25 research outputs found

    User Interface Plasticity: Model Driven Engineering to the Limit!

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    Keynote paper.International audienceTen years ago, I introduced the notion of user interface plasticity to denote the capacity of user interfaces to adapt, or to be adapted, to the context of use while preserving usability. The Model Driven Engineering (MDE) approach, which was used for user interface generation since the early eighties in HCI, has recently been revived to address this complex problem. Although MDE has resulted in interesting and convincing results for conventional WIMP user interfaces, it has not fully demonstrated its theoretical promises yet. In this paper, we discuss how to push MDE to the limit in order to reconcile high-level modeling techniques with low-level programming in order to go beyond WIMP user interfaces

    Generating collaborative systems for digital libraries: A model-driven approach

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    This is an open access article shared under a Creative Commons Attribution 3.0 Licence (http://creativecommons.org/licenses/by/3.0/). Copyright @ 2010 The Authors.The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework

    Model-Driven Development of Interactive Multimedia Applications

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    The development of highly interactive multimedia applications is still a challenging and complex task. In addition to the application logic, multimedia applications typically provide a sophisticated user interface with integrated media objects. As a consequence, the development process involves different experts for software design, user interface design, and media design. There is still a lack of concepts for a systematic development which integrates these aspects. This thesis provides a model-driven development approach addressing this problem. Therefore it introduces the Multimedia Modeling Language (MML), a visual modeling language supporting a design phase in multimedia application development. The language is oriented on well-established software engineering concepts, like UML 2, and integrates concepts from the areas of multimedia development and model-based user interface development. MML allows the generation of code skeletons from the models. Thereby, the core idea is to generate code skeletons which can be directly processed in multimedia authoring tools. In this way, the strengths of both are combined: Authoring tools are used to perform the creative development tasks while models are used to design the overall application structure and to enable a well-coordinated development process. This is demonstrated using the professional authoring tool Adobe Flash. MML is supported by modeling and code generation tools which have been used to validate the approach over several years in various student projects and teaching courses. Additional prototypes have been developed to demonstrate, e.g., the ability to generate code for different target platforms. Finally, it is discussed how models can contribute in general to a better integration of well-structured software development and creative visual design

    Easing the Creation Process of Mobile Applications for Non-Technical Users

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    In this day and age, the mobile phone is becoming one of the most indispensable personal computing device. People no longer use it just for communication (i.e. calling, sending messages) but also for other aspects of their lives as well. Because of this rise in demand for different and innovative applications, mobile companies (i.e. mobile handset manufacturers and mobile network providers) and organizations have realized the power of collaborative software development and have changed their business strategy. Instead of hiring specific organizations to do programming, they are now opening up their APIs and tools to allow ordinary people create their own mobile applications either for personal use or for profit. However, the problem with this approach is that there are people who might have nice ideas of their own but do not possess the technical expertise in order to create applications implementing these ideas. The goal of this research is to find ways to simplify the creation of mobile applications for non-technical people by applying model-driven software development particularly domain-specific modeling combined with techniques from the field of human-computer interaction (HCI) particularly iterative, user-centered system design. As proof of concept, we concentrate on the development of applications in the domain of mHealth and use the Android Framework as the target platform for code generation. The iterative user-centered design and development of the front-end tool which is called the Mobia Modeler, led us to eventually create a tool that features a configurable-component based design and integrated modeless environment to simplify the different development tasks of end-users. The Mobia models feature both constructs specialized for specific domains (e.g. sensor component, special component ), and also those that are applicable to any type of domain (e.g. structure component, basic component ). In order to accommodate different needs of end-users, a clear separation between the front-end tools (i.e. Mobia Modeler ) and the underlying code generator (i.e. Mobia Processor ) is recommended as long as there is a consistent model in between, that serves as a bridge between the different tools

    "A model-driven approach for designing multi-platform user interface dialogues": dialogues specification

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    Human-computer interaction becomes sophisticated, multimodal and multi device and needs to be well-designed with the aim of facilitating application correction (i.e. to correcting errors/bugs in the application) or extension (i.e. adding new functionalities or modifying existing tasks). This thesis is focused on building a methodology of designing and specifying User Interface (UI) behaviour. The Unified Modelling Language (UML) is used to describe in detail the conceptual model and to define all its objects. The methodology flux diagram is provided with the specification of the consistency and the completeness properties of the transformation model. To support the methodology, we implement a graphic Dialog Editor in which Models are organized in three levels (abstract, concrete and final) according to Cameleon Reference Framework (CFR) and, whose process respects the Model Driven Engineering (MDE) approach. Furthermore, the use of Dialog Editor is illustrated through a simple exam...Les interfaces Homme-Machine deviennent de plus en plus complexes. Leur conception nécessite des nouveaux outils et/ou méthodes. En exploitant l'aproche orienté-modèle, cette thèse repond à ce besoin en proposant une méthodologie de conception des dialogues multi-plateform

