43 research outputs found
Current situation facing the needs of the scenarios from the deliverables I2.1.1 and I2.2.1
In this document we present the main issues that we have to face in order to define a Software Product Line (SPL) for Broadcasting Systems. These issues were identified through requirement analysis and refactoring of SEDUITE which are described in two internal deliverables: a) D.2.2.1: Introduces the requirements (functional and non-functional) of a Broadcasting System by using a case study based on large gatherings (e.g., concerts, competitions, parties, etc.). b) D.2.1.1: Explains the definition of SEDUITE as a SPL by identifying the different assets and products that make part of it. In particular, from each deliverable different questions were raised. We use these questions to identify the issues that we need to face and to guide the redaction of this document. We classify the questions according to three main topics: (i) user assistance (cf. Section 2), (ii) building and evolution of the SPL (cf. Section 3) and (iii) kinds of variability (cf. Section 4) The questions from the D.2.2.1 deliverable are identified with I.x and those from D.2.1.1 with Q.x. In both cases, the 'x' represents the number of the question in the deliverable. Additionally, we include the results of two questionnaires intended for consumers of information (i.e., professor and students) from broadcasting system in academic institutions
Participatory research with older adults with AMD:co-designing a SMART diet diary app
The global population of people aged 60 years and older is growing rapidly. In the UK, there are currently around 10 million people aged 65 and over, and the number is projected to rise by 50% in the next 20 years (RNIB, 2013). While ongoing advances in information technology (IT) are undoubtedly increasing the scope for IT to enhance and support older adults' daily living, the digital divide between older and younger adults - 43% of people below the age of 55 own and use a smartphone, compared to only 3% of people aged 65 and over (AgeUK, 2013) - raises concerns about the suitability of technological solutions for older adults, especially for older adults with impairments. Evidence suggests that sympathetic design of mobile technology does render it useful and acceptable to older adults: the key issue is, however, how best to achieve such sympathetic design when working with impaired older adults. We report here on a case study in order to outline the practicalities and highlight the benefits of participatory research for the design of sympathetic technology for (and importantly with) older adults with impairments
Current situation facing the needs of the scenarios from the deliverables I2.1.1 and I2.2.1
In this document we present the main issues that we have to face in order to define a Software Product Line (SPL) for Broadcasting Systems. These issues were identified through requirement analysis and refactoring of SEDUITE which are described in two internal deliverables: a) D.2.2.1: Introduces the requirements (functional and non-functional) of a Broadcasting System by using a case study based on large gatherings (e.g., concerts, competitions, parties, etc.). b) D.2.1.1: Explains the definition of SEDUITE as a SPL by identifying the different assets and products that make part of it. In particular, from each deliverable different questions were raised. We use these questions to identify the issues that we need to face and to guide the redaction of this document. We classify the questions according to three main topics: (i) user assistance (cf. Section 2), (ii) building and evolution of the SPL (cf. Section 3) and (iii) kinds of variability (cf. Section 4) The questions from the D.2.2.1 deliverable are identified with I.x and those from D.2.1.1 with Q.x. In both cases, the 'x' represents the number of the question in the deliverable. Additionally, we include the results of two questionnaires intended for consumers of information (i.e., professor and students) from broadcasting system in academic institutions
Interfaces distribuées pour jeux de plateau : d’un retour d’expérience à des règles de conception basées sur la territorialité
International audienceThis paper reports an experience feedback on the design of several interactive board games distributed over several devices, a design driven by the 5W1H questions. The analysis of the games developed in reference to the theory of tabletop territoriality leads us to propose design rules which are more structuring for such games, and which remain to be confirmed.Cet article présente un retour d’expérience sur la conception de jeux de plateau interactifs distribués sur plusieurs dispositifs, conception guidée par les questions 5W1H. L’analyse des jeux développés au regard de la théorie de la territorialité appliquée aux tables interactives nous amène à proposer des règles de conception plus structurantes pour de tels jeux : règles qu’il reste à confirmer
Territoires et IHM Distribuées : Raffinement de Règles et d'une Méthode de Conception de Jeux Multi-Dispositifs
National audienceThe multitude of different interaction devices and the importance of their spread alongside various people allow to propose distributed interfaces (interactions). Territoriality rules have to be applied in order to ensure the adequation of information position and their access constraints (personal information, privacy, etc.). The navigability between different interfaces has to be assured. Illustrated by four designs of distributed application, this article proposes a feedback which allow to refine a design methodology.La multitude des supports d'interaction et l'ampleur de leur propagation auprès d'un public varié permet de proposer des interfaces (ou interactions) distribuées. Les règles de territorialité doivent s'appliquer afin de garantir une adéquation de la position de l'information à son but et à ses contraintes d'accès (informations personnelles, informations privées, etc.). Il faut s'assurer également de la navigabilité entre les différentes interfaces. Cet article propose un retour d'expérience permettant de raffiner une méthode de conception, sur la base d'illustration de quatre conceptions d'application distribuées
