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Computer-Aided Design of User Interfaces IV gathers the latest research of experts, research teams and leading organisations involved in computer-aided design of user interactive applications supported by software, with specific attention for platform-independent user interfaces and context-sensitive or aware applications. This includes: innovative model-based and agent-based approaches, code-generators, model editors, task animators, translators, checkers, advice-giving systems and systems for graphical and multimodal user interfaces. It also addresses User Interface Description Languages. This books attempts to emphasize the software tool support for designing user interfaces and their underlying languages and methods, beyond traditional development environments offered by the market. It will be of interest to software development practitioners and researchers whose work involves human-computer interaction, design of user interfaces, frameworks for computer-aided design, formal and semi-formal methods, web services and multimedia systems, interactive applications, and graphical user and multi-user interfaces.
This book gathers the latest experience of experts, research teams and leading organizations involved in computer-aided design of user interfaces of interactive applications. This area investigates how it is desirable and possible to support, to facilitate and to speed up the development life cycle of any interactive system: requirements engineering, early-stage design, detailed design, development, deployment, evaluation and maintenance. In particular, it stresses how the design activity could be better understood for different types of advanced interactive systems such as context-aware systems, multimodal applications, multi-platform systems, pervasive computing, ubiquitous computing and multi-device environments.
Activity theory is a way of describing and characterizing the structure of human - tivity of all kinds. First introduced by Russian psychologists Rubinshtein, Leontiev, and Vigotsky in the early part of the last century, activity theory has more recently gained increasing attention among interaction designers and others in the hum- computer interaction and usability communities (see, for example, Gay and H- brooke, 2004). Interest was given a signi?cant boost when Donald Norman suggested activity-theory and activity-centered design as antidotes to some of the putative ills of "human-centered design" (Norman, 2005). Norman, who has been credited with coining the phrase "user-centered design," suggested that too much attention focused on human users may be harmful, that to design better tools designers need to focus not so much on users as on the activities in which users are engaged and the tasks they seek to perform within those activities. Although many researchers and practitioners claim to have used or been in?uenced by activity theory in their work (see, for example, Nardi, 1996), it is often dif?cult to trace precisely where or how the results have actually been shaped by activity theory. Inmanycases, evendetailedcasestudiesreportresultsthatseemonlydistantlyrelated, if at all, to the use of activity theory. Contributing to the lack of precise and traceable impact is that activity theory, - spite its name, is not truly a formal and proper theory.
Computer-Aided Design of User Interfaces VI gathers the latest experience of experts, research teams and leading organisations involved in computer-aided design of user interactive applications. This area investigates how it is desirable and possible to support, to facilitate and to speed up the development life cycle of any interactive system: requirements engineering, early-stage design, detailed design, deelopment, deployment, evaluation, and maintenance. In particular, it stresses how the design activity could be better understood for different types of advanced interactive ubiquitous computing, and multi-device environments.
This post-conference book constitutes selected papers of the Fifth International Conference on Computer-Human Interaction Research and Applications, CHIRA 2021, held virtually due to COVID 19, and Sixth International Conference on Computer-Human Interaction Research and Applications, CHIRA 2022, held in Valletta, Malta, in October 2022. The 8 full papers presented in this book were carefully reviewed and selected from 48 submissions for CHIRA 2021 and 37 submissions for CHIRA 2022. The papers selected to be included in this book contribute to the understanding of relevant trends of current research on computer-human interaction, including user-centered interaction design patterns, user experience design, multimedia and multimodal Interaction, interaction design modelling, haptic and tangible devices, accessible and adaptive interaction, user behaviour analysis, user experience evaluation, modelling human factors, mobile computer-human interaction, machine learning, information retrieval, human-centered AI and design and evaluation.
This book gathers the latest experience of experts, research teams and leading organizations involved in computer-aided design of user interfaces of interactive applications. This area investigates how it is desirable and possible to support, to facilitate and to speed up the development life cycle of any interactive system. In particular, it stresses how the design activity could be better understood for different types of advanced interactive systems.
