19 research outputs found

    Model-based engineering of widgets, user applications and servers compliant with ARINC 661 specification

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    International audienceThe purpose of ARINC 661 specification [1] is to define interfaces to a Cockpit Display System (CDS) used in any types of aircraft installations. ARINC 661 provides precise information for communication protocol between application (called User Applications) and user interface components (called widgets) as well as precise information about the widgets themselves. However, in ARINC 661, no information is given about the behaviour of these widgets and about the behaviour of an application made up of a set of such widgets. This paper presents the results of the application of a formal description technique to the various elements of ARINC 661 specification within an industrial project. This formal description technique called Interactive Cooperative Objects defines in a precise and non-ambiguous way all the elements of ARINC 661 specification. The application of the formal description techniques is shown on an interactive application called MPIA (Multi Purpose Interactive Application). Within this application, we present how ICO are used for describing interactive widgets, User Applications and User Interface servers (in charge of interaction techniques). The emphasis is put on the model-based management of the feel of the applications allowing rapid prototyping of the external presentation and the interaction techniques. Lastly, we present the CASE (Computer Aided Software Engineering) tool supporting the formal description technique and its new extensions in order to deal with large scale applications as the ones targeted at by ARINC 661 specification

    DREAMER : a Design Rationale Environment for Argumentation, Modeling and Engineering Requirements

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    International audienceRequirements engineering for interactive systems remains a cumbersome task still under-supported by notations, development processes and tools. Indeed, in the field of HCI, the most common practice is to perform user testing to assess the compatibility between the designed system and its intended user. Other approaches such as scenario-based design promote a design process based on the analysis of the actual use of a technology in and activities. Some of them also support a critical element in the development of interactive systems: creativity]. However, these approaches do not provide any support for a) the definition of a set of requirements that have to be fulfilled by the system under design and b) as a consequence for assessing which of these requirements are actually embedded in the system and which ones have been discarded (traceability and coverage aspects). This paper proposes a tool-supported notation for addressing these problems of traceability and coverage of both requirements and design options during the development process of interactive systems. These elements are additionally integrated within a more global approach aiming at providing notations and tools for supporting a rationalized design of interactive systems following a model-based approach. Our approach combines and extends previous work on rational design and requirements engineering. The current contribution, DREAMER, makes possible to relate design options with both functional and non functional requirements. The approach is illustrated by real size case study from large civil aircraft cockpit applications

    Improving modularity of interactive software with the MDPC Architecture

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    International audienceThe "Model - Display view - Picking view - Controller" model is a refinement of the MVC architecture. It introduces the "Picking View" component, which offloads the need from the controller to analytically compute the picked element. We describe how using the MPDC architecture leads to benefits in terms of modularity and descriptive ability when implementing interactive components. We report on the use of the MDPC architecture in a real application : we effectively measured gains in controller code, which is simpler and more focused

    Bridging the Gap between a Behavioural Formal Description Technique and User Interface description language: Enhancing ICO with a Graphical User Interface markup language

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    International audienceIn the last years, User Interface Description Languages (UIDLs) appeared as a suitable solution for developing interactive systems. In order to implement reliable and efficient applications, we propose to employ a formal description technique called ICO (Interactive Cooperative Object) that has been developed to cope with complex behaviours of interactive systems including event-based and multimodal interactions. So far, ICO is able to describe most of the parts of an interactive system, from functional core concerns to fine grain interaction techniques, but, even if it addresses parts of the rendering, it still not has means to describe the effective rendering of such interactive system. This paper presents a solution to overcome this gap using markup languages. A first technique is based on the Java technology called JavaFX and a second technique is based on the emergent UsiXML language for describing user interface components for multi-target platforms. The proposed approach offers a bridge between markup language based descriptions of the user interface components and a robust technique for describing behaviour using ICO modelling. Furthermore, this paper highlights how it is possible to take advantage from both behavioural and markup language description techniques to propose a new model-based approach for prototyping interactive systems. The proposed approach is fully illustrated by a case study using an interactive application embedded into interactive aircraft cockpits

    Approches outillées pour le développement de systèmes interactifs intégrant les aspects sûreté de fonctionnement et utilisabilité

