7 research outputs found
The Ubiquitous Interactor - Device Independent Access to Mobile Services
The Ubiquitous Interactor (UBI) addresses the problems of design and
development that arise around services that need to be accessed from many
different devices. In UBI, the same service can present itself with different
user interfaces on different devices. This is done by separating interaction
between users and services from presentation. The interaction is kept the same
for all devices, and different presentation information is provided for
different devices. This way, tailored user interfaces for many different
devices can be created without multiplying development and maintenance work. In
this paper we describe the system design of UBI, the system implementation, and
two services implemented for the system: a calendar service and a stockbroker
service
Generating speech user interfaces from interaction acts
ABSTRACT We have applied interaction acts, an abstract user-service interaction specification, to speech user interfaces to investigate how well it lends itself to a new type of user interface. We used interaction acts to generate a VoiceXML-based speech user interface, and identified two main issues connected to the differences between graphical user interfaces and speech user interfaces. The first issue concerns the structure of the user interface. Generating speech user interfaces and GUIs from the same underlying structure easily results in a too hierarchical and difficult to use speech user interface. The second issue is user input. Interpreting spoken user input is fundamentally different from user input in GUIs. We have shown that it is possible to generate speech user interfaces based on. A small user study supports the results. We discuss these issues and some possible solutions, and some results from preliminary user studies
Adaptive model-driven user interface development systems
Adaptive user interfaces (UIs) were introduced to address some of the usability problems that plague many software applications. Model-driven engineering formed the basis for most of the systems targeting the development of such UIs. An overview of these systems is presented and a set of criteria is established to evaluate the strengths and shortcomings of the state-of-the-art, which is categorized under architectures, techniques, and tools. A summary of the evaluation is presented in tables that visually illustrate the fulfillment of each criterion by each system. The evaluation identified several gaps in the existing art and highlighted the areas of promising improvement
Automatically Generating Personalized User Interfaces with SUPPLE
Today's computerâhuman interfaces are typically designed with the assumption that they are going to be used by an able-bodied person, who is using a typical set of input and output devices, who has typical perceptual and cognitive abilities, and who is sitting in a stable, warm environment. Any deviation from these assumptions may drastically hamper the person's effectivenessânot because of any inherent barrier to interaction, but because of a mismatch between the person's effective abilities and the assumptions underlying the interface design. We argue that automatic personalized interface generation is a feasible and scalable solution to this challenge. We present our Supple system, which can automatically generate interfaces adapted to a person's devices, tasks, preferences, and abilities. In this paper we formally define interface generation as an optimization problem and demonstrate that, despite a large solution space (of up to 1017 possible interfaces), the problem is computationally feasible. In fact, for a particular class of cost functions, Supple produces exact solutions in under a second for most cases, and in a little over a minute in the worst case encountered, thus enabling run-time generation of user interfaces. We further show how several different design criteria can be expressed in the cost function, enabling different kinds of personalization. We also demonstrate how this approach enables extensive user- and system-initiated run-time adaptations to the interfaces after they have been generated. Supple is not intended to replace human user interface designersâinstead, it offers alternative user interfaces for those people whose devices, tasks, preferences, and abilities are not sufficiently addressed by the hand-crafted designs. Indeed, the results of our study show that, compared to manufacturers' defaults, interfaces automatically generated by Supple significantly improve speed, accuracy and satisfaction of people with motor impairments.Engineering and Applied Science
Les COMETS : Une nouvelle GeÌneÌration d'Interacteurs pour la PlasticiteÌ des Interfaces Homme-Machine