INTRODUCTION TO COMPUTER-AIDED DESIGN OF USER INTERFACES l 2 Jean Vanderdonckt and Angel Puerta ,3 Jlnstitut d'Administration et de Gestion - Universite catholique de Louvain Place des Doyens, 1 - B-1348 Louvain-la-Neuve (Belgium) vanderdonckt@gant,ucl. ac,be , vanderdoncktj@acm,org Web: http://www. arpuerta. com JKnowledge Systems Laboratory, Stanford University, MSOB x215 Stanford, CA 94305-5479, USA puena@camis. stanford. edu 3RedWhaie Corp. , 277 Town & Country Village Palo Alto, CA 94303, USA puerta@ redwhale. com Web: http://www. redwhale. com Computer-Aided Design of Vser Interfaces (CADUI) is hereby referred to as the particular area of Human-Computer Interaction (HCI) intended to provide software support for any activity involved in the development life cycle of an interactive application, Such activities namely include task analysis, contextual inquiry [l], requirements definition, user-centred design, application modelling, conceptual design, prototyping, programming, in- stallation, test, evaluation, maintenance, Although very recently addressed (e. g. , [3]), the activity of re-designing an existing user interface (VI) for an interactive application and the activity of re-engineering a VI to rebuild its underlying models are also considered in CADVI. A fundamental aim of CADVI is not only to provide some software sup- port to the above activities, but also to incorporate strong and solid meth- odological aspects into the development, thus fostering abstraction reflection and leaving ad hoc development aside [5,7]. Incorporating such methodo- logical aspects inevitably covers three related, sometimes intertwined, facets: models, method and tools.
Advances in electronics, communications, and the fast growth of the Internet have made the use of a wide variety of computing devices an every day occurrence. These computing devices have different interaction styles, input/output techniques, modalities, characteristics, and contexts of use. Furthermore, users expect to access their data and run the same application from any of these devices. Two of the problems we encountered in our own work [2] in building VIs for different platforms were the different layout features and screen sizes associated with each platform and device. Dan Ol sen [13], Peter Johnson [9], and Stephen Brewster, et al. [4] all talk about problems in interaction due to the diversity of interactive platforms, devices, network services and applications. They also talk about the problems associ ated with the small screen size of hand-held devices. In comparison to desk top computers, hand-held devices will always suffer from a lack of screen real estate, so new metaphors of interaction have to be devised for such de vices. It is difficult to develop a multi-platform user interface (VI) without duplicating development effort. Developers now face the daunting task to build UIs that must work across multiple devices. There have been some ap proaches towards solving this problem of multi-platform VI development in cluding XWeb [14]. Building "plastic interfaces" [5,20] is one such method in which the VIs are designed to "withstand variations of context of use while preserving usability".
Computer-Aided Design of User Interfaces IV gathers the latest research of experts, research teams and leading organisations involved in computer-aided design of user interactive applications supported by software, with specific attention for platform-independent user interfaces and context-sensitive or aware applications. This includes: innovative model-based and agent-based approaches, code-generators, model editors, task animators, translators, checkers, advice-giving systems and systems for graphical and multimodal user interfaces. It also addresses User Interface Description Languages. This books attempts to emphasize the software tool support for designing user interfaces and their underlying languages and methods, beyond traditional development environments offered by the market. It will be of interest to software development practitioners and researchers whose work involves human-computer interaction, design of user interfaces, frameworks for computer-aided design, formal and semi-formal methods, web services and multimedia systems, interactive applications, and graphical user and multi-user interfaces.
Computer-Aided Design of User Interfaces VI gathers the latest experience of experts, research teams and leading organisations involved in computer-aided design of user interactive applications. This area investigates how it is desirable and possible to support, to facilitate and to speed up the development life cycle of any interactive system: requirements engineering, early-stage design, detailed design, deelopment, deployment, evaluation, and maintenance. In particular, it stresses how the design activity could be better understood for different types of advanced interactive ubiquitous computing, and multi-device environments.
Activity theory is a way of describing and characterizing the structure of human - tivity of all kinds. First introduced by Russian psychologists Rubinshtein, Leontiev, and Vigotsky in the early part of the last century, activity theory has more recently gained increasing attention among interaction designers and others in the hum- computer interaction and usability communities (see, for example, Gay and H- brooke, 2004). Interest was given a signi?cant boost when Donald Norman suggested activity-theory and activity-centered design as antidotes to some of the putative ills of "human-centered design" (Norman, 2005). Norman, who has been credited with coining the phrase "user-centered design," suggested that too much attention focused on human users may be harmful, that to design better tools designers need to focus not so much on users as on the activities in which users are engaged and the tasks they seek to perform within those activities. Although many researchers and practitioners claim to have used or been in?uenced by activity theory in their work (see, for example, Nardi, 1996), it is often dif?cult to trace precisely where or how the results have actually been shaped by activity theory. Inmanycases, evendetailedcasestudiesreportresultsthatseemonlydistantlyrelated, if at all, to the use of activity theory. Contributing to the lack of precise and traceable impact is that activity theory, - spite its name, is not truly a formal and proper theory.