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    Since the Airbus A380 and with the introduction of ARINC 661 standard, the glass cockpits are being replaced by interactive cockpits, by allowing the crew to control aircraft systems through display unit by using keyboard and cursor control unit (KCCU). Currently only secondary aircraft systems which are non-critical are managed using such interactive cockpits. To be able to generalize such features to critical aircraft system, the main question remains to understand how to match dependability requirements for such systems while preserving usability properties. To reach the goal of using such interactive techniques within safety critical aircraft systems, our research work has followed three main directions. The first approach is to tend to zero default design, by realizing the precise and unambiguous description of software components of interactive system, using formal description technique. The second approach consists in the use of fault tolerant mechanisms, to treat design residual fault, physical fault or environmental fault. These fault tolerant mechanisms enable the continuity of service despite the occurrence of fault. The third approach is the clarification of the impact of different fault tolerant mechanisms on the usability of the interactive system. This clarification is done by using and analyzing task models, describing the user activity of the systemDepuis l'A380 et avec l'introduction du standard ARINC 661, les systèmes d'affichage et de contrôle des cockpits sont passés d'un rôle de simple afficheur, à celui d'un système interactif permettant à l'équipage d'interagir sur les écrans grâce à l'utilisation d'un ensemble clavier/dispositif de pointage appelé KCCU. L'utilisation de cette nouvelle capacité d'interaction est à ce jour limitée à des interactions avec des systèmes avions non critiques. Pour envisager son extension à des systèmes critiques il faut se poser la question du respect d'exigences de sureté de fonctionnement imposées à de tels systèmes sans pour autant diminuer son niveau d'utilisabilité. Dans cette optique, nous proposons dans le cadre de nos travaux de recherche, différentes approches pour contribuer au développement d'un tel système interactif critique. La première approche est de tendre vers une conception zéro défaut, en réalisant une description précise et non ambigüe des composants logiciels du système interactif en utilisant une technique de description formelle. La seconde approche est l'utilisation de techniques de tolérance aux fautes car il existe toujours des fautes résiduelles de conception, des fautes matérielles ou venant de l'environnement. Dans ce cas, l'utilisation de technique de tolérance aux fautes permet au système de continuer à remplir ses fonctions en dépit de l'occurrence de fautes. La troisième approche est l'explicitation de l'impact des différentes approches de tolérance aux fautes sur l'utilisabilité du système interactif. Cette explicitation est faite au travers de la réalisation et de l'analyse des modèles de tâche, décrivant l'activité de l'utilisateur du système

    Approches outillées pour le développement des systèmes interactifs intégrant les aspects sûreté de fonctionnement et utilisabilité

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    Depuis l'A380 et avec l'introduction du standard ARINC 661, les systèmes d'affichage et de contrôle des cockpits sont passés d'un rôle de simple afficheur, à celui d'un système interactif permettant à l'équipage d'interagir sur les écrans grâce à l'utilisation d'un ensemble clavier/dispositif de pointage appelé KCCU. L'utilisation de cette nouvelle capacité d'interaction est à ce jour limitée à des interactions avec des systèmes avions non critiques. Pour envisager son extension à des systèmes critiques il faut se poser la question du respect d'exigences de sureté de fonctionnement imposées à de tels systèmes sans pour autant diminuer son niveau d'utilisabilité. Dans cette optique, nous proposons dans le cadre de nos travaux de recherche, différentes approches pour contribuer au développement d'un tel système interactif critique. La première approche est de tendre vers une conception zéro défaut, en réalisant une description précise et non ambigüe des composants logiciels du système interactif en utilisant une technique de description formelle. La seconde approche est l'utilisation de techniques de tolérance aux fautes car il existe toujours des fautes résiduelles de conception, des fautes matérielles ou venant de l'environnement. Dans ce cas, l'utilisation de technique de tolérance aux fautes permet au système de continuer à remplir ses fonctions en dépit de l'occurrence de fautes. La troisième approche est l'explicitation de l'impact des différentes approches de tolérance aux fautes sur l'utilisabilité du système interactif. Cette explicitation est faite au travers de la réalisation et de l'analyse des modèles de tâche, décrivant l'activité de l'utilisateur du système.Since the Airbus A380 and with the introduction of ARINC 661 standard, the glass cockpits are being replaced by interactive cockpits, by allowing the crew to control aircraft systems through display unit by using keyboard and cursor control unit (KCCU). Currently only secondary aircraft systems which are non-critical are managed using such interactive cockpits. To be able to generalize such features to critical aircraft system, the main question remains to understand how to match dependability requirements for such systems while preserving usability properties. To reach the goal of using such interactive techniques within safety critical aircraft systems, our research work has followed three main directions. The first approach is to tend to zero default design, by realizing the precise and unambiguous description of software components of interactive system, using formal description technique. The second approach consists in the use of fault tolerant mechanisms, to treat design residual fault, physical fault or environmental fault. These fault tolerant mechanisms enable the continuity of service despite the occurrence of fault. The third approach is the clarification of the impact of different fault tolerant mechanisms on the usability of the interactive system. This clarification is done by using and analyzing task models, describing the user activity of the system