    Development of context-sensitive user interfaces

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    Dobro dizajniran, intuitivan i privlačan za korišćenje korisnički interfejs predstavlja ključni faktor uspeha računarskih proizvoda i sistema. Radi unapređenja razvoja i upotrebljivosti korisničkih interfejsa potrebno je uzeti u obzir karakteristike korisnika. Ovo zahteva interdisciplinaran pristup i korišćenje znanja iz različitih oblasti kao što su računarske, saznajne i biološke nauke. Pored toga, potrebno je uzeti u obzir karakteristike medija i fizičkog okruženja u kojem se odvija interakcija čoveka i računara. Razvoj korisničkog interfejsa treba da uvaži i karakteristike hardverskih uređaja koji se koriste u komunikaciji sa korisnikom, dostupne softverske resurse, kao i karakteristike programskih sistema koji treba da koriste korisnički interfejs. U skladu sa tim, uvodi se pojam kontekstno-osetljivog interfejsa koji se definiše kao korisnički interfejs koji je prilagodljiv kontekstu interakcije sa konkretnim korisnikom. Kontekst interakcije čine tri klase entiteta: korisnik računarskog sistema (čovek); hardverska i softverska platforma pomoću kojih korisnici interaguju sa sistemom i fizičko okruženje u kojem se odigrava interakcija sa sistemom. Posmatrajući evoluciju razvoja softvera uočavamo povećanje nivoa apstrakcije na kojem se softver opisuje. Dostignuti nivo razvoja omogućava platformski nezavisnu specifikaciju softvera koja se postepeno ili automatizovano prevodi u izvršne aplikacije za različite softverske i hardverske platforme. Arhitektura upravljana modelima, koja se koristi za razvoj složenih programskih rešenja, hijerarhijski organizuje koncepte i modele u više nivoa apstrakcije. Ovo je posebno bitno imajući u vidu da je razvoj kontekstno-osetljivih korisničkih interfejsa složen proces koji uključuje modelovanje velikog broja elemenata na različitim nivoima apstrakcije. U ovoj tezi smo istraživali problem unapređenja razvoja kontekstno-osetljivih korisničkih interfejsa. Predloženo je rešenje koje omogućava automatizaciju razvoja korisničkog interfejsa prilagođenog kontekstu interakcije čoveka i računara. Rešenje se ogleda u proširenju jezika za modelovanje, standardnog procesa razvoja softverskih sistema (Unified proces) i razvojnih alata elementima specifičnim za interakciju čoveka i računara. U skladu sa prethodnim, razvijen je model kontekstno-osetljive interakcije čoveka i računara i predloženi su modeli korisničkih interfejsa na različitim nivoima apstrakcije. Zbog standardizacije, široke prihvaćenosti, i dostupnosti razvojnih alata, odlučili smo se za proširenje UML (Unified Modeling Language) jezika za modelovanje i ATL (Atlas Transformation Language) jezika za transformacije modela. Primena predloženog pristupa je demonstrirana na primerima dve studije slučaja iz različitih domena...Well-designed, intuitive and catchy-to-use user interface represents key issue of success of computer products and systems. In order to improve development and usability of user interfaces it is needed to take into account user’s charasteristics. This entails interdisciplinary approach and use of knowledge from different fields such as computing, cognitive and biological sciences. In addition, it is needed to consider features of the physical environment and the medium in which interaction between human and computer takes place. Development of user interface must include characteristics of hardware devices employed in interaction with the user, availabale software resources, as well as characteristics of software systems using the interface. According to stated, concept of context-sensitive user interface is introduced, defined as a user interface adaptable to context of interaction with concrete user. Context of interaction is decomposed into three classes of entitites: user of a computer system (human); hardware and software platforms by which users interact with the system and physical environment in which interaction with system happens. Looking at the evolution of software development, we can notice that the abstraction level on which software is described is increasing all the time. The latest trend is to specify software using platform-independent models, which are then gradually and (semi-) automatically transformed into executable applications for different platforms and target devices. Modeldriven architecture, used for development of complex software solutions, hierarchically organizes concepts and models into multiple abstraction levels. This is especially important regarding development of context-sensitive user interfaces which appears to be a complex process involved with modeling of a large number of elements on different abstraction levels. In this thesis, we have been exploring problem concerned with the improvement of development of context-sensitive user interfaces. Solution enabling automation of development of user interface adaptable to context of interaction between human and computer is proposed. Solution includes extensions of modelling language, standard software development process (Unified process) and development tools with the elements specific for human-computer interaction. Based on previous, model of context-sensitive human-computer interaction has been developed and user interface models on different abstraction levels have been proposed. For reasons of standardization, wide acceptance and availability of development tools, we have decided to extend UML (Unified Modeling Language) modeling language and ATL (Atlas Transformation Language) language for model transformations. Application of the proposed approach is demonstrated with examples of two case studies from different domains..

