8 research outputs found

    Specification of Interface Interaction Objects

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    User Interface Management Systems have signigicantly reduced the effort required to build a user interface. However, current systems assume a set of standard "widgets" and make no provisions for defining new ones. This forces the user interface designers to either do without or laboriously build new widgets with code. The Interface Objects Graph is presented as a method for specifying and communicating the design of innteraction objects or widgets. Two sample specifications are presented, one for a secure switch and the other for a two dimensional graphical browser. (Also cross-referenced as CAR-TR-687

    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

    Description des tâches avec un système interactif multiutilisateur et multimodal : Etude comparative de notations

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    International audienceMulti-user multimodal interactive systems involve multiple users who can use multiple interactionmodalities. Multi-user multimodal systems are becoming more prevalent, especially systems based on largeshared multi-touch surfaces or video game centers such as Wii or Xbox. In this article we address thedescription of the tasks with such interactive systems. We review existing notations for the description of taskswith a multi-user multimodal interactive system and focus particularly on tree-based notations. For elementarytasks (e.g. actions), we also consider the notations that describe multimodal interaction. The contribution isthen a comparison of existing notations based on a set of organized concepts. While some concepts are generalto any notation, other concepts are specific to human-computer interaction, or to multi-user interaction andfinally to multimodal interaction.De nombreux systèmes interactifs, professionnels ou grand public, permettent conjointementl’interaction multiutilisateur et multimodale. Un système interactif est multimodal lorsqu’un utilisateur peutinteragir avec le système par l’usage de plusieurs modalités d’interaction (en entrée ou en sortie) de façonparallèle ou non. Nous constatons que de plus en plus de systèmes multiutilisateurs ou collecticiels sontmultimodaux, comme ceux construits autour d’une surface interactive et les consoles de jeu de type Wii ouXbox. Nous traitons dans cet article de la description des tâches-utilisateur avec de tels systèmes interactifsmultiutilisateurs et multimodaux. Précisément, nous dressons un panorama des notations existantes permettantla description des tâches mono ou multi-utilisateur avec une attention particulière pour les notations à based’arbre de tâches. Nous focalisons aussi sur les tâches élémentaires ou actions mono/multi-modales del’utilisateur en considérant les notations de description de l’interaction multimodale. Pour cela, nousproposons une étude comparative d'un ensemble de notations de description selon une grille d’analyseregroupant des concepts généraux à l’interaction et des concepts propres à l’interaction multiutilisateur etmultimodale

    Automated specification-based testing of graphical user interfaces

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    Tese de doutoramento. Engenharia Electrónica e de Computadores. 2006. Faculdade de Engenharia. Universidade do Porto, Departamento de Informática, Escola de Engenharia. Universidade do Minh

    "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

    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

    Specification of Interface Interaction Objects

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    User Interface Management Systems have significantly reduced the effort required to build a user interface. However, current systems assume a set of standard "widgets" and make no provisions for defining new ones. This forces user interface designers to either do without or laboriously build new widgets with code. The Interface Object Graph is presented as a method for specifying and communicating the design of interaction objects or widgets. Two sample specifications are presented, one for a secure switch and the other for a two dimensional graphical browser. 1 INTRODUCTION Specification of user interfaces has been used to aid in the design of user-computer dialog and software. This work has led to the development of User Interface Management Systems or UIMSs. These systems significantly reduce the work required to design and specify a user-computer dialog. They also allow non-programmers to prototype and design complex user interfaces. However, current UIMSs assume that a set o..
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