This topic covers the following topics
Introduction
Golden rules of user interface design
Reconciling four different models
User interface analysis
User interface design
User interface evaluation
Example user interfaces
This document discusses user interface design. It covers interface design models, principles, characteristics, user guidance, usability testing and examples. Some key points covered include the iterative UI design process of user analysis, prototyping and evaluation. Design principles like consistency and providing feedback are discussed. Interface styles like menus, commands and direct manipulation are presented along with guidelines for elements like color use and error messages. The goals of usability testing like obtaining feedback to improve the interface are outlined.
what is user support system???
This file will provide detailed overview about the user support system and how it will works in human computer interaction and why we need it .....
The document discusses user interface design. It outlines typical design errors such as lack of consistency and provides golden rules for interface design. These rules include placing the user in control, reducing the user's memory load, and making the interface consistent. The document then discusses specific ways to follow these rules, such as defining intuitive shortcuts and maintaining consistency across applications. It also covers interface analysis, design process, and evaluation.
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The chapter discusses user interface design principles, processes, and components. It covers the principles of layout, content awareness, aesthetics, user experience, consistency, and minimizing user effort in interface design. The user interface design process involves use scenario development, interface structure design, interface standards design, prototyping, and evaluation. Navigation design aims to simplify the user experience, while input and output design focus on accurately capturing and presenting information with minimal effort.
Unit 7 performing user interface designPreeti Mishra
The document discusses user interface design principles and models. It provides three key principles for user interface design:
1. Place users in control of the interface and allow for flexible, interruptible, and customizable interaction.
2. Reduce users' memory load by minimizing what they need to remember, establishing defaults, and progressively disclosing information.
3. Make the interface consistent across screens, applications, and interaction models to maintain user expectations.
It also describes four models involved in interface design: the user profile model, design model, implementation model, and user's mental model. The role of designers is to reconcile differences across these models.
This document provides an overview and outline of the key topics that will be covered in Chapter 9, which includes principles for user interface design, the user interface design process, and components of navigation, input, and output design. The chapter will discuss fundamental design principles like layout, content awareness, aesthetics, consistency and minimizing user effort. It will also cover the five-step user interface design process of use scenario development, structure design, standards design, prototyping and evaluation.
The document discusses user interface design principles including user familiarity, consistency, minimal surprise, recoverability, and user guidance. It covers different interaction styles like direct manipulation, menu selection, form fill-in, and command languages. Information presentation factors are discussed relating to static vs dynamic and numeric vs textual data. The importance of user support through help systems and user-friendly error messages is also covered.
User interface design(sommerville) bangalore universityJaisha Shankar
The document discusses user interface design. It covers principles of UI design like user familiarity, consistency, and recoverability. It also discusses interaction styles, information presentation, prototyping, and evaluation. The goals of UI design are to understand design principles, know when to use graphical vs textual presentation, understand the UI design process, and learn about usability attributes and evaluation approaches.
This document is a submission for Assignment Two of a GUI design and programming course. It includes a table of contents and sections summarizing system requirements, describing the design evolution process including prototypes and user testing, outlining low-level design guidelines, evaluating the design using usability guidelines, and concluding remarks. Instructions are also provided for running the project files stored on an accompanying CD.
The document outlines a project to develop a website called "Team Matix GUI" that will provide tutorials and examples about creating effective graphical user interfaces for websites. It discusses the goals of making the site intuitive and easy to use while maintaining visual appeal. An outline is given for the content that will be covered on the site including topics like site structure, page design, navigation, and graphics.
The document discusses user interface design and provides three golden rules:
1) Place the user in control by allowing flexible, interruptible, and customizable interaction.
2) Reduce the user's memory load by providing defaults, intuitive shortcuts, progressive disclosure of information, and visual cues of past actions.
3) Make the interface consistent by using standardized visual organization, a limited set of input mechanisms, and indicators to help users understand context across tasks and applications.
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Software Usability Implications in Requirements and DesignNatalia Juristo
There are so many software products and systems with immature usability that it is for sure that most people have enough frustrating experiences to acknowledge the low level of use that usability strategies, models and methods have in software construction.
However, usability is not at all an extra but a basic for a software system: people productivity and comfort is directly related to the usability of the software they use (in their work or at home) and several quality attribute classifications agree on the importance of considering usability as a quality attribute the seminar will discuss and debunk three myths that stand in the way of the proper incorporation of usability features into software systems. These myths are:
• usability problems can be fixed in the later development stages.
• usability has implications only for the non-functional requirements.
• the general statement of a usability feature (“The system must incorporate the undo feature”) is a sufficient specification.
A pattern-oriented solution that support developers in incorporating usability features into their requirements and designs is presented
The document discusses component-level design which occurs after architectural design. It aims to create a design model from analysis and architectural models. Component-level design can be represented using graphical, tabular, or text-based notations. The key aspects covered include:
- Defining a software component as a modular building block with interfaces and collaboration
- Designing class-based components following principles like open-closed and dependency inversion
- Guidelines for high cohesion and low coupling in components
- Designing conventional components using notations like sequence, if-then-else, and tabular representations
The document discusses key principles of user interface design including carefully analyzing the user and tasks, allowing user control through direct and reversible interactions, reducing memory load by establishing defaults and meaningful layouts, ensuring consistency, and employing prototyping and evaluation cycles to iteratively improve the design.