With the advances in networking and advances in miniaturization, wireless networksgeneralize and promote infiltration of ultra-light devices in businesses and homes: computers becomes diffuse, relegating the computer gray box with a vision of the past. Now, in the near future, the personal assistant (PDA) becomes universal remote; our everyday objects are amplified and become possible media interaction. The devices assemble, disassemble opportunistically, creating an interactive area located at the service of information. This evolution of the IT transformated the Human-Computer Interaction domain. If this vision appeals from the standpoint of use, it can scare the complexity in appearance "without limit" of its engineering. The methods and current tools have in fact not designed to design, develop and evaluate such HCI. This thesis deals with the engineering of advanced HCI. Explored path is that of plasticity.Avec les avancĂ©es des rĂ©seaux et les progrĂšs en miniaturisation, les rĂ©seaux sans fil segĂ©nĂ©ralisent et favorisent lâinfiltration de dispositifs ultra-lĂ©gers dans les entreprises et les foyers : lâinformatique devient diffuse, relĂ©guant lâordinateur boĂźte grise Ă une vision du passĂ©. DĂ©sormais, dans un avenir proche, lâassistant personnel (PDA) devient tĂ©lĂ©commande universelle ; nos objets quotidiens sâamplifient et deviennent supports possibles Ă lâinteraction. Les dispositifs sâassemblent, se dĂ©sassemblent de maniĂšre opportuniste, crĂ©ant un espace interactif au service dâune information situĂ©e. Cette Ă©volution de lâinformatique mĂ©tamorphose lâinteraction Homme-Machine. Si cette vision sĂ©duit du point de vue de lâusage, elle peut effrayer par la complexitĂ© Ă lâapparence "sans limite" de son ingĂ©nierie. Les mĂ©thodes et outils actuels nâont, en effet, pas Ă©tĂ© conçus pour concevoir, dĂ©velopper et Ă©valuer de telles IHM. Cette thĂšse traite de lâingĂ©nierie dâIHM avancĂ©es. La voie explorĂ©e est celle de la plasticitĂ©
A Design Rationale for Pervasive Computing - User Experience, Contextual Change, and Technical Requirements
The vision of pervasive computing promises a shift from information
technology per se to what can be accomplished by using it, thereby
fundamentally changing the relationship between people and information
technology. In order to realize this vision, a large number of issues
concerning user experience, contextual change, and technical
requirements should be addressed. We provide a design rationale for
pervasive computing that encompasses these issues, in which we argue
that a prominent aspect of user experience is to provide user control,
primarily founded in human values. As one of the more significant
aspects of the user experience, we provide an extended discussion about
privacy. With contextual change, we address the fundamental change in
previously established relationships between the practices of
individuals, social institutions, and physical environments that
pervasive computing entails. Finally, issues of technical requirements
refer to technology neutrality and openness--factors that we argue are
fundamental for realizing pervasive computing.
We describe a number of empirical and technical studies, the results of
which have helped to verify aspects of the design rationale as well as
shaping new aspects of it. The empirical studies include an
ethnographic-inspired study focusing on information technology support
for everyday activities, a study based on structured interviews
concerning relationships between contexts of use and everyday planning
activities, and a focus group study of laypeopleâs interpretations of
the concept of privacy in relation to information technology. The first
technical study concerns the model of personal service environments as a
means for addressing a number of challenges concerning user experience,
contextual change, and technical requirements. Two other technical
studies relate to a model for device-independent service development and
the wearable server as a means to address issues of continuous usage
experience and technology neutrality respectively
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Engineering Adaptive Model-Driven User Interfaces for Enterprise Applications
Enterprise applications such as enterprise resource planning systems have numerous complex user interfaces (UIs). Usability problems plague these UIs because they are offered as a generic off-the-shelf solution to end-users with diverse needs in terms of their required features and layout preferences. Adaptive UIs can help in improving usability by tailoring the features and layout based on the context-of-use. The model-driven UI development approach offers the possibility of applying different types of adaptations on the various UI levels of abstraction. This approach forms the basis for many works researching the development of adaptive UIs. Yet, several gaps were identified in the state-of-the-art adaptive model-driven UI development systems. To fill these gaps, this thesis presents an approach that offers the following novel contributions:
- The Cedar Architecture serves as a reference for developing adaptive model-driven enterprise application user interfaces.
- Role-Based User Interface Simplification (RBUIS) is a mechanism for improving usability through adaptive behavior, by providing end-users with a minimal feature-set and an optimal layout based on the context-of-use.
- Cedar Studio is an integrated development environment, which provides tool support for building adaptive model-driven enterprise application UIs using RBUIS based on the Cedar Architecture.
The contributions were evaluated from the technical and human perspectives. Several metrics were established and applied to measure the technical characteristics of the proposed approach after integrating it into an open-source enterprise application. Additional insights about the approach were obtained through the opinions of industry experts and data from real-life projects. Usability studies showed the approachâs ability to significantly improve usability in terms of end-user efficiency, effectiveness and satisfaction