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Engineering mixed-criticality interactive applications 工程混合临界交互应用
Camille Fayollas, C. Martinie, D. Navarre, Philippe A. Palanque
In the field of critical systems, safety standards such as DO-178C define Development Assurance Levels (DALs) for software systems (or sub-systems). The higher the consequence of a failure the higher DAL is required by certification authorities. Developing a system at a DAL A requires the use of formal description techniques and is thus expensive. For lower DALs, standard software development is accepted. While operating such systems, reaching a given goal might require operators to perform tasks using sub-systems of different DALs. Operations thus take place via mixed-criticality systems developed using several different techniques. In order to guarantee the effectiveness of the developed systems, it is necessary to ensure the compatibility of the operators' tasks and the system (whatever technique has been used for its development). While DAL identification is outside the scope of the paper, this article presents a task-model based approach for addressing multiple DALs for mixed-criticality interactive software. That approach proposes a systematic process for engineering mixed-criticality interactive applications. This process is supported by a software modeling and development environment integrating both formal description techniques and standard software programming techniques. The process and the development environment are illustrated with a case study of a mixed-criticality interactive cockpit application.
在关键系统领域,DO-178C等安全标准定义了软件系统(或子系统)的开发保证级别(DALs)。故障的后果越严重,证书颁发机构需要的DAL就越高。在DAL中开发系统需要使用正式的描述技术,因此成本很高。对于较低的DALs,可以接受标准软件开发。在操作这样的系统时,要达到给定的目标,操作人员可能需要使用不同DALs的子系统来执行任务。因此,操作通过使用几种不同技术开发的混合临界系统进行。为了保证所开发系统的有效性,有必要确保操作人员的任务和系统的兼容性(无论用于其开发的技术是什么)。虽然DAL识别超出了本文的范围,但本文提出了一种基于任务模型的方法,用于处理混合临界性交互式软件的多个DAL。该方法提出了工程混合临界交互应用的系统流程。该过程由集成了正式描述技术和标准软件编程技术的软件建模和开发环境支持。以混合临界交互式座舱应用为例,说明了该过程和开发环境。
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引用次数: 8
Rule-enhanced task models for increased expressiveness and compactness 规则增强的任务模型,增强了表达性和紧凑性
Werner Gaulke, J. Ziegler
User centered design and development of interactive systems utilizes theoretically well-grounded, yet practical ways to capture user's goals and intentions. Task models are an established approach to break down a central objective into a set of hierarchical organized tasks. While task models achieve to provide a good overview of the overall system, they often lack detail necessary to (semi-) automatically generate user interfaces. Based on requirements derived from a comprehensive overview of existing task model extensions, improvements and development methods, an approach that integrates logical rules with task models is introduced. By means of practical examples it is shown, that the integration of rules enables advanced execution flows as well as leaner task models thus improving their practical value.
以用户为中心的交互系统的设计和开发利用理论基础良好,但实际的方法来捕捉用户的目标和意图。任务模型是将中心目标分解为一组分层组织任务的既定方法。虽然任务模型能够提供整个系统的良好概览,但它们通常缺乏(半)自动生成用户界面所需的细节。基于对现有任务模型扩展、改进和开发方法的全面概述所产生的需求,介绍了一种将逻辑规则与任务模型集成在一起的方法。通过实例表明,规则的集成可以实现高级的执行流程和精简的任务模型,从而提高了它们的实用价值。
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引用次数: 4
Users' preference share as a criterion for hierarchical menu optimization 用户偏好共享作为分层菜单优化的标准
M. Goubko, A. Varnavsky
Recently developed computer-aided design (CAD) tools automate design of rational hierarchical user menu structures. Proper choice of the optimization criterion is the key factor of success for such a CAD tool. We suggest user preference share as a novel metric of menu layout performance. It has clear economic grounds and is sound for management. We show how the preference share of a menu layout can be evaluated from laboratory experiments and predicted using the experimental menu navigation time and menu layout characteristics. Although navigation time is the most important factor, sometimes the faster does not mean the better. The logical compliance of a menu is also valuable for users.