Android design patterns in mobile application development presentationMichail Grigoropoulos
Design patterns help developers and designers to solve common design problems by using tested and user friendly solutions. The term can be applied to both directions to build a thing and the thing itself. The purpose of this study is to present such solutions and examine their applicability in android application development and user experience. For he study's purposes, an application called "Messeme" was developed based on some of the design patterns that are presented in the Second section of this Thesis.
Methodology for the Development of Vocal User InterfacesJean Vanderdonckt
Natural User Interfaces allow users to interact with systems similarly as they interact with people. Human communications occur, mostly, in an oral way, since personal dialogs to phone calls and more recently in complain or information systems; the tendency is to automate some of these activities so the user might complete tasks in a more efficient way. The necessity for having a methodology that supports the development of vocal interfaces is therefore taking interest on it. The objective for this sample paper is to establish a methodology and to describe a set of rules that might be used for developing a software tool to generate code for multiplatform vocal User Interfaces from models
The document discusses designing distributed user interfaces (DUIs) that span multiple devices. It proposes developing a design patterns language to provide interaction designers with options for how to distribute interfaces across devices and a rationale for choosing different design options. Example patterns could illustrate concepts like distribution of interactions and activities. Future work involves clarifying the pattern language concepts, evaluating existing DUIs with the patterns, designing a mobile DUI using the patterns, and assessing the patterns' usefulness for designers.
Model-Driven Engineering of User Interfaces: Promises, Successes, Failures, a...Jean Vanderdonckt
Model-driven engineering (MDE) of user interfaces consists in describing a user interface and aspects involved in it (e.g., task, domain, context of use) in models from which a final interface is produced. With one big win in mind: when the user’s requirements or the context of use change, the models change accordingly and so does the supporting user interface. Models and a method for developing user interfaces based on MDE are presented in this tutorial supporting forward engineering (a new interface is produced), reverse engineering (an existing interface is improved), and lateral engineering (an existing interface is adapted to a new context of use). Software supporting this method will be used based on UsiXML (User Interface eXten-sible Markup Language), a XML-compliant user interface description language.
This document discusses ways to improve user interface design in LabVIEW. It emphasizes making the UI desirable through attractive colors, graphs, and layouts that follow principles like the golden ratio. The UI should also be accessible to those with color blindness through use of textures, icons, and supplemental text. Elements should be findable using consistent layouts, searchable dropdowns instead of long lists, and animation. Credibility comes from consistency in navigation, terminology and responsive designs. The overall goal is to remove friction, aim for an enjoyable and intuitive experience, and focus on users' needs above all else.
Distributed User Interfaces: How to Distribute User Interface Elements across...Serenoa Project
Distributed User Interfaces (DUIs) have become one vivid area of research and development in Human-Computer Interaction (HCI) where many dramatic changes occur in the way we can interact with interactive systems. DUIs attempt to surpass user interfaces that are manipulated only by a single end user, on the same computing platform, and in the same environment, with little or no variations among these axes. In contrast to such currently existing user interfaces, DUIs enable end users to distribute any user interface element, ranging from the largest one to the smallest one, across one or many of these dimensions at design- and/or run-time: across different users, across different computing platforms, and across different physical environments. In this way, end users could be engaged in distributed tasks that are regulated by distribution rules, many of them being currently used in the real world. This paper provides a conceptual framework that invites us to re-think traditional user interfaces in a distributed way based on the locus of distribution control: in the hands of the end user, under control of the system, or in mixed-initiative way. Any user interface submitted to distribution may also be subject to adaptation with respect to the user, the platform, and the environment.
Distributed User Interfaces: How to Distribute User Interface Elements across...Jean Vanderdonckt
Distributed User Interfaces (DUIs) have become one vivid area of research and development in
Human-Computer Interaction (HCI) where many dramatic changes occur in the way we can interact
with interactive systems. DUIs attempt to surpass user interfaces that are manipulated only by a single
end user, on the same computing platform, and in the same environment, with little or no variations
among these axes. In contrast to such currently existing user interfaces, DUIs enable end
users to distribute any user interface element, ranging from the largest one to the smallest one,
across one or many of these dimensions at design and/or run-time: across different users, across different computing platforms, and across different physical environments. In this way, end users
could be engaged in distributed tasks that are regulated by distribution rules, many of them being
currently used in the real world. This paper provides a conceptual framework that invites us to rethink
traditional user interfaces in a distributed way based on the locus of distribution control: in the hands of the end user, under control of the system, or in mixed-initiative way. Any user interface submitted to distribution may also be subject to adaptation with respect to the user, the platform, and the environment.
