2,013 research outputs found

    REST4Mobile: A framework for enhanced usability of REST services on smartphones

    Get PDF
    Considering end-user research and proliferation of smartphones and REpresentational State Transfer (REST) interfaces, we envisage that smartphone owners can innovate to compose applications on the small screen. This paper presents the design and evaluation of a REST service development framework (viz, REST4Mobile) with the aim to enhance the usability when consuming on smartphones. Our design process uses the usability factors identified in our previous work as primary constraints for modeling the framework and a corresponding composition tool. Thus, sample REST services are developed with and then without the framework, and usability of composing the services on smartphones is evaluated. Evaluation was conducted by deploying the component REST services, the composition tool, and the resulting composite apps on a local machine. As the task of service composition is conducted directly on the smartphone's screen, the evaluation process is designed to be repeatable on remote servers and on the cloud. Results showed that constraints can be added into the REST architectural style on the basis of the influences of domain specific terms and human cognitive capabilities on the naming and size of the Uniform Resource Identifiers (URIs). In addition, the principles embodying the framework are found to be influential factors in enhancing the usability of REST services on smartphones

    Evaluating usability of cross-platform smartphone applications

    Get PDF
    The computing power of smartphones is increasing as time goes. However, the proliferation of multiple different types of operating platforms affected interoperable smartphone applications development. Thus, the cross-platform development tools are coined. Literature showed that smartphone applications developed with the native platforms have better user experience than the cross-platform counterparts. However, comparative evaluation of usability of cross-platform applications on the deployment platforms is not studied yet. In this work, we evaluated usability of a crossword puzzle developed with PhoneGap on Android, Windows Phone, and BlackBerry. The evaluation was conducted focusing on the developer's adaptation effort to native platforms and the end users. Thus, we observed that usability of the cross-platform crossword puzzle is unaffected on the respective native platforms and the SDKs require only minimal configuration effort. In addition, we observed the prospect of HTML5 and related web technologies as our future work towards evaluating and enhancing usability in composing REST-based services for smartphone applications

    Advanced Cloud Privacy Threat Modeling

    Full text link
    Privacy-preservation for sensitive data has become a challenging issue in cloud computing. Threat modeling as a part of requirements engineering in secure software development provides a structured approach for identifying attacks and proposing countermeasures against the exploitation of vulnerabilities in a system . This paper describes an extension of Cloud Privacy Threat Modeling (CPTM) methodology for privacy threat modeling in relation to processing sensitive data in cloud computing environments. It describes the modeling methodology that involved applying Method Engineering to specify characteristics of a cloud privacy threat modeling methodology, different steps in the proposed methodology and corresponding products. We believe that the extended methodology facilitates the application of a privacy-preserving cloud software development approach from requirements engineering to design

    Continuous Authentication for Voice Assistants

    Full text link
    Voice has become an increasingly popular User Interaction (UI) channel, mainly contributing to the ongoing trend of wearables, smart vehicles, and home automation systems. Voice assistants such as Siri, Google Now and Cortana, have become our everyday fixtures, especially in scenarios where touch interfaces are inconvenient or even dangerous to use, such as driving or exercising. Nevertheless, the open nature of the voice channel makes voice assistants difficult to secure and exposed to various attacks as demonstrated by security researchers. In this paper, we present VAuth, the first system that provides continuous and usable authentication for voice assistants. We design VAuth to fit in various widely-adopted wearable devices, such as eyeglasses, earphones/buds and necklaces, where it collects the body-surface vibrations of the user and matches it with the speech signal received by the voice assistant's microphone. VAuth guarantees that the voice assistant executes only the commands that originate from the voice of the owner. We have evaluated VAuth with 18 users and 30 voice commands and find it to achieve an almost perfect matching accuracy with less than 0.1% false positive rate, regardless of VAuth's position on the body and the user's language, accent or mobility. VAuth successfully thwarts different practical attacks, such as replayed attacks, mangled voice attacks, or impersonation attacks. It also has low energy and latency overheads and is compatible with most existing voice assistants

