Sustaining Designers' and Users' Quality of Life in the Paradigm of Plastic UIs

Journal Title: Romanian Journal of Human - Computer Interaction - Year 2013, Vol 6, Issue 3

Abstract

Modern User Interfaces need to dynamically adapt to their context of use, i.e. mainly to the changes that occur in the environment or in the platform. Model-Driven Engineering offers powerful solutions to handle the design and the implementation of such User Interfaces. However, this approach requires the creation of an important amount of models and transformations, each of them in turn requiring specific knowledge and competencies. This leads to the need of adapted process models and tools sustaining the designers’ work. Moreover, automatic adaptation to new devices implies that users could have questions about the interaction with the same UI in such new devices. As this adaption is automatically performed at runtime, designers cannot foresee all the possible combinations of contexts of use at design time in order to conveniently support the users. For this reason, dynamic help systems are necessary to generate dynamic explanations to the end-user at runtime. This paper presents (1) a new vision of process model flexibility that makes it possible to adapt the process model to the designer's knowledge and know-how, (2) the "flexibilization" of the UsiXML methodology, (3) the principles supporting self-explanatory UIs and (4) the integration of all these notions in UsiComp, an integrated and open framework for designing and executing plastic User Interfaces. UsiComp relies on a service-based architecture. It offers two modules, for design and execution. The implementation has been made using OSGi services offering dynamic possibilities for using and extending the tool. This paper describes the architecture and shows the extension capacities of the framework through two running examples.

Authors and Affiliations

Eric Ceret , Alfonso García Frey , Sophie Dupuy-Chessa , Gaëlle Calvary

Keywords

Related Articles

A case study in specifying a formative index for the analysis of an e-learning application usability

Up to now few approaches to usability evaluation exist that are using structural models to analyze the causal relations between various factors influencing the quality of use and / or the intention to use. Also, few meas...

MDL – Computer Assisted Lesson Development Module

In this article we present a new approach to teaching computer science - the evaluation and visual modeling of algorithms based on metaphorical forms - applied within the core of a virtual education system, the developme...

Software Model with Potential for Development of Strategy Games

The purpose of this article is to present and propose a software model which could lie at the base of the development of strategy games and, in general, of all kinds of interactive applications which involve the simulati...

Visual Analytics on Multidimensional Massive Data

The paper proposes visual analysis techniques as a solution to the scientific community concerned with developing performant algorithms for exploring and analyzing massive and multidimensional data. The actually high per...

A short classification of audio games in the context of improving interaction and accessibility for visually impaired people

Making computer games accessible to blind people is a very difficult task. As the majority of computer games available on the market today are graphics-based, the visually impaired part of the population is highly depriv...

Download PDF file
  • EP ID EP28934
  • DOI -
  • Views 368
  • Downloads 8

How To Cite

Eric Ceret, Alfonso García Frey, Sophie Dupuy-Chessa, Gaëlle Calvary (2013). Sustaining Designers' and Users' Quality of Life in the Paradigm of Plastic UIs. Romanian Journal of Human - Computer Interaction, 6(3), -. https://europub.co.uk/articles/-A-28934