Designing and evaluating web sites using universal design principles (hands on)Howard Kramer
This document summarizes a presentation about designing and evaluating websites using universal design principles. It discusses integrating usability and accessibility when designing websites. It reviews concepts of universal design and applies principles of best practices and usability to web design. It outlines exercises to identify when sites incorporate universal design and best practices. It discusses using web standards like semantic HTML and CSS as a foundation for universal design on the web.
This document discusses developing device independent web applications by using XML. It covers making content accessible on different devices, authoring roles in creating device independent content, and considerations for user experience across diverse devices and access mechanisms. The goal is to abstract device knowledge and provide harmonized user experiences regardless of the accessing device. This can be done by separating content, navigation, presentation and interaction, and providing different XSLT templates to render the content appropriately for different devices.
Natural User Interfaces allow users to interact with systems similarly as they interact with people. Human communications occur, mostly, in an oral way, since personal dialogs to phone calls and more recently in complain or information systems; the tendency is to automate some of these activities so the user might complete tasks in a more efficient way. The necessity for having a methodology that supports the development of vocal interfaces is therefore taking interest on it. The objective for this sample paper is to establish a methodology and to describe a set of rules that might be used for developing a software tool to generate code for multiplatform vocal User Interfaces from models.
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
The document discusses conceptual design models for hypermedia applications. It introduces the Interaction Dialogue Model (IDM), which involves three steps: conceptual IDM to define topics and relationships; logical IDM to structure dialogue flow; and page IDM to design page support. The conceptual IDM uses primitives like topics, kinds of topics, and relevant relationships. The logical IDM defines dialogue acts, transition acts, and strategies to govern flow among topics and groups of topics. The document provides an example application of IDM for a museum exhibition website and mobile app.
This document outlines principles and processes for user interface design. It discusses layout, content awareness, aesthetics, user experience, consistency and minimal effort as key principles. The five-step design process involves use scenario development, interface structure design, standards design, prototyping and evaluation. Common techniques for navigation, input and output design are also reviewed. Nonfunctional requirements can affect the human-computer interaction layer.
Today's web sites are increasingly being accessed through a wide variety of computing platforms ranging from the workstation to a laptop and through multiple access devices such as Internet Screen Phone, TV Set Top box, PDA, and cellular phones. Web sites are rarely de-signed and developed to fit such a large variety of contexts of use as each context (e.g., each computing platform, each device) has its own set of constraints. This pa-per describes a model-based approach for reengineering web pages into a presentation and a dialog model stored with XIML, a model-based user-interface specification language. These models are then further exploited to reengineer other user interfaces either for the same context of use (by changing presentation design options) or for different contexts of use (by changing properties of computing platform model). For this purpose, three key elements of the presentation model (i.e. presentation units, logical windows, and abstract interaction objects) and two key elements of the dialog model (i.e., navigational structure and transition) were defined.
This paper presents novel ongoing works on user interfaces composition. These works have emerged with the problematic of component software composition transposed to the
Human-Computer Interaction domain. Some software architectures indeed allow components assembling at the final design step. Our work, based on UsiXML, aims at proposing a composition/decomposition of user interfaces. These works begin with the concrete level of UsiXML dedicated to the graphical modality and continue with higher
abstraction levels. This article provides a positioning of the proposal related to composition compared to the seven dimensions related to the "μ7" concept of UsiXML project
This document summarizes a presentation about adapting user interface patterns for mobile platforms. It discusses how interface patterns were traditionally designed for single devices and tasks, but now must support multiple tasks, devices, and environments as users are increasingly mobile. The presentation describes gathering usability guidelines for multiple platforms and applying them to modify existing interface patterns from an industrial system to support touch interfaces like Android and iOS. User testing was conducted to evaluate alternative pattern implementations and determine the most preferred version. The goal is to develop context-aware interface patterns that can dynamically change based on factors like device and environment.
This document outlines UX principles and best practices for designing decentralized applications (dApps) on Tezos. It discusses key considerations like user goals, flows, and types. Regarding wallets, it notes the spectrum from guided to agnostic approaches and importance of testing. For blockchain interactions, it emphasizes clear explanatory copywriting. It also stresses designing openly for feedback in dApp development contexts. The overall aim is applying UX design thoughtfully to the new opportunities and challenges of the Tezos blockchain.
The document summarizes the ACCESSIBLE project which has four main objectives:
1) To develop an assessment simulation module to support accessibility analysis of web applications, mobile apps, and description languages.
2) To develop a harmonized accessibility methodological framework (HAM).
3) To develop modules to aid developers in designing accessible Java applications and report test results.
4) To research barriers to e-accessibility and propose innovations to address these barriers through the ACCESSIBLE tools and methodology.
Information and Instructional TechnologiesAlaa Sadik
This document provides an overview of instructional media and technologies that can be used in higher education. It discusses different types of instructional media including images, audio, and multimedia. It also covers commonly used media and technologies in higher education like whiteboards, models, and software applications. The document then discusses utilization of Web 2.0 tools for educational purposes, including wikis, blogs, social bookmarking, and file sharing. It provides examples of how these tools can be used for collaborative learning activities.
