49 research outputs found

    The Design and evaluation of the specification framework for user interface design

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    This thesis presentsthe design and evaluation of an interface specification meta-language(ISML) that has been developed to explicitly support metaphor abstractions in a model-based, user interface design framework. The application of metaphor to user interface design is widely accepted within the HCI community, yet despite this, there exists relatively little formal support for user interface design practitioners. With the increasing range and power of user interface technologies made widely available comes the opportunity for the designof sophisticated, new forms of interactive environments. The inter-disciplinary nature of HCI offers many approaches to user interface design that include views on tasks, presentationand dialogue architectures and various domain models. Notations and tools that support these views vary equally, ranging from craft-based approachesthrough to computational or tool- based support and formal methods. Work in these areas depicts gradual cohesion of a number of these design views, but do not currently explicitly specify the application of metaphorical concepts in graphical user interface design. Towards addressing this omission, ISML was developed based on (and extending) some existing model- based user interface design concepts. Abstractions of metaphor and other interface design views are captured in the ISML framework using the extensible mark-up language(XML). A six-month case study, developing the `Urban Shout Cast' application is used to evaluate ISML. Two groups of four software engineers developed a networked, multi-user, virtual radio-broadcasting environment. A qualitative analysis examines both how each group developed metaphor designs within the ISML framework and also their perceptions of its utility and practicality. Subsequent analysis on the specification data from both groups reveals aspects of the project's design that ISML captured and those that were missed. Finally, the extent to which ISML can currently abstract the metaphors used in the case study is assessed through the development of a unified `meta-object' model. The results of the case study show that ISML is capable of expressing many of the features of each group's metaphor design, as well as highlighting important design considerations during development. Furthermore, it has been shown, in principle, how an underlying metaphor abstraction can be mapped to two different implementations. Evaluation of the case study also includes important design lessons: ISML metaphor models can be both very large and difficult to separate from other design views, some of which are either weakly expressed or unsupported. This suggests that the appropriate mappings between design abstractions cannot always be easily anticipated, and that understanding the use of model-based specifications in user interface design projects remains a challenge to the HCI community

    The design and evaluation of the specification framework for user interface design

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    This thesis presentsthe design and evaluation of an interface specification meta-language(ISML) that has been developed to explicitly support metaphor abstractions in a model-based, user interface design framework. The application of metaphor to user interface design is widely accepted within the HCI community, yet despite this, there exists relatively little formal support for user interface design practitioners. With the increasing range and power of user interface technologies made widely available comes the opportunity for the designof sophisticated, new forms of interactive environments. The inter-disciplinary nature of HCI offers many approaches to user interface design that include views on tasks, presentationand dialogue architectures and various domain models. Notations and tools that support these views vary equally, ranging from craft-based approachesthrough to computational or tool- based support and formal methods. Work in these areas depicts gradual cohesion of a number of these design views, but do not currently explicitly specify the application of metaphorical concepts in graphical user interface design. Towards addressing this omission, ISML was developed based on (and extending) some existing model- based user interface design concepts. Abstractions of metaphor and other interface design views are captured in the ISML framework using the extensible mark-up language(XML). A six-month case study, developing the `Urban Shout Cast' application is used to evaluate ISML. Two groups of four software engineers developed a networked, multi-user, virtual radio-broadcasting environment. A qualitative analysis examines both how each group developed metaphor designs within the ISML framework and also their perceptions of its utility and practicality. Subsequent analysis on the specification data from both groups reveals aspects of the project's design that ISML captured and those that were missed. Finally, the extent to which ISML can currently abstract the metaphors used in the case study is assessed through the development of a unified `meta-object' model. The results of the case study show that ISML is capable of expressing many of the features of each group's metaphor design, as well as highlighting important design considerations during development. Furthermore, it has been shown, in principle, how an underlying metaphor abstraction can be mapped to two different implementations. Evaluation of the case study also includes important design lessons: ISML metaphor models can be both very large and difficult to separate from other design views, some of which are either weakly expressed or unsupported. This suggests that the appropriate mappings between design abstractions cannot always be easily anticipated, and that understanding the use of model-based specifications in user interface design projects remains a challenge to the HCI community.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Enhancing marine industry risk management through semantic reconciliation of underwater IoT data streams