This book constitutes the thoroughly refereed post-proceedings of the 9th International Workshop on the Design, Specification, and Verification of Interactive Systems, DSV-IS 2002, held in Rostock, Germany in June 2002. The 19 revised full papers presented have gone through two rounds of reviewing, selection, and improvement. All aspects of the design, specification, and verification of interactive systems from the human-computer interaction point of view are addressed. Particular emphasis is given to models and their role in supporting the design and development of interactive systems and user interfaces for ubiquitous computing.
In 2001 AFIHM and the British HCI Group combined their annual conferences, bringing together the best features of each organisation's separate conference series, and providing a special opportunity for the French- and English-speaking HCI communities to interact.This volume contains the full papers presented at IHM-HCI 2001, the 15th annual conference of the British HCI group, a specialist group of the British Computer Society and the 14th annual conference of the Association Francophone d'interaction Homme-Machine, an independent association for any French-speaking person who is interested in Human-Computer Interaction.Human-Computer Interaction is a discipline well-suited to such a multi-linguistic and multi-cultural conference since it brings together researchers and practitioners from a variety of disciplines with very different ways of thinking and working. As a community we are already used to tackling the challenges of working across such boundaries, dealing with the problems and taking advantage of the richness of the resulting insights: interaction without frontiers.The papers presented in this volume cover all the main areas of HCI research, but also focus on considering the challenges of new applications addressing the following themes:- Enriching HCI by crossing national, linguistic and cultural boundaries;- Achieving greater co-operation between disciplines to deliver usable, useful and exciting design solutions;- Benefiting from experience gained in other application areas;- Transcending interaction constraints through the use of novel technologies;- Supporting mobile users.
This volume contains the papers presented at the International Workshop on Tools for Working with Guidelines, (TFWWG 2000), held in Biarritz, France, in October 2000. It is the final outcome of the International Special Interest Group on Tools for Working with Guidelines.Human-computer interaction guidelines have been recognized as a uniquely relevant source for improving the usability of user interfaces for interactive systems. The range of interactive techniques exploited by these interactive systems is rapidly expanding to include multimodal user interfaces, virtual reality systems, highly interactive web-based applications, and three-dimensional user interfaces. Therefore, the scope of guidelines' sources is rapidly expanding as well, and so are the tools that should support users who employ guidelines to ensure some form of usability.Tools For Working With Guidelines (TFWWG) covers not only software tools that designers, developers, and human factors experts can use to manage multiple types of guidelines, but also looks at techniques addressing organizational, sociological, and technological issues.
Making systems easier to use implies an ever increasing complexity in managing communication between users and applications. Indeed an increasing part of the application code is devoted to the user interface portion. In order to manage this complexity, it is important to have tools, notations, and methodologies which support the designer s work during the refinement process from specification to implementation. Selected revised papers from the Eurographics workshop in Namur review the state of the art in this area, comparing the different existing approaches to this field in order to identify the principle requirements and the most suitable notations, and indicate the meaningful results which can be obtained from them."
th TAMODIA 2009 was the 8 International Workshop in the series looking at TAskMOdelsandDIAgramsforUserInterfaceDevelopment. Overtheyearsthe submissionshavelookedatavarietyofperspectivesformodeling andannotating the user interface development process. The eighth workshop continued that approachandwascombinedwiththeIFIPWorkingConferenceonHumanError, Safety and Systems Development, HESSD 2009. There is an obvious synergy betweenthetwo workshops, asa rigorous, engineeringapproachto userinterface development can help in the prevention of human error and the maintenance of safety in critical interactive systems. The 12 papers presented here take a variety of approaches and cover d- ferent domains of the application of task modeling. We begin with higher-level perspectives on business processes that enable us to drive user interface dev- opment. Aspects of the general design process are also considered and applied to service-oriented and augmented reality interaction. Formal methods are also investigated for more rigorous development. Model-driven development is also recognized for its contribution to high-level interface design, and continuing the software engineering theme, approaches based on UML are presented. Sousa et al. propose a model-driven approach to linking business processes with user interface models. Their approach is demonstrated in the context of a large ?nancial institution and they show how the alignment between UI models and business can be managed, taking advantage of the traceability provided by model-driven design. Neubauer et al. also consider a ?ow-oriented modeling of business processes as a more open approach to capturing the dynamics of process modeling and understandin
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