24,808 research outputs found

    Extending and Evaluating a Pattern Language for Safety-Critical User Interfaces

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    This paper describes the extension and evaluation of an existing pattern language for safety-critical user interface development. The patterns were updated and new patterns were added by examining existing medical systems. The new patterns were found by generating problem definitions from perceived exemplary solutions. This method of pattern development and its application is described. A qualitative evaluation of the pattern language was performed by designing a safety-critical user interface for a hypothetical radiation therapy machine. Discussion of the design process focuses on the usefulness of our patterns as a design tool for safety-critical user interfaces

    SPEEDY: An Eclipse-based IDE for invariant inference

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    SPEEDY is an Eclipse-based IDE for exploring techniques that assist users in generating correct specifications, particularly including invariant inference algorithms and tools. It integrates with several back-end tools that propose invariants and will incorporate published algorithms for inferring object and loop invariants. Though the architecture is language-neutral, current SPEEDY targets C programs. Building and using SPEEDY has confirmed earlier experience demonstrating the importance of showing and editing specifications in the IDEs that developers customarily use, automating as much of the production and checking of specifications as possible, and showing counterexample information directly in the source code editing environment. As in previous work, automation of specification checking is provided by back-end SMT solvers. However, reducing the effort demanded of software developers using formal methods also requires a GUI design that guides users in writing, reviewing, and correcting specifications and automates specification inference.Comment: In Proceedings F-IDE 2014, arXiv:1404.578

    Pattern languages in HCI: A critical review

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    This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI

    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

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    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197

    Towards a Tool-based Development Methodology for Pervasive Computing Applications

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    Despite much progress, developing a pervasive computing application remains a challenge because of a lack of conceptual frameworks and supporting tools. This challenge involves coping with heterogeneous devices, overcoming the intricacies of distributed systems technologies, working out an architecture for the application, encoding it in a program, writing specific code to test the application, and finally deploying it. This paper presents a design language and a tool suite covering the development life-cycle of a pervasive computing application. The design language allows to define a taxonomy of area-specific building-blocks, abstracting over their heterogeneity. This language also includes a layer to define the architecture of an application, following an architectural pattern commonly used in the pervasive computing domain. Our underlying methodology assigns roles to the stakeholders, providing separation of concerns. Our tool suite includes a compiler that takes design artifacts written in our language as input and generates a programming framework that supports the subsequent development stages, namely implementation, testing, and deployment. Our methodology has been applied on a wide spectrum of areas. Based on these experiments, we assess our approach through three criteria: expressiveness, usability, and productivity

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Designing the Handheld Maritime Communicator

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    Making Conversations Persistent Through Computer Mediation:Coordination in a Safety-Critical Domain

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