    Towards the Composition of Services by End-Users: A Mobile-Based Solution

    Full text link
    [EN] Nowadays, we live surrounded by heterogeneous and distributed services that are available to people anytime and anywhere. Even though these services can be used individually, it is through their synchronized and combined usage that end-users are provided with added value. However, existing solutions to service composition are not targeted at ordinary end-users. In fact, these solutions require technical knowledge to deal with the technological heterogeneity in which they are offered to the market. To this end, the paper presents a tool-supported platform that is aided by: (1) EUCalipTool, an end-user mobile tool that implements a Domain Specific Visual Language, which has been specifically designed to compose services on mobile devices; (2) a Faceted Service Registry, which plays the role of gateway between service implementations and end-users, hiding technological issues from the latter when including services in a composition; and (3) a Generation Module, which transforms end-user descriptions into BPMN specification that are interpreted by an execution infrastructure developed for that purpose.This work has been developed with the financial support of the Spanish State Research Agency under the project TIN2017-84094-R and co-financed with ERDF.Valderas, P.; Torres Bosch, MV.; Pelechano Ferragud, V. (2020). Towards the Composition of Services by End-Users: A Mobile-Based Solution. Business & Information Systems Engineering. 62(4):305-321. https://doi.org/10.1007/s12599-019-00617-zS305321624Amir R, Zeid A (2004) A UML profile for service-oriented architectures. In: Companion to the 19th annual ACM SIGPLAN conference on object-oriented programming systems, languages, and applications, Vancouver. ACM, New York, pp 192–193Athreya B, Bahmani F, Diede A, Scaffidi C (2012) End-user programmers on the loose: a study of programming on the phone for the phone. In: IEEE symposium on visual languages and human-centric computing, Innsbruck. IEEE, pp 75–82Atooma (2015) Atooma, a touch of magic. https://www.atooma.com/ . Accessed 1 Oct 2018Ayora C, Torres V, Weber B, Reichert M, Pelechano V (2013) Enhancing modeling and change support for process families through change patterns. In: Nurcan S et al (eds) Enterprise, Business-Process and Information Systems Modeling. BPMDS 2013, EMMSAD 2013, vol 147. Lecture Notes in Business Information Processing. Berlin, Heidelberg, pp 246–260Benedek J, Miner T (2002) Measuring desirability: new methods for evaluating desirability in a usability lab setting. In: Proceedings from the Usability’s Professionals Association (UPA)Broke J (1996) SUS. A “quick and dirty” usability scale. In: Jordan P et al (eds) Usability evaluation in industry. Taylor & Francis, London, pp 189–194Cuccurullo S, Francese R, Risi M, Tortora G (2011) MicroApps development on mobile phones. In: Costabile MF, Dittrich Y, Fischer G, Piccinno A (eds) End-User Development. IS-EUD 2011, vol 6654. Lecture Notes in Computer Science. Berlin, Heidelberg, pp 289–294Danado J, Paternò F (2014) Puzzle: a mobile application development environment using a jigsaw metaphor. J Vis Lang Comput 25(4):297–315Danado J, Davies M, Ricca P, Fensel A (2010) An authoring tool for user generated mobile services. In: Berre AJ, Gómez-Pérez A, Tutschku K, Fensel D (eds) Future internet—FIS 2010. FIS 2010, vol 6369. Lecture Notes in Computer Science. Berlin, Heidelberg, pp 118–127Dey AK, Sohn T, Streng S, Kodama J (2006) iCAP: interactive prototyping of context-aware applications. In: Fishkin KP, Schiele B, Nixon P, Quigley A (eds) Pervasive Computing. Pervasive 2006, vol 3968. Lecture Notes in Computer Science. Berlin, Heidelberg, pp 254–271Engeström Y, Miettinen R, Punamäki RL (1999) Perspectives on activity theory. Cambridge University Press, CambridgeErmagan V, Krüger IH (2007) A UML2 profile for service modeling. In: Engels G, Opdyke B, Schmidt DC, Weil F (eds) Model Driven Engineering Languages and Systems. MODELS 2007, vol 4735. Lecture Notes in Computer Science. Berlin, Heidelberg, pp 360–374Galitz WO (2002) The essential guide to user interface design: an introduction to GUI. Design principles and techniques. Wiley, New YorkGuillen J, Miranda J, Berrocal J, Garcia-Alonso J, Murillo JM, Canal C (2014) People as a service: a mobile-centric model for providing collective sociological profiles. IEEE Softw 31(2):48–53Häkkilä J, Korpipää P, Ronkainen S, Tuomela U (2005) Interaction and end-user programming with a context-aware mobile application. In: Costabile MF, Paternò F (eds) Human-Computer Interaction—INTERACT 2005, Lecture Notes in Computer Science, vol 3585. Berlin, Heidelberg, pp 927–937IFTTT (2015) IFTTT, if this then that. https://IFTTT.com/ . Accessed 1 Oct 2018Klusch M, Sycara K (2001) Brokering and matchmaking for coordination of agent societies: a survey. In: Omicini A, Zambonelli F, Klusch M, Tolksdorf R (eds) Coordination of Internet Agents. Springer, Berlin, Heidelberg, pp 197–224Locale (2015). http://www.twofortyfouram.com . Accessed 1 Oct 2018Lucci G, Paternò F (2014) Understanding end-user development of context-dependent applications in smartphones. In: Sauer S, Bogdan C, Forbrig P, Bernhaupt R, Winckler M (eds) Human-Centered Software Engineering. HCSE 2014, Lecture Notes in Computer Science, vol 8742. Berlin, Heidelberg, pp 182–198Paolucci M, Kawamura T, Payne TR, Sycara K (2002) Semantic matching of web services capabilities. In: Horrocks I, Hendler J (eds) The Semantic Web—ISWC 2002, Lecture Notes in Computer Science, vol 2342. Berlin, Heidelberg, pp 333–347Renger M, Kolfschoten GL, de Vreede GJ (2008) Challenges in collaborative modeling: a literature review. In: Advances in enterprise engineering I, vol 10, Montpellier, pp 61–77Repenning A, Ioannidou A (2006) What makes end-user development tick? 13 design guidelines. In: End user development. Human-computer interaction series, vol 9. Springer, Berlin, pp 51–85Rumbaugh J, Jacobson I, Booch G (2004) The unified modeling language reference manual. Pearson, LondonSegal J (2005) Two principles of end-user software engineering research. ACM SIGSOFT Softw Eng Notes 30(4):1–5Serral E, Valderas P, Pelechano V (2013) Context-adaptive coordination of pervasive services by interpreting models during runtime. Comput J 56(1):87–114Tasker (2015) Tasker, total automation for Android. http://tasker.dinglisch.net/ . Accessed 1 Oct 2018Uden L, Valderas P, Pastor O (2008) An activity-theory-based model to analyse web application requirements. Inf Res 13(2):1Valderas P, Pelechano V, Pastor O (2006) A transformational approach to produce web application prototypes from a web requirements model. Int J Web Eng Technol 3(1):4–42Valderas P, Torres V, Mansanet I, Pelechano V (2017) A mobile-based solution for supporting end-users in the composition of services. Multimed Tools Appl 76(15):16315–16345Workflow.is (2018) Workflow. Spend less taps, get more done. https://workflow.is/ . Accessed 1 Oct 2018Yu J, Sheng QZ, Han J, Wu Y, Liu C (2012) A semantically enhanced service repository for user-centric service discovery and management. Data Knowl Eng 72:202–21