This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
Similar to Model-driven engineering of multimodal user interfaces (20)
To the end of our possibilities with Adaptive User InterfacesJean Vanderdonckt
Slides of the keynote presented at the 1st International Workshop on Human-in-the-Loop Applied Machine Learning (HITLAML '23)
September 04 - 06, 2023 - Belval, Luxembourg.
This presentation summarizes the evolution of techniques used to adapt the user interfaces to the context of use, which is composed of the user, the platform, and the environment.
Engineering the Transition of Interactive Collaborative Software from Cloud C...Jean Vanderdonckt
Paper presented at EICS '22: https://dl.acm.org/doi/10.1145/3532210
The "Software as a Service" (SaaS) model of cloud computing popularized online multiuser collaborative software. Two famous examples of this class of software are Office 365 from Microsoft and Google Workspace. Cloud technology removes the need to install and update the software on end users' computers and provides the necessary underlying infrastructure for online collaboration. However, to provide a good end-user experience, cloud services require an infrastructure able to scale up to the task and allow low-latency interactions with a variety of users worldwide. This is a limiting factor for actors that do not possess such infrastructure. Unlike cloud computing which forgets the computational and interactional capabilities of end users' devices, the edge computing paradigm promises to exploit them as much as possible. To investigate the potential of edge computing over cloud computing, this paper presents a method for engineering interactive collaborative software supported by edge devices for the replacement of cloud computing resources. Our method is able to handle user interface aspects such as connection, execution, migration, and disconnection differently depending on the available technology. We exemplify our approach by developing a distributed Pictionary game deployed in two scenarios: a nonshared scenario where each participant interacts only with their own device and a shared scenario where participants also share a common device, including a TV. After a theoretical comparative study of edge vs. cloud computing, an experiment compares the two implementations to determine their effect on the end user's perceived experience and latency vs. real latency
UsyBus: A Communication Framework among Reusable Agents integrating Eye-Track...Jean Vanderdonckt
Presentation of ACM EICS '22 paper: https://dl.acm.org/doi/10.1145/3532207
Eye movement analysis is a popular method to evaluate whether a user interface meets the users' requirements and abilities. However, with current tools, setting up a usability evaluation with an eye-tracker is resource-consuming, since the areas of interest are defined manually, exhaustively and redefined each time the user interface changes. This process is also error-prone, since eye movement data must be finely synchronised with user interface changes. These issues become more serious when the user interface layout changes dynamically in response to user actions. In addition, current tools do not allow easy integration into interactive applications, and opportunistic code must be written to link these tools to user interfaces. To address these shortcomings and to leverage the capabilities of eye-tracking, we present UsyBus, a communication framework for autonomous, tight coupling among reusable agents. These agents are responsible for collecting data from eye-trackers, analyzing eye movements, and managing communication with other modules of an interactive application. UsyBus allows multiple heterogeneous eye-trackers as input, provides multiple configurable outputs depending on the data to be exploited. Modules exchange data based on the UsyBus communication framework, thus creating a customizable multi-agent architecture. UsyBus application domains range from usability evaluation to gaze interaction applications design. Two case studies, composed of reusable modules from our portfolio, exemplify the implementation of the UsyBus framework.
µV: An Articulation, Rotation, Scaling, and Translation Invariant (ARST) Mult...Jean Vanderdonckt
Paper presented at ACM EICS '22
Finger-based gesture input becomes a major interaction modality for surface computing. Due to the low precision of the finger and the variation in gesture production, multistroke gestures are still challenging to recognize in various setups. In this paper, we present µV, a multistroke gesture recognizer that addresses the properties of articulation, rotation, scaling, and translation invariance by combining $P+'s cloud-matching for articulation invariance with !FTL's local shape distance for RST-invariance. We evaluate µV against five competitive recognizers on MMG, an existing gesture set, and on two new versions for smartphones and tablets, MMG+ and RMMG+, a randomly rotated version on both platforms. µV is significantly more accurate than its predecessors when rotation invariance is required and not significantly inferior when it is not. µV is also significantly faster than others with many samples and not significantly slower with few samples
RepliGES and GEStory: Visual Tools for Systematizing and Consolidating Knowle...Jean Vanderdonckt
The body of knowledge accumulated by gesture elicitation studies (GES), although useful, large, and extensive, is also heterogeneous, scattered in the scientific literature across different venues and fields of research, and difficult to generalize to other contexts of use represented by different gesture types, sensing devices, applications, and user categories. To address such aspects, we introduce RepliGES, a conceptual space that supports (1) replications of gesture elicitation studies to confirm, extend, and complete previous findings, (2) reuse of previously elicited gesture sets to enable new discoveries, and (3) extension and generalization of previous findings with new methods of analysis and for new user populations towards consolidated knowledge of user-defined gestures. Based on RepliGES, we introduce GEStory, an interactive design space and visual tool, to structure, visualize and identify user-defined gestures from a number of 216 published gesture elicitation studies
Gesture-based information systems: from DesignOps to DevOpsJean Vanderdonckt
Keynote address for the 29th International Conference on Information Systems Development ISD'2021 (Valencia, Spain, September 8-10, 2021). See https://isd2021.webs.upv.es/program.php#keynotes
This talk promotes the Seven I':
Implementation continuity
Inclusion of end-users
Interaction first
Integration among stakeholders
Iteration short
Incremental progress
Innovation openness
Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that support intra-platform plasticity for reconfigurable displays. We instantiate the model for E3Screen, a new device that expands a conventional laptop with two slidable, rotatable, and foldable lateral displays, enabling slidable user interfaces. Based on a UML class diagram as a domain model and a SCRUD list as a task model, we define an abstract user interface as interaction units with a corresponding master-detail design pattern. We then map the abstract user interface to a concrete user interface by applying rules for the reconfiguration, concrete interaction, unit allocation, and widget selection and implement it in JavaScript. In a first experiment, we determine display configurations most preferred by users, which we organize in the form of a state-transition diagram. In a second experiment, we address reconfiguration rules and widget selection rules. A third experiment provides insights into the impact of the lateral displays on a visual search task.
