265 research outputs found
Rapid prototyping of ubiquitous computing environments
Tese de doutoramento em InformáticaUbiquitous computing raises new usability challenges that cut across design and development.
We are particularly interested in environments enhanced with sensors, public displays
and personal devices. How can prototypes be used to explore the users' mobility and interaction,
both explicitly and implicitly, to access services within these environments? Because of
the potential cost of development and design failure, these systems must be explored using
early assessment techniques and versions of the systems that could disrupt if deployed in the
target environment. These techniques are required to evaluate alternative solutions before
making the decision to deploy the system on location. This is crucial for a successful development,
that anticipates potential user problems, and reduces the cost of redesign.
This thesis reports on the development of a framework for the rapid prototyping and
analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives.
It describes APEX, a framework that brings together an existing 3D Application
Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world
simulation of the envisaged ubiquitous environment. By this means users can experience
many of the features of the proposed design. Prototypes and their simulations are generated in
the framework to help the developer understand how the user might experience the system.
These are supported through three different layers: a simulation layer (using a 3D Application
Server); a modelling layer (using a modelling tool) and a physical layer (using external devices
and real users). APEX allows the developer to move between these layers to evaluate
different features. It supports exploration of user experience through observation of how users
might behave with the system as well as enabling exhaustive analysis based on models.
The models support checking of properties based on patterns. These patterns are based on
ones that have been used successfully in interactive system analysis in other contexts. They
help the analyst to generate and verify relevant properties. Where these properties fail then
scenarios suggested by the failure provide an important aid to redesign.A computação ubíqua levanta novos desafios de usabilidade transversais ao seu desenvolvimento
e design. Estamos particularmente interessados em ambientes enriquecidos com sensores,
ecrãs públicos e dispositivos pessoais e em saber como podem ser utilizados protótipos
na exploração da mobilidade e interação, implícita e explicita, dos utilizadores de forma a
acederem a serviços desses ambientes. Devido às potenciais falhas do design proposto e aos
elevados custos associados ao seu desenvolvimento, as características destes sistemas devem
ser exploradas utilizando versões preliminares dos mesmos dado que estes podem vir a falhar
quando implementados no destino, tornando a sua utilização inaceitável. Essas técnicas são
necessárias por forma a avaliar soluções alternativas antes de decidir implementar o sistema
fisicamente. Isto é crucial para um desenvolvimento com sucesso que antecipe potencias problemas
do utilizador e reduza os custos de redesign.
Esta tese descreve o desenvolvimento de uma ferramenta para a prototipagem rápida e
análise de ambientes de computação ubíqua como suporte à avaliação de designs alternativos.
É apresentado a APEX, uma plataforma que junta um servidor de aplicações 3D com uma
ferramenta de modelação. Os protótipos baseados na APEX permitem aos seus utilizadores
finais navegarem numa simulação 3D do ambiente ubíquo projetado. Desta forma muitas das
características do design proposto podem ser experienciadas pelos utilizadores. Os protótipos
e respetivas simulações são gerados na plataforma para ajudar os designers/developers a
entender como é que os utilizadores podem experienciar o sistema. Os protótipos são suportadas
através de três camadas: a camada de simulação (utilizando um servidor de aplicações
3D); a camada de modelação (utilizando uma ferramenta de modelação) e uma camada física
(utilizando dispositivos externos e utilizadores reais). A plataforma possibilita aos designers/
developers moverem-se entre estas camadas de forma a avaliar diferentes características do
sistema, desde a experiencia do utilizador até ao seu comportamento através de uma analise
exaustiva do sistema ubíquo baseada em modelos. Os modelos suportam a verificação de
propriedades baseadas em padrões. Estes padrões são baseados em padrões existentes e já utilizados com sucesso, noutros contextos, na análise de sistemas interativos. Eles auxiliam a
geração e verificação de propriedades relevantes. O local onde estas propriedade falham
sugere um cenário de falha que fornece uma ajuda importante no redesign do sistema.ERDF through the Programme COMPETE and by the Portuguese
Government through FCT - Foundation for Science and Technology, project PTDC/EIA-EIA/116069/2009 and by FCT, under the grant SFRH/BD/41179/2007
Porque comemos o que comemos?: determinantes psicossociais da selecção alimentar
Este artigo apresenta uma breve análise sobre os determinantes psicossociais
do comportamento alimentar. É essencial compreendermos os factores subjacentes às
escolhas alimentares dos indivíduos, isto é, compreendermos porque é que comemos os
alimentos que comemos e porque comemos a quantidade de alimentos que comemos, se
pretendemos intervir neste domínio, seja ao nível da promoção da saúde, seja ao nível
da prevenção ou tratamento da doença. No presente trabalho, apresenta-se uma análise