    The Effect of Device When Using Smartphones and Computers to Answer Multiple-Choice and Open-Response Questions in Distance Education

    Get PDF
    Traditionally in higher education, online courses have been designed for computer users. However, the advent of mobile learning (m-learning) and the proliferation of smartphones have created two challenges for online students and instructional designers. First, instruction designed for a larger computer screen often loses its effectiveness when displayed on a smaller smartphone screen. Second, requiring students to write remains a hallmark of higher education, but miniature keyboards might restrict how thoroughly smartphone users respond to open- response test questions. The present study addressed both challenges by featuring m-learning’s greatest strength (multimedia) and by investigating its greatest weakness (text input). The purpose of the current study was to extend previous research associated with m- learning. The first goal was to determine the effect of device (computer vs. smartphone) on performance when answering multiple-choice and open-response questions. The second goal was to determine whether computers and smartphones would receive significantly different usability ratings when used by participants to answer multiple-choice and open-response questions. The construct of usability was defined as a composite score based on ratings of effectiveness, efficiency, and satisfaction. This comparative study used a between-subjects, posttest, experimental design. The study randomly assigned 70 adults to either the computer treatment group or the smartphone treatment group. Both treatment groups received the same narrated multimedia lesson on how a solar cell works. Participants accessed the lesson using either their personal computers (computer treatment group) or their personal smartphones (smartphone treatment group) at the time and location of their choice. After viewing the multimedia lesson, all participants answered the same multiple-choice and open-response posttest questions. In the current study, computer users and smartphone users had no significant difference in their scores on multiple-choice recall questions. On open-response questions, smartphone users performed better than predicted, which resulted in no significant difference between scores of the two treatment groups. Regarding usability, participants gave computers and smartphones high usability ratings when answering multiple-choice items. However, for answering open-response items, smartphones received significantly lower usability ratings than computers