Expérience de transfert de savoirs et de technologies issus de la recherche et de l'industrie aux étudiants d'une formation en IHM
International audienceThis paper reports an experience feedback about a Master-2 and Engineering-School level training in HCI based on the transfer of knowledge and technology from research and industry. We emphasize the importance of training students to promising research areas such as user interface plasticity and to recent technologies for developing mobile media and MS surface table applications. The whole training enhances user-centered methodsto encourage students to focus on the use of applications.Cet article présente un retour d'expérience sur une formation en IHM de niveau Master 2 et École d'ingénieurs reposant sur le transfert de savoirs et de technologies issus de la recherche et de l'industrie. Nous mettons l'accent sur l'importance de former les étudiants à des domaines de recherche prometteurs tels que la plasticité des IHM et à des technologies récentes permettant le développement d'applications sur supports mobiles et table MS Surface. L'ensemble de la formation valorise les méthodes centrées utilisateurs afin d'inciter les étudiants à privilégier l'usage des applications. ABSTRACT This paper reports an experience feedback about a Master-2 and Engineering-School level training in HCI based on the transfer of knowledge and technology from research and industry. We emphasize the importance of training students to promising research areas such as user interface plasticity and to recent technologies for developing mobile media and MS surface table applications. The whole training enhances user-centered methods to encourage students to focus on the use of applications
Architecture pour l'adaptation de systèmes d'information interactifs orientés services
Systèmes Mixtes Collaboratifs sur Supports Mobiles : Conception et Réalisation
Président : Mr. Jean Caelen Directeur de thèse : Mlle. Laurence Nigay Rapporteurs : Mme. Wendy Mackay, Mr. Jean Vanderdonckt Examinateurs : Mlle. Sabine Coquillart, Mlle. Laurence Pasqualetti, Mr. Philip GrayThis thesis focuses on software engineering and implementation of Human-Computer Interfaces. We study three research themes: Mobility, Groupware and Mixed Systems. Our goals are to define, to design (ergonomic and software) and to understand the use of Mobile Collaborative Mixed Systems (MCMS). The main contributions of this thesis correspond to the steps of the life cycle of an Interface. First, for the requirement phase, we define and characterize MCMS. We thus demonstrate that such systems are not a simple juxtaposition of the three themes. We also identify a new timespace taxonomy and the dynamic of links between the physical and digital worlds. Then, for the design phase, we develop a scenario-based design method in collaboration with some psychologists-ergonomists. We define a design notation in order to represent projected scenarios, which describe the use of the future Interface. Next, for the development phase, we describe an architectural model for MCMS. We adapt the PAC-Amodeus model to groupware by identifying the software treatments of contextual data (localization, orientation, etc.). Moreover, we develop three general interaction techniques on a platform dedicated to MCMS. Finally, we develop two MCMS: MAGIC, a system for archaeological excavation, and TROC, a game of exchanges. We also report the results of two series of user experimentations performed with the TROC system.Cette thèse s'inscrit dans le domaine de l'Interaction Homme-Machine (IHM). Nous explorons trois thèmes de recherche : les IHM sur Supports Mobiles, les Collecticiels et les Systèmes Mixtes. Dans ce cadre, nous visons à définir, concevoir (conception ergonomique et logicielle) et comprendre l'usage des systèmes mixtes collaboratifs sur supports mobiles (SMCSM). Les contributions de cette thèse couvrent le cycle de vie des interfaces. Tout d'abord, pour la phase d'analyse des besoins, nous élaborons une définition et une caractérisation des SMCSM. Nous montrons ainsi que de tels systèmes ne sont pas qu'une simple juxtaposition des trois thèmes. Nous identifions alors un nouveau découpage espace-temps et la dynamique des liens entre les mondes physique et numérique. Ensuite, pour la phase de conception ergonomique, nous développons une démarche de conception basée sur les scénarios en collaboration avec des psychologues-ergonomes. Nous définissons une notation de conception afin de représenter les scénarios projetés, qui décrivent l'utilisation de la future interface. Puis, pour la phase de conception logicielle, nous décrivons un modèle d'architecture pour les SMCSM. Nous adaptons le modèle PAC-Amodeus aux les collecticiels en explicitant les traitements informatiques des données contextuelles (localisation, orientation, etc.). De plus, nous développons trois techniques d'interaction générales sur une plate-forme matérielle dédiée aux SMCSM. Enfin, nous réalisons deux SMCSM : MAGIC, un système dédié à la fouille archéologique et TROC, un jeu d'échange. Nous rapportons les résultats de deux séries d'expériences menées avec le système TROC