Evaluating Gestural Interaction: Models, Methods, and MeasuresJean Vanderdonckt
The document discusses various methods for evaluating gestural user interfaces (UIs), including comparing a UI to a reference model, collecting evaluation data on usability criteria, and using standardized scales and metrics. Common dimensions for evaluation are goals, utility, usability, and factors like system acceptance, ease of use, and cost. Methods mentioned include observations, questionnaires, heuristic evaluations, and measuring task performance and preferences using standardized scales. Guidelines are provided for designing and assessing the usability of different gestures.
Conducting a Gesture Elicitation Study: How to Get the Best Gestures From Peo...Jean Vanderdonckt
Lecture 3: Conducting a Gesture Elicitation Study: How to Get the Best Gestures From People?
Francqui Chair in Computer Science 2020 VUB, Jean Vanderdonckt, 27 April 2021
This document provides an overview of gestural interaction and various gesture recognition techniques. It begins with definitions of gestures and how they can vary based on factors like the body part used, number of dimensions, whether they are contact-based or not. It then discusses benefits of gestures and examples of gesture recognizers like xStroke and techniques like Rubine, SiGeR, LVS, hidden Markov models, and the $-family of recognizers. The document provides details on properties like stroke, direction, and rotation invariance as well as training and recognition phases for different recognizers.
The document summarizes Jean Vanderdonckt's upcoming lecture on gestural interaction. It will cover the psychological, hardware, software, usage, social and user experience dimensions of gestural interaction. On the psychological dimension, it discusses definitions of gestures and theories of gesture types. On the hardware dimension, it outlines paradigms of contact-based and contact-less gesture interaction. On the software dimension, it provides an overview of gesture recognition algorithms such as Rubine, Siger, LVS and nearest neighbor classification.
User-centred Development of a Clinical Decision-support System for Breast Can...Jean Vanderdonckt
See the paper at https://www.scitepress.org/Link.aspx?doi=10.5220/0010258900600071
We conducted a user-centered design of a clinical decision-support system for breast cancer screening, diagnosis, and reporting based on stroke gestures. We combined knowledge elicitation interviews, scenario-focused questionnaires, and paper mock-ups to understand user needs. Multi-fidelity (low and high) prototypes were designed and compared first in vitro in a usability laboratory, then in vivo in the real world. The resulting user interface provides radiologists with a platform that integrates domain-oriented tools for the visualization of mammograms, the manual, and the semi-automatic annotation of breast cancer findings based on stroke gestures. The contribution of this work lies in that, to the best of our knowledge, stroke gestures have not yet been applied to the annotation of mammograms. On the one hand, although there is a substantial amount of research done in stroke-based interaction, none focuses especially on the domain of breast cancer annotation. On the other hand, typical gestures in breast cancer annotation tools are those with a keyboard and a mouse
Simplifying the Development of Cross-Platform Web User Interfaces by Collabo...Jean Vanderdonckt
Ensuring responsive design of web applications requires their user interfaces to be able to adapt according to different contexts of use, which subsume the end users, the devices and platforms used to carry out the interactive tasks, and also the environment in which they occur. To address the challenges posed by responsive design, aiming to simplify their development by factoring out the common parts from the specific ones, this paper presents Quill, a web-based development environment that enables various stakeholders of a web application to collaboratively adopt a model-based design of the user interface for cross-platform deployment. The paper establishes a series of requirements for collaborative model-based design of cross-platform web user interfaces motivated by the literature, observational and situational design. It then elaborates on potential solutions that satisfy these requirements and explains the solution selected for Quill. A user survey has been conducted to determine how stakeholders appreciate model-based design user interface and how they estimate the importance of the requirements that lead to Quill
Detachable user interfaces consist of graphical user interfaces whose parts or whole can be detached at run-time from their host, migrated onto an- other computing platform while carrying out the task, possibly adapted to the new platform and attached to the target platform in a peer-to-peer fashion. De- taching is the property of splitting a part of a UI for transferring it onto another platform. AttAaching is the reciprocal property: a part of an existing interface can be attached to the currently being used interface so as to recompose another one on-demand, according to user's needs, task requirements. Assembling inter- face parts by detaching and attaching allows dynamically composing, decom- posing and re-composing new interfaces on demand. To support this interaction paradigm, a development infrastructure has been developed based on a series of primitives such as display, undisplay, copy, expose, return, transfer, delegate, and switch. We exemplify it with QTkDraw, a painting application with attach- ing and detaching based on the development infrastructure.
