16 research outputs found

    How to exploit abstract user interfaces in MARIA

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    In model-based approaches, Abstract User Interfaces enable the specification of interactive applications in a modality-independent manner, which is then often used for authoring multi-device interactive applications. In this paper we discuss two solutions for exploiting abstract UIs. We consider the MARIA language for such comparison. The overall aim is to improve the efficiency of the model-based process, thus making it easier to adopt and apply

    How to exploit abstract user interfaces in MARIA

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    In model-based approaches, Abstract User Interfaces enable the specification of interactive applications in a modality-independent manner, which is then often used for authoring multi-device interactive applications. In this paper we discuss two solutions for exploiting abstract UIs. We consider the MARIA language for such comparison. The overall aim is to improve the efficiency of the model-based process, thus making it easier to adopt and apply

    Considering task pre-conditions in model-based user interface design and generation

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    PLACID: un planificateur pour composer dynamiquement des Services IHM

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    National audienceDynamic Services Composition (DSC) aims at composing interactive \ systems from a set of available services corresponding \ to the available components. A component consists of a \ Functional Core and/or of a User Interface (UI) respectively \ providing computation and/or representation functions. In \ software engineering, a part of the literature focuses on the \ dynamic composition of computation services. Making the \ hypothesis that UI services can also be composed leads to a \ new research area in Human Computer Interaction: the dynamic \ composition of UI services. This paper presents a planning algorithm that aims to solve the DSC problem. This algorithm produce the task model of the composed UI allowing the user to achieve his/her goal.La Composition Dynamique de Services a pour but de composer un système interactif à partir d’un ensemble de services disponibles correspondant à des composants.Un composant est constitué d’une partie fonctionnelle et d’une partie Interface Homme-Machine (IHM). En Génie Logiciel, la grande majorité de la littérature se concentre sur la composition dynamique de services fonctionnels.Si l’on fait l’hypothèse qu’un service IHM peut aussi être composé, cela entraine une nouvelle problématique de recherche en Interaction Homme-Machine : la Composition Dynamique de Services IHM. Cet article présente un algorithme de planification permettant de résoudre le problème de la composition dynamique d’IHM pour produire le modèle de tâches de l’IHM composée permettant à l’utilisateur d’atteindre son objectif

    A framework to identify primitives that represent usability within Model-Driven Development methods

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    Context: Nowadays, there are sound methods and tools which implement the Model-Driven Development approach (MDD) satisfactorily. However, MDD approaches focus on representing and generating code that represents functionality, behaviour and persistence, putting the interaction, and more specifically the usability, in a second place. If we aim to include usability features in a system developed with a MDD tool, we need to extend manually the generated code. Objective: This paper tackles how to include functional usability features (usability recommendations strongly related to system functionality) in MDD through conceptual primitives. Method: The approach consists of studying usability guidelines to identify usability properties that can be represented in a conceptual model. Next, these new primitives are the input for a model compiler that generates the code according to the characteristics expressed in them. An empirical study with 66 subjects was conducted to study the effect of including functional usability features regarding end users' satisfaction and time to complete tasks. Moreover, we have compared the workload of two MDD analysts including usability features by hand in the generated code versus including them through conceptual primitives according to our approach. Results: Results of the empirical study shows that after including usability features, end users' satisfaction improves while spent time does not change significantly. This justifies the use of usability features in the software development process. Results of the comparison show that the workload required to adapt the MDD method to support usability features through conceptual primitives is heavy. However, once MDD supports these features, MDD analysts working with primitives are more efficient than MDD analysts implementing these features manually. Conclusion: This approach brings us a step closer to conceptual models where models represent not only functionality, behaviour or persistence, but also usability features. (C) 2014 Elsevier B.V. All rights reserved.This work was developed with the support of the Spanish Ministry of Science and Innovation Project SMART ADAPT (TIN201342981-P), TIN2011-23216 and was co-financed by ERDF. It also has the support of Generalitat Valenciana-funded ORCA Project (PROMETEO/2009/015) and UV (UV-INV-PRECOMP13-115032).Panach Navarrete, JI.; Juristo, N.; Valverde Giromé, F.; Pastor López, O. (2015). A framework to identify primitives that represent usability within Model-Driven Development methods. Information and Software Technology. (58):338-354. https://doi.org/10.1016/j.infsof.2014.07.002S3383545