    Modelling and analysing the interactive behaviour of an infusion pump

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    Proceedings of the Fourth International Workshop on Formal Methods for Interactive Systems (FMIS 2011)This paper is concerned with the scaleable and systematic analysis of interactive systems. The motivating problem is the procurement of medical devices. In such situations several different manufacturers offer solutions that support a particular clinical activity. Apart from cost, which is a dominating factor, the variations between devices are relatively subtle and the consequences of particular design features are not clear from manufacturers' manuals, demonstrations or trial uses. De- spite their subtlety these differences can be important to the safety and usability of the device. The paper argues that formal analysis of the range of offered devices can provide a systematic means of comparison. The paper also explores barriers to the use of such techniques, demonstrating how layers of specification may be used to make it possible to reuse common specification. Infusion pumps provide a motivating example. A specific model is described and analysed and comparison between competitive devices is discussed rather than dealt with in detail.(undefined

    A User-Centered View on Formal Methods: Interactive Support for Validation and Verification

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    International audienceDuring early phases of the development of an interactive system, future system properties are identified (through interaction with end users e.g. in the brainstorming and prototyping phases of the development process, or by re-quirements provided by other stakeholders) imposing re-quirements on the final system. Some of these properties rely on informal aspects of the system (e.g. satisfaction of users) and can be checked by questionnaires, while other ones require the use of formal methods. Whether these properties are specific to the application under development or generic to a class of applications, the verification of the presence of these properties in the system under construc-tion usually involve verification tools to process the formal description of the system. The usability [26] of these tools has a significant impact on the V&V phases which usually remains perceived as very resource consuming. This posi-tion paper proposes the application of action theory to iden-tify complex aspects of verification and exploits it for iden-tifying areas of improvement

    Measuring Interaction Design before Building the System: a Model-Based Approach

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    Early prototyping of user interfaces is an established good practice in interactive system development. However, prototypes cover only some usage scenarios, and questions dealing with number of required steps, possible interaction paths or impact of possible user errors can be answered only for the specific scenarios and only after tedious manual inspection. We present a tool (MIGTool) that transforms models of the behavior of a user interface into a graph, upon which usage scenarios can be easily specified, and used by MIGTool to compute possible interaction paths. Metrics based on possible paths, with or without user navigation errors, can then be computed. For example, when analyzing four mail applications, we show that Gmail has 3 times more shortest routes, has twice more routes that include a single user error, has routes with 13\ufewer steps, but has also optimal routes with the smallest probability to be chosen. Without MIGTool, this kind of analysis could only be done after building some prototype of the system, and then only for specific scenarios by manually tracing user actions and relative changes to the screens. With MIGTool the exploration of suitability of a design with respect to different scenarios, or comparison of different design alternatives against a single scenario, can be done with just a partial specification of the user interface behavior. This is made possible by the ability to associate scenarios steps to required user actions as defined in the model, by an efficient strategy to identify complete execution traces that users can follow, and by computing a range of diverse metrics on these results

    Contributions to the science of controlled transformation

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    writing completed in april 2013My research activities pertain to "Informatics" and in particular "Interactive Graphics" i.e. dynamic graphics on a 2D screen that a user can interact with by means of input devices such as a mouse or a multitouch surface. I have conducted research on Interactive Graphics along three themes: interactive graphics development (how should developers design the architecture of the code corresponding to graphical interactions?), interactive graphic design (what graphical interactions should User Experience (UX) specialists use in their system?) and interactive graphics design process (how should UX specialists design? Which method should they apply?) I invented the MDPC architecture that relies on Picking views and Inverse transforms. This improves the modularity of programs and improves the usability of the specification and the implementation of interactive graphics thanks to the simplification of description. In order to improve the performance of rich-graphic software using this architecture, I explored the concepts of graphical compilers and led a PhD thesis on the topic. The thesis explored the approach and contributed both in terms of description simplification and of software engineering facilitation. Finally, I have applied the simplification of description principles to the problem of shape covering avoidance by relying on new efficient hardware support for parallelized and memory-based algorithms. Together with my colleagues, we have explored the design and assessment of expanding targets, animation and sound, interaction with numerous tangled trajectories, multi-user interaction and tangible interaction. I have identified and defined Structural Interaction, a new interaction paradigm that follows the steps of the direct and instrumental interaction paradigms. I directed a PhD thesis on this topic and together with my student we designed and assessed interaction techniques for structural interaction. I was involved in the design of the "Technology Probes" concept i.e. runnable prototypes to feed the design process. Together with colleagues, I designed VideoProbe, one such Technology Probe. I became interested in more conceptual tools targeted at graphical representation. I led two PhD theses on the topic and explored the characterization of visualization, how to design representations with visual variables or ecological perception and how to design visual interfaces to improve visual scanning. I discovered that those conceptual tools could be applied to programming languages and showed how the representation of code, be it textual or "visual" undergoes visual perception phenomena. This has led me to consider our discipline as the "Science of Controlled Transformations". The fifth chapter is an attempt at providing this new account of "Informatics" based on what users, programmers and researchers actually do with interactive systems. I also describe how my work can be considered as contributing to the science of controlled transformations
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