32,187 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

    Interfaces of the Agriculture 4.0

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    The introduction of information technologies in the environmental field is impacting and changing even a traditional sector like agriculture. Nevertheless, Agriculture 4.0 and data-driven decisions should meet user needs and expectations. The paper presents a broad theoretical overview, discussing both the strategic role of design applied to Agri-tech and the issue of User Interface and Interaction as enabling tools in the field. In particular, the paper suggests to rethink the HCD approach, moving on a Human-Decentered Design approach that put together user-technology-environment and the importance of the role of calm technologies as a way to place the farmer, not as a final target and passive spectator, but as an active part of the process to aim the process of mitigation, appropriation from a traditional cultivation method to the 4.0 one

    Xplain: an Editor for building Self-Explanatory User Interfaces by Model-Driven Engineering

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    International audienceModern User Interfaces (UI) must deal with the increasing complexity of applications in terms of functionality as well as new properties as plasticity. The plasticity of a UI denotes its capacity of adaptation to the context of use while preserving its quality. The efforts in plasticity have focused on the (meta) modeling of the UI, but the quality remains uncovered. This paper describes an on-going research that studies a method to develop Self-Explanatory User Interfaces as well as an editor that implements this method. Self-explanation makes reference to the capacity of a UI to provide the end-user with information about its rationale (which is the purpose of the UI), its design rationale (why is the UI structured into this set of workspaces?, what's the purpose of this button?), its current state (why is the menu disabled?) as well as the evolution of the state (how can I enable this feature?). Explanations are provided by embedded models

    Overcoming barriers and increasing independence: service robots for elderly and disabled people

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    This paper discusses the potential for service robots to overcome barriers and increase independence of elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly people and advances in technology which will make new uses possible and provides suggestions for some of these new applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses the complementarity of assistive service robots and personal assistance and considers the types of applications and users for which service robots are and are not suitable

    The challenges of nanostructures for theory

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    It is tempting to believe that modelling in nanotechnology is much the same as that for conventional solid-state physics. However, important areas of nanotechnology address different systems. The mechanics of DNA (for instance) resembles spaghetti more than silicon, the statistical physics needed is often not carrier statistics, and the role of viscosity (the low Reynolds number limit) is not always the familiar one. The idea of equilibrium may be irrelevant, as the kinetics of nonequilibrium (perhaps quasi-steady state) can be crucial. Even when the issues are limited to nanoscale structures (rather than functions), there is a complex range of ideas. Some features, like elasticity and electrostatic energies, have clear macroscopic analogies, but different questions emerge, such as the accuracy of self-organisation. Others concepts like epitaxy and templating are usually micro- or mesostructural. Some of the ideas, which emerge in modelling for the nanoscale, suggest parallels between molecular motors and recombination enhanced diffusion in semiconductors. (C) 2002 Elsevier Science B.V. All rights reserved

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
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