Canonical Abstract Prototypes for Abstract Visual and Interaction Design 
Abstract user interface prototypes offer designers a form of representation for specification and exploration of visual and interaction design ideas that is intermediate between abstract task models and realistic or representational prototypes. Canonical Abstract Prototypes are an extension to usage-centered design that provides a formal vocabulary for expressing visual and interaction designs without concern for details of appearance and behavior. A standardized abstract design vocabulary facilitates comparison of designs, eases recognition and simplifies description of common design patterns, and lays the foundations for better software tools. This paper covers recent refinements in the modeling notation and the set of Canonical Abstract Components. New applications of abstract prototypes to design patterns are discussed, and variations in software tools support are outlined.
Constantine, Larry L. Constantine and Lockwood (2003). Articles>User Interface>Interaction Design>Visual Rhetoric
Listen Up!: Speech Recognition's Impact on Communication, Rhetoric, and Interface
Look around the computer screen on which you're viewing this document. Do you see a keyboard and mouse a short distance away? These two traditional input devices have become so deeply entrenched as the established human-computer interface that they are inseparable from our notion of the 'computing experience.' Yet in many ways, keyboards and mice only make our experiences with computers more unnatural, forcing us into modes of interaction that we would never use with other people. In other words, they make humans interact with machines, rather than machines with humans.
Propper, Ryan. Stanford University (2005). Articles>User Interface>Rhetoric>Voice
Measuring the Success of Visual Communication in User Interfaces

This article discusses three key areas of visual communication we address in user interfaces (UIs): conventional—emphasis on imitating generic forms that meet readers' expectations; icon recognition; visual appeal or 'look-and-feel'. The article uses five case histories to demonstrate how usability research has helped the authors evaluate the quality of visual communication in navigation, icon recognition, and look-and-feel. It describes some of the research methodology the authors use, with examples from the case histories. For each of the three topic areas, we discuss the lessons we learned from the case histories about both usability testing methodology and visual communication guidelines. We mention, but do not concentrate on, related topics such as visual clutter.
Rosenbaum, Stephanie L. and J.O. 'Joe' Bugental. Technical Communication Online (1998). Articles>User Interface>Assessment>Visual Rhetoric
Metaphor-Based Design of High-Throughput Screening Process Interfaces

This paper describes work on developing usable interfaces for creating and editing methods for high-throughput screening of chemical and biological compounds in the domain of life sciences automation. A modified approach to metaphor-based interface design was used as a framework for developing a screening method editor prototype analogous to the presentation of a recipe in a cookbook. The prototype was compared to an existing screening method editor application in terms of effectiveness, efficiency, and satisfaction of novice users and was found to be superior.
Kaber, David B., Noa Segall and Rebecca S. Green. Journal of Usability Studies (2007). Articles>User Interface>Rhetoric>Tropes
In visual querying, users analyze data for their decisions and problems by interacting with graphics that are dynamic and linked. This querying paradigm is new, a dramatic break from the more familiar retrieving of data via search statements and displaying of it in static charts and graphs. For this new visual querying paradigm, analysts conceptually and operationally need to master new approaches. To discover salient relationships, they need to manipulate displays. To drill down for detail or causes, they have to select data of interest directly from a graph. And to draw inferences, they have to consider meanings across several dynamically linked graphics. With the aim of studying users success in these new approaches, particularly focusing on the approach of directly selecting data from graphs, I conducted a scenario-based usability test with 10 data analysts. They interacted with visualizations to complete a realistic complex analysis evaluating employee performance. Test findings reveal a range of difficulties in visual selection that, at times, gave rise to inaccurate selections, invalid conclusions, and misguided decisions. To overcome these difficulties, support for visual selection needs to be built into interfaces and help. Results and recommended improvements are presented.
Mirel, Barbara E. Journal of Technical Writing and Communication (2001). Articles>User Interface>Usability>Visual Rhetoric
Where Visual Literacy and Interface Design Meet
Scientists tell us that visual communication is natural human behaviour which all normally sighted persons engage in every day and take for granted, yet it is the product of a complex human intelligence that is very poorly understood.
Hugo, Jacques. Usability News (2005). Articles>User Interface>Visual Rhetoric
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