The Impact of Comfortable Viewing Positions on Smart TV GesturesJean Vanderdonckt
Whereas gesture elicitation studies for TV interaction
assume that participants adopt an upright, frontal viewing
position, we asked 21 participants to hold a natural, comfortable
viewing position, the posture they adopt when watching TV
at home. By involving a broad selection of users regarding
age, profession, our study targets a higher ecological validity
than in existing studies. Agreements rates were lower than existing studies using an upright, frontal viewing position. Participants experienced problems due to (1) having to use their slave hand instead of their dominant hand, (2) being in a certain orientation with their head making it more difficult to perform some physical movements, and (3) being hindered in their movement by the sofa there lay on. Since each person may have a different
position inducing different gestures due to the aforementioned
problems, the effect of a comfortable viewing position is analyzed
by comparison to gestures for a frontal position.
Head and Shoulders Gestures: Exploring User-Defined Gestures with Upper BodyJean Vanderdonckt
This paper presents empirical results about user-dened gestures
for head and shoulders by analyzing 308 gestures elicited from 22 participants for 14 referents materializing 14 different types of tasks in IoT context of use. We report an overall medium consensus but with medium variance (mean: .263, min: .138, max: .390 on the unit scale) between participants gesture proposals, while their thinking time were less similar (min: 2.45 sec, max: 22.50 sec), which suggests that head and shoulders gestures are not all equally easy to imagine and to produce. We point to the challenges of deciding which head and shoulders gestures
will become the consensus set based on four criteria: the agreement rate, their individual frequency, their associative frequency, and their unicity.
Paper accessible at https://dial.uclouvain.be/pr/boreal/en/object/boreal%3A213794
G-Menu: A Keyword-by-Gesture based Dynamic Menu Interface for SmartphonesJean Vanderdonckt
Instead of relying on graphical or vocal modalities for searching
an item by keyword (called K-Menu), this paper presents the G-Menu exploiting gesture interaction and gesture recognition: when a user sketches a keyword by gesturing the first letters of its label, a menu with items related to the recognized letters is constructed dynamically and presented to the user for selection and auto-completion. The selection can be completed either gesturally by an appropriate gesture (called the G-Menu) or by touch only (called the T-Menu). This paper compares the three types of menu, i.e., by keyword, by gesture, and by touching, in a user study with twenty participants on their item selection time (for measuring task efficiency), their error rate (for measuring task effectiveness),
and their subjective satisfaction (for measuring user satisfaction).
Paper accessible at https://dial.uclouvain.be/pr/boreal/en/object/boreal%3A213790
Unistroke and multistroke gesture recognizers have always striven to reach some robustness with respect to
all variations encountered when people issue gestures by hand
on touch surfaces or with sensing devices. For this purpose,
successful stroke recognizers rely on a gesture recognition
algorithm that satisfies a series of invariance properties such
as: stroke-order invariance, stroke-number invariance, stroke direction invariance, position, scale, and rotation invariance.
Before initiating any recognition activity, these algorithms
ensure these properties by performing several pre-processing
operations. These operations induce an additional computational
cost to the recognition process, as well as a potential error
bias. To cope with this problem, we introduce an algorithm that
ensures all these properties analytically instead of statistically
based on a vector algebra. Instead of points, the recognition
algorithm works on vectors between vectors. We demonstrate
that this approach not eliminates the need for these preprocessing
operations but also satisfies an entire structure preserving
transformation.
Paper available at https://dial.uclouvain.be/pr/boreal/en/object/boreal%3A217006
Body-based gestures, such as acquired by Kinect sensor, today benefit from efficient tools for their recognition and development, but less for automated reasoning. To facilitate this activity, an ontology for structuring body-based gestures, based on user, body and body parts, gestures, and environment, is designed and encoded in Ontology Web Language according to modelling triples (subject, predicate, object). As a proof-of-concept and to feed this ontology, a gesture elicitation study collected 24 participants X 19 referents for IoT tasks = 456 elicited body-based gestures, which were classified and expressed according to the ontology.