    Genetic Criticism and Analysis of Interface Design: A Case Study

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    The paper proposes a methodology that combines theoretical and practical aspects from human-computer interaction (HCI) and genetic criticism to trace and analyse prototype evolution. A case study illustrates this type of enquiry by examining the iterations and the dynamics of change in the design and development of the Transviewer, an interface for digital editions. The initial assumption is that such an analysis can inform existing models in interface design and possibly provide new ground for discussion in humanistic HCI. For instance by fostering broader reflections on software production as a technological and cultural artefact and the gradual shaping of the principles and metaphors underlying the construction of a certain type of knowledge, argument, or interpretation through an interface

    Engineering the authoring of usable service front ends

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    This paper presents a method and the associated authoring tool for supporting the development of interactive applications able to access multiple Web Services, even from different types of interactive devices. We show how model-based descriptions are useful for this purpose and describe the associated automatic support along with the underlying rules. The proposed environment is able to aid in the design of new interactive applications that access pre-existing Web Services, which may contain annotations supporting the user interface development. This is achieved through the use of task models as a starting point for the design and development of the corresponding implementations. We also provide an example to better illustrate the features of the approach, and report on two evaluations conducted to assess the support tool

    PresenceClick, mejorando los procesos de enseñanza-aprendizaje mediante el modelado de interacciones presenciales

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    298 p.Este trabajo de tesis propone la modelización de interacciones presenciales entre profesores y alumnos para generar conocimiento nuevo que ayude a enriquecer el proceso de enseñanza-aprendizaje mediante mecanismos de concienciación y reflexión. El resultado principal es la herramienta PresenceClick, un sistema distribuido en una plataforma web y una aplicación móvil, que permite un registro ágil de las interacciones presenciales y proporciona información a docentes y estudiantes sobre ellas mediante visualizaciones. Además de la asistencia de los alumnos de manera automática, PresenceClick facilita el registro de las emociones de los alumnos a través de una serie de eventos emocionales durante el curso, de preguntas-respuestas en el aula, del estado de realización de los ejercicios y de las dudas de los alumnos a resolver en tutorías. Por un lado, el alumno puede visualizar su progreso en clase en comparación al grupo con el fin de provocar un proceso de reflexión que incida en una mejora continua. Por otro lado, el profesor obtiene información sobre el progreso de sus alumnos de manera individual y grupal con el fin de promover intervenciones tempranas para adaptar la instrucción y mejorar la tasa de éxito. Además, con este fin, también se han creado modelos de predicción que predicen el éxito/fracaso de los estudiantes a partir de los datos recogidos. Se ha realizado un proceso de evaluación e implantación de la herramienta en entornos reales de aprendizaje con resultados satisfactorios

    PresenceClick, mejorando los procesos de enseñanza-aprendizaje mediante el modelado de interacciones presenciales

    Get PDF
    298 p.Este trabajo de tesis propone la modelización de interacciones presenciales entre profesores y alumnos para generar conocimiento nuevo que ayude a enriquecer el proceso de enseñanza-aprendizaje mediante mecanismos de concienciación y reflexión. El resultado principal es la herramienta PresenceClick, un sistema distribuido en una plataforma web y una aplicación móvil, que permite un registro ágil de las interacciones presenciales y proporciona información a docentes y estudiantes sobre ellas mediante visualizaciones. Además de la asistencia de los alumnos de manera automática, PresenceClick facilita el registro de las emociones de los alumnos a través de una serie de eventos emocionales durante el curso, de preguntas-respuestas en el aula, del estado de realización de los ejercicios y de las dudas de los alumnos a resolver en tutorías. Por un lado, el alumno puede visualizar su progreso en clase en comparación al grupo con el fin de provocar un proceso de reflexión que incida en una mejora continua. Por otro lado, el profesor obtiene información sobre el progreso de sus alumnos de manera individual y grupal con el fin de promover intervenciones tempranas para adaptar la instrucción y mejorar la tasa de éxito. Además, con este fin, también se han creado modelos de predicción que predicen el éxito/fracaso de los estudiantes a partir de los datos recogidos. Se ha realizado un proceso de evaluación e implantación de la herramienta en entornos reales de aprendizaje con resultados satisfactorios
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