sobre alguns dos determinantes psicológicos e sociais da regulação do comportamento
alimentar, bem como uma síntese de alguns dos modelos explicativos da selecção
alimentar (Modelo Desenvolvimental e Modelo Cognitivo). Procedemos, ainda, a uma
reflexão sobre a relação entre alimentos, emoções, cognições e comportamentos, assim
como a uma reflexão sobre a relação entre o stress e o comportamento alimentar. ------ ABSTRACT ------ This paper presents a brief analysis of the psychosocial determinants of
eating behaviour. It is essential to understand the factors underlying food selection, that is
to say, the factors that contribute to the individual eating, what he/she eats and how much
he/she eats. In this paper, we present an analysis of some of the psychological and social
factors which regulate eating behaviour, as well as some of the theoretical models that try
to explain eating behaviour regulation (namely the Developmental Model and the
Cognitive Model). We also discuss some issues concerning the relation between food,
emotion, cognition and behaviour, and the relation between stress and eating behaviour
Rapid prototyping of ubiquitous computing environments
Ubiquitous computing raises new usability challenges that cut across design and development.
We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the
target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign.
This thesis reports on the development of a framework for the rapid prototyping and
analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives.
It describes APEX, a framework that brings together an existing 3D Application
Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system.
These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users
might behave with the system as well as enabling exhaustive analysis based on models.
The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.Fundação para a Ciência e Tecnologi
An infrastructure for experience centered agile prototyping of ambient intelligence
Ubiquitous computing poses new usability challenges that cut across design and development. We are particularly interested in "spaces" enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the user's mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, the characteristics of such systems must be explored using early versions of the system that could disrupt if used in the target environment. Being able to evaluate these systems early in the process is crucial to their successful development. This paper reports on an effort to develop a framework for the rapid prototyping and analysis of ambient intelligence systems
Formal analysis of ubiquitous computing environments through the APEX framework
Ubiquitous computing (ubicomp) systems involve complex interactions between multiple devices and users. This com-plexity makes it difficult to establish whether: (1) observa-tions made about use are truly representative of all possible interactions; (2) desirable characteristics of the system are true in all possible scenarios. To address these issues, tech-niques are needed that support an exhaustive analysis of a system’s design. This paper demonstrates one such exhaus-tive analysis technique that supports the early evaluation of alternative designs for ubiquitous computing environments. The technique combines models of behavior within the environment with a virtual world that allows its simulation. The models support checking of properties based on pat-terns. These patterns help the analyst to generate and verify relevant properties. Where these properties fail then scenar-ios suggested by the failure provide an important aid to redesign. The proposed technique uses APEX, a framework for rapid prototyping of ubiquitous environments based on Petri nets. The approach is illustrated through a smart li-brary example. Its benefits and limitations are discussed.(undefined
Design and evaluation of a smart library using the APEX framework
User experience is a key point for successful ubiquitous computing (ubicomp) environments. The envisaged design should be explored as soon as possible to anticipate potential user problems, thus reducing re-design costs. The development of ubicomp environments' prototypes might help, providing feedback on the users' reaction to the environments. This paper describes the design and evaluation of ubicomp environments using APEX, a rapid prototyping framework providing user experience via a 3D application server and connected physical devices. APEX prototypes allow users to explore and experience many characteristics of a proposed design, in a virtual world. The paper focus in particular the design and evaluation of a smart library in the APEX framework.(undefined
Model-based user interface testing with Spec Explorer and ConcurTaskTrees
Analytic usability analysis methods have been proposed as an alternative to user testing in early phases of development due to the cost of the latter approach. By working with models of the systems, analytic models are not capable of identifying implementation related problems that might have an impact on usability. Model-based testing enables the testing of an implemented software artefact against a model of what it should be (the oracle). In the case of model-based user interface testing, the models should be expressed at an adequate level of abstraction, adequately modelling the interaction process. This paper describes an effort to develop tool support enabling the use of task models as oracles for model-based testing of user interfaces.FCT -Fuel Cell Technologies Program(POSC/EIA/56646/2004
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