See paper at https://dl.acm.org/citation.cfm?id=3328238
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Fungicides Market PPT: Growth, Outlook, Demand, Keyplayer Analysis and Opport...IMARC Group
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Model-driven engineering of multimodal user interfaces
1. Model-Driven Engineering of User Interfaces for Multimodal Web Applications Jean Vanderdonckt Université catholique de Louvain (UCL) Louvain School of Management (LSM) Information Systems Unit (ISYS) Belgian Laboratory of Computer-Human Interaction (BCHI) http://www.isys.ucl.ac.be/bchi
2. What is a multimodal user interface? Some terminology: notion of mode We have 5 Modes corresponding to our 5 human senses The human body has five major senses which operate to gather information from the world around us, sight, hearing, smell, taste, and touch. Any stimulus to one of the sense areas is detected by sensory nerves and is sent to the brain for interpretation.
3. What is a multimodal user interface? Combining several modes simultaneously: some are very hard! [Tison,2003]
4. What is a multimodal user interface? Some terminology: notion of modality Definition: a particular form of a mode Example: for auditive mode, we have: speech, music, voice, chorals, noise User interface for each mode thus involves one or many modalities A system is said to be Monomodal iff only one modality is involved Multimodal iff many modalities are involves Some modalities are still in their infancy: Olfactive user interfaces Aromatic user interfaces [Bodnar,2004]
5. What is a multimodal user interface? Some terminology: notion of media Definition: is a hardware/software device allowing interaction between a user and a system according to a given set of modalities Example: for auditive mode, we have several media possible: speech, music, voice, chorals, noise User interface for each mode thus involves one or many modalities [Bellik,2002]
6. Why are multimodal user interfaces important? Graphical user interfaces – classical human-computer interface paradigm Users with limited literacy and typing skills Handheld devices Need for hands and eyes free Difficult to support mouse and keyboard interaction Web access anyplace, anywhere, anytime Need for newer, better interface paradigm Multimodal user interface is a possible answer… Adaptation to the context of use (user, platform, environment) More natural and efficient human-computer interaction [IntuiLab,2006]
7. Why are multimodal user interfaces challenging? For Web Engineering Since presentation and navigation are no longer visual only, how can we design vocal, tactile and multimodal presentation and navigation within a page or across pages? For Model-Driven Approach So far, little research has been devoted to modelling the various aspects involved in multimodal web applications. Therefore, there is a need for identifying the appropriate implementation characteristics which will be the turned into high level design options to be supported by model-to-model and model-to-code transformations For Human-Computer Interaction: Developing a user interface for any combination of graphical, vocal, and tactile interaction modalities remains a challenge because of synchronization issues in time and space For Usability Engineering It is not because we are able to develop a user interface with any combination of any modalities that the resulting user interface is usable or tractable for a end user. We know little about the usability guidelines to be respected in this area
8. Concepts: The CARE Properties From Amodeus European Project (1995!) Complementarity Assignment Redundancy Equivalence Put that there [Bolt,1979]
9. What are the appropriate abstractions? Design space that supports effectively and efficiently the progress of the development life cycle towards a final system while assuring some form of quality Design space consists of an n-dimensional space where each dimension is denoted by a single design option Each design option has a finite set of design values E.g., label location (left-aligned, centered, right-aligned)
10. Why a design space? Advantages: Clarifies the development process in terms of options Facilitates the incorporation in the development life cycle of design options as an abstraction covered by a software Supports the tractability of more complex design problems Shortcomings: In theory: design options could be very numerous (even infinite) In practice: impossible to consider a large amount of design options Too complex or expensive to implement Design options do not necessarily address users’ needs and requirements Out of the designer’s scope of understanding, imagination or background Design decision is not always clear (may violate some usability principles or guidelines)
11. Multimodal Web Applications The languages in which they are implemented (e.g., XHTML, VoiceXML, X+V): Restrict the amount of possible UIs to obtain Set directly the CARE properties to Assignment, Equivalence and Redundancy Limited to graphic, voice, and tactile modalities [W3C,2006]
12. Solution space Cameleon reference framework UsiXML language: Graphical interaction Vocal interaction Multimodal interaction Design option-based transformational approach: Step 1: Construct the Task & Domain Models Step 2: From Task & Domain to Abstract User Interface (AUI) Step 3: From AUI to Concrete User Interface (CUI) Step 4: From CUI to FUI [Stanciulescu et al.,2005]
13. Design options for graphical web UIs Design options for graphical UIs Sub-task presentation Sub-task navigation Concretization of navigation & control Navigation concretization Control concretization
14. Design options for graphical web UIs Sub-task presentation: specifies the appearance of each sub-task in the final user interface. Sub-task presentation separated combined one by one combined box tabbed dialog box float window many at once float window all in one areas with separators group boxes bulleted list numbered list Abstract level Concrete level
