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Presentation Details


Knowledge Representation: Icon and Action-based Learning

Che Zulkhairi Abdullah.

This paper intend to describe the screen system and interface for the e-device products/e-device, an interface to e-Learning content system. The device has screen output, user input interface, portable, connected to the network, can receive and send RF/iR and can accept analog/digital sensor input via the device channels. The device is a supplement to the Learning process. It provide the opportunity for Learning to become physical and require the students to question a lot and to build the ability/skills to reasoning and creative approach to Learning. This can be understood as the possible integration of the many sciences and liberal studies to solve a design/process wether in abstract or formal forms. The device is a hub with extensible capabilities-to encourage Teachers to develop or devised new way to enabling new functions, sensing capabilities and screen display system accordingly to the system manual and system library.

The screen layout system will be entirely mapped and derived from these studies listed below. The system is intended to focus on human behaviour and finding the correct pattern for any routine. The similarities or aligned pattern thus provide the opportunity for deriving universal standardised shape. This can be further customized to gain access to the universal icon-user interaction and process.
a) How to start doing something, accomplishing certain task.
b) How to know/indicate that a certain task is complete(d).
c) How to know/if indicated that a process is currently happening, going and no interruption by user shall be attended.
d) What if the user do different action, instead of the expected by the system.
e) What is the format for giving user idea/tips on using things, or activating things.
f) The basic dimension, colour scheme, texture characteristic(rendering), contrast/hue value and basic form most easily recognizable.
g) How much time does a user need to apprehend the concept ,of using this icon to achieve this, or to complete that.
h) How does an icon position relative to something or absolute positioning of the icon in the layout might effect efficiency and productivity.(speed/accessibility/repetitive actions/shortcuts).

The programming of the device and the interface for this e-device will be 90% comprised of icon of different shape, colour, entities (of function, behaviour, tasking, relativity to other, sequential or parallel activities). This visual interface require the understanding of culture. The understanding of Semantic network in Knowledge Representation and Natural Language Computing development. The automated symbol pattern recognition and compiled output format for display purposes will be the communication event that take place between user and the system.

Usability testing needs to be established prior to understanding the design problem, issues concerning learning style, and the evaluation upon pre-test assumptions on matters concerning user habit, group behaviour, contentís problem solving process, measurement for skill and thinking formats. This usability can be categorized into physical factor concerning the device and human, emotional (psychology) factor, system factor, social factor, integration and assimilation factor, screen quality and quantity factor.


Che Zulkhairi Abdullah  (Malaysia)
Tutor in Interface Design
Faculty of Creative Multimedia
Multimedia University

Special research interest=e-device for e-learning, interactive storyline structure, interactive content management, e-learning, embedded mobile vehicle/robot design, LEGO 'beams' robotic, GIS for e-Learning, alternative e-Learning framework. Knowledge Representation, Knowledge Mapping, Interface Design.

  • Knowledge Representation
  • Semantic Network
  • Natural Language Processing
  • Icon
  • Symbol

(Virtual Presentation, English)