    Usability Enhancement of SMS Interface for Illiterate Users

    Get PDF
    This article analyzes several User Interface (UI) designs and puts forward some more general design principles for interfaces designed for low-literate users. The results of this study highlight the importance of text-free interfaces compared to text-based interfaces for the illiterate and low-literate population. The study developed a Short Message Service (SMS) interface consisting of many design elements, including graphical icons, voice, and text reduction. The participants were more satisfied with the designed SMS interface as compared to the traditional text-based interface of SMS. We believe that if the user interface is appropriately designed, users will not need formal literacy, computer skills, or any external help to operate the application. It has been shown that an interface with minimal or no text but one or more graphics, audio, and digital components is helpful for users with low literacy rates

    Situational-Context: A Unified View of Everything Involved at a Particular Situation

    Get PDF
    As the interest in the Web of Things increases, specially for the general population, the barriers to entry for the use of these technologies should decrease. Current applications can be developed to adapt their behaviour to predefined conditions and users preferences, facilitating their use. In the future,Web of Things software should be able to automatically adjust its behaviour to non-predefined preferences or context of its users. In this vision paper we define the Situational-Context as the combination of the virtual profiles of the entities (things or people) that concur at a particular place and time. The computation of the Situational-Context allow us to predict the expected system behaviour and the required interaction between devices to meet the entities’ goals, achieving a better adjustment of the system to variable contexts.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Configuration of smart environments made simple combining visual modeling with semantic metadata and reasoning

    Get PDF
    We present an approach that combines semantic metadata and reasoning with a visual modeling tool to enable the goal-driven configuration of smart environments for end users. In contrast to process-driven systems where service mashups are statically defined, this approach makes use of embedded semantic API descriptions to dynamically create mashups that fulfill the user's goal. The main advantage of the presented system is its high degree of flexibility, as service mashups can adapt to dynamic environments and are fault-tolerant with respect to individual services becoming unavailable. To support end users in expressing their goals, we integrated a visual programming tool with our system. This tool enables users to model the desired state of their smart environment graphically and thus hides the technicalities of the underlying semantics and the reasoning. Possible applications of the presented system include the configuration of smart homes to increase individual well-being, and reconfigurations of smart environments, for instance in the industrial automation or healthcare domains

    Wayfinding localized research practices through mobile technology

    Get PDF
    This dissertation presents wayfinding—the process of orienting oneself amid the myriad users, technologies, and digital spaces impacting any writing work—as a research methodology for contextualizing writing in mobile environments. Central to web design and non-web service design, wayfinding is an important addition to rhetoric and writing studies. First, it is descriptive: it observes and records first, showing how people go about tasks, and revealing relationships among people and their environments. Second, it helps when people get lost and then found. It records traces of the mental work people do to get unlost. Finding themselves, peoples’ maps help them both narrate the experience of finding their way as well as to recover their process by “reading over the map,” a process central to chapter 4. Third, wayfinding informs the scholarly representation of method, allowing for discussions of research to be grounded in a contextual, reflexive methodology of practice. We find ourselves, as scholars, amid the stories we tell to make sense of the fields of study we pursue and chapter 5 includes articulations of our scholarly wayfinding conversations. These stories describe how being self-conscious about using the design language of wayfinding will help keep rhetorical methodology in the forefront of our conversations about mobile writing and research practices
    • …
    corecore