16. Design options for graphical web UIs Navigation concretization: identifies the placement and the cardinality of the objects/logically grouped set of objects that ensure the navigation. Navigation concretization [Stanciulescu,2006] placement cardinality local global simple multiple
17. Sub-task navigation - example Local placement for navigation objects Global placement for navigation object AC1 T11 T12 T13 T1 AC11 AC12 AC13 AIC111 AIC121 AIC131 AC1 T11 T12 T13 T1 AC11 AC12 AC13 AIC11 NAC LHS RHS NAC LHS RHS
18. Design options for graphical web UIs Sub-task navigation : specifies the way in which the dialog control is transferred from one sub-task to another. Sub-task navigation asynchronous sequential (synchronous)
19. Design options for graphical web UIs Concretization of navigation and control : specifies if the navigation and control are ensured or not by the same object. Concretization of navigation & control separated combined
20. Design options for graphical web UIs Control concretization : specifies the placement and the cardinality of the objects that ensure the control. Control concretizations placement cardinality local global multiple simple
21. Design options for multimodal web UIs Consider the ergonomic criteria for the evaluation of human-computer interfaces Compatibility, consistency, work load, adaptation, dialog control, guidance, error management Associate a corresponding CARE property to each design value. Design options for multimodal UIs [Scapin & Bastien,1997] [Vanderdonckt,1995] Prompt Grouping / Distinction of items Immediate feedback Guidance
22. Design options for multimodal web UIs Prompt : refers to the interaction channels available in order to lead the users to take specific actions whether it be data entry or other tasks. vocal (A) graphical (A) multimodal (E, C, R)
23. Design options for multimodal web UIs Grouping/Distinction of items : concerns the organization of information in relation to one another. Input : any information input from the user to the system vocal (A) graphical (A) multimodal (E, C, R) Output : any information output from the system to the user vocal (A) graphical (A) multimodal (E, C, R)
24. Design options for multimodal web UIs Immediate feedback : concerns the system responses to users’ action vocal (A) graphical (A) multimodal (E, C, R)
25. Design options for multimodal web UIs Guidance : refers to the means available to advise, orient, inform, instruct and guide the users throughout their interactions with the system Guidance for input: any guidance offered to the user in order to guide him with the input Textual (A), Iconic (A), Acoustic (A), Speech (A) Multimodal (E, C, R) Guidance for output: any guidance offered to the user in order to guide him with the feedback Textual (A), Iconic (A), Acoustic (A), Speech (A) Multimodal (E, C, R)
26. Multimodal example Multimodal text field Prompt: multimodal (R) Grouping for input: multimodal (E) Immediate feedback: multimodal (R) Guidance: Input: iconic (A) Output: iconic (A) [Stanciulescu,2006] Prompt: multimodal Please say your name (vocal + graphical) 1 Input: multimodal Juan Gonzalez 2 (vocal + graphical) Juan Gonzalez Guidance for input: iconic Guidance for feedback: iconic Feedback:multimodal Your answer was: Juan Gonzalez 3 (graphical + vocal)
33. Specification of transformation Graph-based patterns Syntactically typed patterns Textual concrete syntax of patterns: UsiXML syntax
34. How transformation rules work… LHS: Find an occurrence of LHS into G NAC: Check that NAC does not match into G. If there is a match then skip to another occurrence of LHS RHS: Replace LHS by RHS [Limbourg,2004] Transformation rule Initial Model Resulting Model
36. Transformation rule NAC: LHS: RHS: Multimodal prompt Guidance for input Multimodal input Guidance for output Vocal feedback
37. Case studies 2 case studies: Virtual Polling system and Car rental system
38. Conclusion Model-driven Engineering of Multimodal Web applications is possible Requirements fulfillment: Support for multimodal input/output CARE properties support for input/output modalities Approach based on design space composed of 13 design options Design space covers a subset of the total number of UIs which can be developed with X+V Methodology covers a subset of the UIs which can be developed with X+V
39. Conclusion Advantages of combining design options into a design space: Vertues of a design space Descriptive Generative Comparative [Stanciulescu & Vanderdonckt,2006] [Beaudouin-Lafon,2004]
40. Future work Investigate the implementation of a new transformation engine: any suggestion? Reinforce existing vocal components Extend the ontology with new vocal components Design space improvement Extend transformation catalogs Adaptation of multimodal web user interface to the context of use
41. References See videos and papers on MultimodaliXML at: http://www.usixml.org/index.php?view=page&idpage=51 Stanciulescu, A., Vanderdonckt, J., Design Options for Multimodal Web Applications, Proc. of 6th Int. Conf. on Computer-Aided Design of User Interfaces CADUI’2006 (Bucharest, 6-8 June 2006), Chapter 4, Springer-Verlag, Berlin, 2006, pp. 41-56 Stanciulescu, A., Limbourg, Q., Vanderdonckt, J., Michotte, B., Montero, F., A Transformational Approach for Multimodal Web User Interfaces based on UsiXML, Proc. of 7th ACM Conf. on Multimodal Interfaces ICMI’2005 (Trento, 4-6 October, 2005), ACM Press, New York, 2005, pp. 259-266
42. Thank you very much for your attention For more information and downloading, http://www.isys.ucl.ac.be/bchi http://www.usixml.org User Interface eXtensible Markup Language http://www.similar.cc European network on Multimodal UIs Special thanks to all members of the team!