidelines can be
developed, but mostly design is a more "open" task. Many solutions could be
satisfactory, and it can difficult to find the ulitmate visual for a certain communication
task. The conclusion has to be that design of visuals is both an art and a more fomlal
process. This view of design of human-computer interfaces has also been expressed by
Heckel (1984).</p>
        <p>Good visuals implies certain requirements on the production process. Production of
lexivisions in printed material is a creative, iterative work and a result of a team work
between experts in their specialized fields, visualizers and editors. Examples of
successfulllexivisions, fantasy, the tossing of ideas between members in the team, are
important characteristics of the process. The process stlli"ts with sketches of the visual
totality and the pictures, and ends with writing the texts.</p>
        <p>We claim that a similiar process is needed in order to produce good visuals for computer
systems. The design has to be be iterative with successive refinements of prototypes.
Revisions of prototypes ru·e based on results from evaluations. The ideal design team
should include users, computer and systems experts, human factors people, domain
experts, computer graphics people and experts on communication and media. Of course
the role of a team member will vary at different stages of the design.</p>
        <p>Finally, we have to stress the need for further research about usability and the effects of
the use of visual presentation in computer systems. A number of continued studies of the
lexivisual approach will be pelfonned in CLEA as part of our investigations of how to
improve the communicative aspects in human-computer interaction (Kollerbaur et.al
1988). An importrull part of that research is to develop methods for evaluation of human­
computer interfaces.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Acknowledgements</title>
      <p>This research has been funded by the Swedish National Board for Technical Development
(STU). We would like to thank our collegues Alan Davidson (Depanment of Computer
and Systems Sciences, University of Stockholm) and Kjell Krona (Department of
Architecture, KTH, Stockholm) for giving us their helpful advise when writing this
paper.</p>
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        <title>Bild och Ord Akademin, RMI-Berghs, Dagens Nyheter. News Graphics­</title>
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