    Model Driven Development of Advanced User Interfaces (MDDAUI) – MDDAUI’06 Workshop Report

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    Developing Unobtrusive Mobile Interactions: a Model Driven Engineering approach

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    In Ubiquitous computing environments, people are surrounded by a lot of embedded services. With the inclusion of pervasive technologies such as sensors or GPS receivers, mobile devices turn into an effective communication tool between users and the services embedded in their environment. All these services compete for the attentional resources of the user. Thus, it is essential to consider the degree in which each service intrudes the user mind when services are designed. In order to prevent service behavior from becoming overwhelming, this work, based on Model Driven Engineering foundations, is devoted to develop services according to user needs. In this thesis, we provide a systematic method for the development of mobile services that can be adapted in terms of obtrusiveness. That is, services can be developed to provide their functionality at different obtrusiveness levels by minimizing the duplication of efforts. For the system specification, a modeling language is defined to cope with the particular requirements of the context-aware user interface domain. From this specification, following a sequence of well-defined steps, a software solution is obtained.Gil Pascual, M. (2010). Developing Unobtrusive Mobile Interactions: a Model Driven Engineering approach. http://hdl.handle.net/10251/12745Archivo delegad

    Easing the Creation Process of Mobile Applications for Non-Technical Users

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    In this day and age, the mobile phone is becoming one of the most indispensable personal computing device. People no longer use it just for communication (i.e. calling, sending messages) but also for other aspects of their lives as well. Because of this rise in demand for different and innovative applications, mobile companies (i.e. mobile handset manufacturers and mobile network providers) and organizations have realized the power of collaborative software development and have changed their business strategy. Instead of hiring specific organizations to do programming, they are now opening up their APIs and tools to allow ordinary people create their own mobile applications either for personal use or for profit. However, the problem with this approach is that there are people who might have nice ideas of their own but do not possess the technical expertise in order to create applications implementing these ideas. The goal of this research is to find ways to simplify the creation of mobile applications for non-technical people by applying model-driven software development particularly domain-specific modeling combined with techniques from the field of human-computer interaction (HCI) particularly iterative, user-centered system design. As proof of concept, we concentrate on the development of applications in the domain of mHealth and use the Android Framework as the target platform for code generation. The iterative user-centered design and development of the front-end tool which is called the Mobia Modeler, led us to eventually create a tool that features a configurable-component based design and integrated modeless environment to simplify the different development tasks of end-users. The Mobia models feature both constructs specialized for specific domains (e.g. sensor component, special component ), and also those that are applicable to any type of domain (e.g. structure component, basic component ). In order to accommodate different needs of end-users, a clear separation between the front-end tools (i.e. Mobia Modeler ) and the underlying code generator (i.e. Mobia Processor ) is recommended as long as there is a consistent model in between, that serves as a bridge between the different tools

    Quality of Human-Computer Interaction : Self-Explanatory User Interfaces by Model-Driven Engineering

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    In Human-Computer Interaction, quality is an utopia. Despite all the design efforts, there are always uses and situations for which the user interface is not perfect. This thesis investigates self-explanatory user interfaces for improving the quality perceived by end users. The approach follows the principles of model-driven engineering. It consists in keeping the design models at runtime so that to dynamically enrich the user interface with a set of possible questions and answers. The questions are related to usage (for instance, "What's the purpose of this button?", "Why is this action not possible"?) as well as to design rationale (for instance, "Why are the items not alphabetically ordered?"). This thesis proposes a software infrastructure UsiExplain based on the UsiXML metamodels. An evaluation conducted on a case study related to a car shopping webiste confirms that the approach is relevant especially for usage questions. Design rationale will be further explored in the future.STAREn Interaction Homme-Machine, la qualité est une utopie : malgré toutes les précautions prises en conception, il existe toujours des utilisateurs et des situations d'usage pour lesquels l'Interface Homme-Machine (IHM) est imparfaite. Cette thèse explore l'auto-explication des IHM pour améliorer la qualité perçue par les utilisateurs. L'approche s'inscrit dans une Ingénierie Dirigée par les Modèles. Elle consiste à embarquer à l'exécution les modèles de conception pour dynamiquement augmenter l'IHM d'un ensemble de questions et de réponses. Les questions peuvent être relatives à l'utilisation de l'IHM (par exemple, "A quoi sert ce bouton ?", "Pourquoi telle action n'est pas possible ?) et à sa justification (par exemple, "Pourquoi les items ne sont-ils pas rangés par ordre alphabétique ?"). Cette thèse propose une infrastructure logicielle UsiExplain basée sur les méta-modèles UsiXML. L'évaluation sur un cas d'étude d'achat de voitures montre que l'approche est pertinente pour les questions d'utilisation de l'IHM. Elle ouvre des perspectives en justification de conception
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