4 research outputs found

    Scoping analytical usability evaluation methods: A case study

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    Analytical usability evaluation methods (UEMs) can complement empirical evaluation of systems: for example, they can often be used earlier in design and can provide accounts of why users might experience difficulties, as well as what those difficulties are. However, their properties and value are only partially understood. One way to improve our understanding is by detailed comparisons using a single interface or system as a target for evaluation, but we need to look deeper than simple problem counts: we need to consider what kinds of accounts each UEM offers, and why. Here, we report on a detailed comparison of eight analytical UEMs. These eight methods were applied to it robotic arm interface, and the findings were systematically compared against video data of the arm ill use. The usability issues that were identified could be grouped into five categories: system design, user misconceptions, conceptual fit between user and system, physical issues, and contextual ones. Other possible categories such as User experience did not emerge in this particular study. With the exception of Heuristic Evaluation, which supported a range of insights, each analytical method was found to focus attention on just one or two categories of issues. Two of the three "home-grown" methods (Evaluating Multimodal Usability and Concept-based Analysis of Surface and Structural Misfits) were found to occupy particular niches in the space, whereas the third (Programmable User Modeling) did not. This approach has identified commonalities and contrasts between methods and provided accounts of why a particular method yielded the insights it did. Rather than considering measures such as problem count or thoroughness, this approach has yielded insights into the scope of each method

    Integrating behavioural design into the virtual environment development process

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    A number of specifications formalisms have been developed (or applied) to support the abstract design of the behavioural component of the virtual environment interface. These formalisms subscribe to the philosophy that virtual environments should be viewed as hybrid systems which combine discrete and continuous behaviour. A significant deficiency in designing behaviour in this way is that the designs cannot be directly executed and explored in the same manner as an implementation. This limitation makes it di#cult for a designer to evaluate the suitability of designs. The thesis presents the Marigold toolset which supports two approaches to evaluating behaviour described using the Flownet hybrid formalism

    Définition d'un langage et d'une méthode pour la description et la spécification d'IHM post-W.I.M.P. pour les cockpits interactifs

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    Avec l'apparition de nouvelles technologies comme l'iPad, etc., nous rencontrons dans les logiciels grand public des interfaces de plus en plus riches et innovantes. Ces innovations portent à la fois sur la gestion des entrées (e. g. écrans multi-touch) et sur la gestion des sorties (e.g. affichage). Ces interfaces sont catégorisées de type post-WIMP et permettent d'accroitre la bande passante entre l'utilisateur et le système qu'il manipule. Plus précisément elles permettent à l'utilisateur de fournir plus rapidement des commandes au système et au système de présenter plus d'informations à l'utilisateur lui permettant par là-même de superviser des systèmes de complexité accrue. L'adoption par le grand public et le niveau de maturité de ces technos permet d'envisager leur intégration dans les systèmes critiques (comme les cockpits ou de façon plus générale les systèmes de commande et contrôle). Toutefois les aspects logiciels liés à ces technologies sont loin d'être maîtrisés comme le démontrent les nombreux dysfonctionnements rencontrés par leurs utilisateurs. Alors que ces derniers peuvent être tolérés pour des applications de jeux ou de divertissement elles ne sont pas acceptables dans le domaine des systèmes critiques présentés précédemment. La problématique de cette thèse porte précisément sur le développement de méthodes, langages, techniques et outils pour la conception et le développement de systèmes interactifs innovants et fiables. La contribution de cette thèse porte sur l'extension d'une notation formelle : ICO (Objets Coopératifs Interactifs) pour décrire de manières exhaustive et non ambiguë les techniques d'interactions multi-touch et la démonstrabilité de son application dans le cadre des applications multi-touch civils. Nous proposons en plus de cette notation, une méthode pour la conception et la validation de systèmes interactifs offrants des interactions multi-touch à leurs utilisateurs. Le fonctionnement de ces systèmes interactifs est basé sur une architecture générique permettant une structuration des modèles allant de la partie matérielle des périphériques d'entrées jusqu' à la partie applicative pour la commande et le contrôle de ces systèmes. Cet ensemble de contribution est appliqué sur un ensemble d'étude de ca dont la plus significative est une application de gestion météo pour un avion civil.With the advent of new technologies such as the iPad, general public software feature richer and more innovative interfaces. These innovations are both on the input layer (e.g. multi-touch screens) and on the output layer (e.g. display). These interfaces are categorized as post-W.I.M.P. type and allow to increase the bandwidth between the user and the system he manipulates. Specifically it allows the user to more quickly deliver commands to the system and the system to present more information to the user enabling him managing increasingly complex systems. The large use in the general public and the level of maturity of these technologies allows to consider their integration in critical systems (such as cockpits or more generally control and command systems). However, the software issues related to these technologies are far from being resolved judging by the many problems encountered by users. While the latter may be tolerated for gaming applications and entertainment, it is not acceptable in the field of critical systems described above. The problem of this thesis focuses specifically on the development of methods, languages, techniques and tools for the design and development of innovative and reliable interactive systems. The contribution of this thesis is the extension of a formal notation: ICO (Interactive Cooperative Object) to describe in a complete and unambiguous way multi-touch interaction techniques and is applied in the context of multi-touch applications for civilians aircrafts. We provide in addition to this notation, a method for the design and validation of interactive systems featuring multi-touch interactions. The mechanisms of these interactive systems are based on a generic architecture structuring models from the hardware part of the input devices up to the application part for the control and monitoring of these systems. This set of contribution is applied on a set of case studies, the most significant being an application for weather management in civilian aircrafts

    Resilience-Building Technologies: State of Knowledge -- ReSIST NoE Deliverable D12

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    This document is the first product of work package WP2, "Resilience-building and -scaling technologies", in the programme of jointly executed research (JER) of the ReSIST Network of Excellenc
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