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    The “Rio+20” United Nations Conference on Sustainable Development (UNCSD) focused on the "Green economy" as the main concept to fight poverty and achieve a sustainable way to feed the planet. For coastal countries, this concept translates into "Blue economy", the sustainable exploitation of marine environments to fulfill humanity needs for resources, energy, and food. This puts a stress on marine industries to better articulate their processes to gain and share knowledge of different marine habitats, and to reevaluate the data value chains established in the past and to support a data fueled market that is going only to in the near future.The EXPOSURES project is working in conjunction with the SUNRISE project to establish a new marine information ecosystem and demonstrate how the ‘Internet of Things’ (IoT) can be exploited for marine applications. In particular EXPOSURES engaged with the community of stakeholders in order to identify a new data value chain which includes IoT data providers, data analysts, and harbor authorities. Moreover we integrated the key technological assets that couple OGC standards for raster data management and manipulation and semantic technologies to better manage data assets.This paper presents the identified data value chain along with the use cases for validating it, and the system developed to semantically reconcile and manage such data collections

    Creating opportunities to learn social skills at school using digital games

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    Acquiring skills for social and emotional well-being is important for inclusive societies and academic achievement. Studies have demonstrated the beneficial link between prosocial behaviours and improved results in curriculum topics. This paper describes a Prosocial Learning (PSL) process for creation and delivery of digital games for children (7-10 yrs) within educational systems that support learning of prosocial skills. The approach combines prosocial pedagogies with advanced ICT technologies and cloud delivery models to create attractive and exciting learning opportunities for children; produce novel digital game-based pedagogies and simplify deployment.Prosociality is a concept that refers to an individual’s propensity towards positive social behaviours. Individuals with prosocial skills are, for example, able to join in conversations, talk nicely, identifying feelings and emotions in themselves and others, identify someone needs help and ask for help. PSL classifies these skills in terms of Friendship, Feelings and Cooperation. By using interactive digital games supported by additional instructive and reflective activities, PSL allows children to learn social skills that can be generalised to real life situations in the classroom, playground and at home.PSL is implemented through a technology platform offering systematic pedagogical support for prosocial games developed by an ecosystem of teachers and games companies. Capabilities include multi-modal sensors to observe emotional affect, game interaction and decision-making. Information is acquired through standard protocols (e.g. xAPI) and evaluated by learning analytics algorithms to provide real-time feedback on player behaviours that are be used for in-game feedback and adaptation, and by teachers to shape follow-up activities. PSL is validated through short and longitudinal studies at European schools to gather evidence for effectiveness. This paper provides early evidence from short studies that will steer larger pan-European trials to test hypotheses, promote to policy makers and to increase adoption of game-based learning in school

    Business Process Risk Management and Simulation Modelling for Digital Audio-Visual Media Preservation.

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    Digitised and born-digital Audio-Visual (AV) content presents new challenges for preservation and Quality Assurance (QA) to ensure that cultural heritage is accessible for the long term. Digital archives have developed strategies for avoiding, mitigating and recovering from digital AV loss using IT-based systems, involving QA tools before ingesting files into the archive and utilising file-based replication to repair files that may be damaged while in the archive. However, while existing strategies are effective for addressing issues related to media degradation, issues such as format obsolescence and failures in processes and people pose significant risk to the long-term value of digital AV content. We present a Business Process Risk management framework (BPRisk) designed to support preservation experts in managing risks to long-term digital media preservation. This framework combines workflow and risk specification within a single risk management process designed to support continual improvement of workflows. A semantic model has been developed that allows the framework to incorporate expert knowledge from both preservation and security experts in order to intelligently aid workflow designers in creating and optimising workflows. The framework also provides workflow simulation functionality, allowing users to a) understand the key vulnerabilities in the workflows, b) target investments to address those vulnerabilities, and c) minimise the economic consequences of risks. The application of the BPRisk framework is demonstrated on a use case with the Austrian Broadcasting Corporation (ORF), discussing simulation results and an evaluation against the outcomes of executing the planned workflow

    ProsocialLearn: D2.3 - 1st system requirements and architecture

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    This document present the first version of the ProsocialLearn architecture covering the principle definition, the requirement collection, the “business”, “information system”, “technology” architecture as defined in the TOGAF methodology
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