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A number of perceptual and psychological issues conspire to make the successful design of interactive systems – and user interfaces in particular – much more difficult than it would seem at first sight. This paper describes the author’s keynote address to the CADUI conference and investigates these issues, touching on attentional, change and mud splash blindnesses. It also explores the diffculties...
A model-driven engineering method is presented that provides designers with methodological guidance on how to systematically derive user interfaces of workflow information systems from a series of models. For this purpose, a workflow is recursively decomposed into processes that are in turn decomposed into tasks. Each task gives rise to a task model whose structure, ordering, and connection with the...
This work presents how business process models are described in terms of task models to solve traceability issues for large systems. The proposed approach presents a method with activities specifically selected for the scenario of develo-ping user interfaces (UIs) for enterprise applications founded on extensive business processes. Furthermore, some of these activities are detailed to make the work...
The model-driven User Interface (UI) development life cycle usually evolves from high-level models, which represent abstract UI concepts, to concrete models, which are more related to the UI implementation details, until the final UI is generated. This process is based on a set of model-to-model and model-to-code transformations. Several industrial tools have applied this approach in order to generate...
Accessibility and usability guidelines are available to design web sites accessible to blind users. However, the actual usability of accessible web pages varies depending on the type of information the user is dealing with. Museum web sites, including specimens and hall descriptions, need specific requirements to allow vision-impaired users, who navigate using a screen reader, to access pieces of...
In this chapter, we propose a multi-device, location-aware museum guide. It is a mobile guide able to opportunistically exploit large screens when they are nearby the user. Various types of games, which can exploit multi-device environments, are included in addition to the museum and artwork descriptions. The mobile guide is equipped with an RFID reader, which provides information useful to automatically...
The use of new technological and learning methods that help to improve the learning process has produced the inclusion of the video games as active elements in the classrooms. Video Games are ideal learning tools since they provide training skills, promote independence, increase and improve students’ concentration and attention. For special education students with learning difficulties, it is very...
We developed a free form deformation application for an immersive environment in which users can interact freely using data gloves. To ensure better comfort and performances, we added the possibility of bimanual interaction in our environment. To investigate the actual gain obtained by this interaction technique, we designed an experimental protocol based on spatial input tasks. In our experiment,...
In this chapter, we present a generic model for human interaction in virtual environments and the design of a software component that has been built according to this model for its use in the MAEVIF platform for intelligent virtual environments for education and training. We present the motivations and the main objectives and we detail the key design decisions and the way in which they have been realized...
Space deserves a special attention when designing 3D user interfaces. However, many proposed methods rely on simple sketches and/or maps. Besides, those methods usually leave aside the 2D interfaces that may be found in the 3D environment or that surround it. This chapter presents an attempt to formalize 2D and 3D spaces by the definition of a meta-model. This is one of three meta-models that have...
We study the key-characters assignment on ambiguous keyboards. We consider two cases: unconstrained and alphabetically constrained character arrangements on ambiguous keys. A genetic algorithm is used for searching the assignment that optimizes the text-entry performance. The results show that as the number of keys decreases, the gain in performance due to optimization increases. We also study the...
Model-based software development is carried out as a well-defined process. Depending on the applied approach, different phases can be distinguished, for example, requirements specification, design, prototyping, implementation, and usability evaluation. During this iterative process, manifold artifacts are developed and modified, including models, source code, and usability evaluation data. CASE tools...
Current paper-based activities and practices are highly disseminated and intrinsic to our daily lives. Particular cases such as therapeutic and educational procedures, which rely strongly on paper-based artefacts (e.g. questionnaires, forms, manuals) assume special importance due to their critical content. However, their passiveness, limited interactivity, lack of adjustment, among other problems...
For most applications, in particular data-intensive ones, dialog modeling makes little sense without a domain model. Since domain models usually are developed and used outside the dialog modeling activity, it is better to integrate dialog modeling languages with existing domain modeling languages and tools, than inventing your own. This chapter describes how the Diamodl language, editor, and runtime...
When the user interface should be specified, a picture is worth a thousand words, and the worst thing to do is write a natural language specification for it. Although this practice is still common, it is a challenging task to move from text-based requirements and problem-space concepts to a final UI design, and then back. Especially for user interface specification, actors must frequently switch between...
As the technology evolves, the existence of different computational devices has made ad hoc software development no longer acceptable in the development of multi-platform software applications. This chapter describes RenderXML, a software tool developed to facilitate the creation of multi-platform applications. RenderXML acts as a renderer, mapping concrete user interfaces (UI) described in UsiXML...
This chapter presents several models as a proposal to carry out the process of analysis for CSCW systems, a stage of the model process which is essential in this type of systems. The methodology presented to address the analysis stage provides the mechanisms to specify the organization of the participants of a system, the roles they play, the interaction of the users within the system and the interaction...
In this chapter, we introduce CIAT (Collaborative Interactive Applications Tool), a software tool based on models supporting designers and engineers to create models based on CIAN notation. This software tool supports the interface design of groupware applications that enable integration with software processes through UML notation. We introduce our methodological approach for dealing with the conceptual...
Collaborative systems for mobile environments require being adaptable to various physical and computing scenarios with varying conditions due to mobility restrictions. Assuming that, it is recommendable to reuse as far as possible the work already realized to deal with problems inherent to mobility, device heterogeneity and adaptation in the groupware work. Our conceptual framework, the so-called...
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