近年来发展起来的计算机辅助设计(CAD)工具可以自动设计合理的分层用户菜单结构。选择合适的优化准则是这种CAD工具成功的关键因素。我们建议用户偏好份额作为菜单布局性能的新指标。它有明确的经济依据,也适合管理。我们展示了如何从实验室实验中评估菜单布局的偏好份额,并使用实验菜单导航时间和菜单布局特征进行预测。虽然导航时间是最重要的因素,但有时速度越快并不意味着越好。菜单的逻辑遵从性对用户也很有价值。
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引用次数: 5
ProxemicUI: object-oriented middleware and event model for proxemics-aware applications on large displays ProxemicUI:面向对象的中间件和事件模型,用于大型显示器上的感知ProxemicUI的应用程序
Mohammed Alnusayri, Gang Hu, Elham Alghamdi, Derek F. Reilly
Interpersonal spatial relationships ("proxemics") play an important role when people collaborate or work near one another. While state-of-art tracking systems and toolkits have been demonstrated that are able to provide proxemics data, application developers require the ability to define their own custom proxemics events (i.e., the meaning behind specific spatial configurations) rather than conduct manual tests in the UI layer. At the same time, proxemics-aware applications involving shared displays need mechanisms to tightly integrate UI events and proxemics events. This requires a middleware framework that allows developers to define proxemics events by composing low-level proxemics data and optionally UI events. In this paper, we present a proximity-based event model suited to collaboration around large displays, and a corresponding framework for building proxemics-aware applications. The design of this model is derived from a review of prior work, and direct experience implementing and evaluating a proxemics-aware interactive tabletop application (a museum information kiosk).
当人们在彼此附近协作或工作时,人际空间关系(“邻近关系”)起着重要作用。虽然最先进的跟踪系统和工具包已经证明能够提供近距数据,但应用程序开发人员需要能够定义他们自己的自定义近距事件(即特定空间配置背后的含义),而不是在UI层进行手动测试。同时,涉及共享显示的代理感知应用程序需要将UI事件和代理事件紧密集成的机制。这需要一个中间件框架,允许开发人员通过组合低级的proxics数据和可选的UI事件来定义proxics事件。在本文中,我们提出了一个适合于大型显示器周围协作的基于邻近度的事件模型,以及一个用于构建邻近感知应用程序的相应框架。该模型的设计源于对先前工作的回顾,以及实现和评估一个体位学感知交互式桌面应用程序(一个博物馆信息亭)的直接经验。
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引用次数: 5
PANDA: prototyping using annotation and decision analysis PANDA:使用注释和决策分析进行原型设计
Jean-Luc Hak, M. Winckler, D. Navarre
Prototyping is a core activity in User-Centered Design (UCD) process and is aimed at supporting iterations of design ideas until all users' requirements are met. Although many dedicated prototyping tools exist, we have found out that most of them lack features for the traceability of information that can be useful for driving the evolution of prototypes. In this paper, we presents a prototyping tool called PANDA which has been specifically conceived to investigate features for dealing with the evolution of prototypes. Herein we present a view at glace about the tool a more specifically annotations mechanisms that can be used for recording design choices, new requirements, fixing design typos, and so on.
原型是以用户为中心的设计(UCD)过程中的核心活动,旨在支持设计思想的迭代,直到满足所有用户的需求。尽管有许多专用的原型工具存在,但是我们发现它们中的大多数缺乏信息可追溯性的特性,而这些特性对于推动原型的发展是有用的。在本文中,我们提出了一个名为PANDA的原型工具,该工具专门用于研究处理原型演变的特征。在这里,我们粗略地介绍一下这个工具,一个更具体的注释机制,可以用来记录设计选择、新需求、修复设计错别字等等。
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引用次数: 13
A design pattern for multimodal and multidevice user interfaces 用于多模式和多设备用户界面的设计模式
A. Carcangiu, G. Fenu, L. D. Spano
In this paper, we introduce the MVIC pattern for creating multidevice and multimodal interfaces. We discuss the advantages provided by introducing a new component to the MVC pattern for those interfaces which must adapt to different devices and modalities. The proposed solution is based on an input model defining equivalent and complementary sequence of inputs for the same interaction. In addition, we discuss Djestit, a javascript library which allows creating multidevice and multimodal input models for web applications, applying the aforementioned pattern. The library supports the integration of multiple devices (Kinect 2, Leap Motion, touchscreens) and different modalities (gestural, vocal and touch).
本文介绍了用于创建多设备和多模态接口的MVIC模式。我们讨论了为那些必须适应不同设备和模式的接口在MVC模式中引入新组件所带来的优势。提出的解决方案基于一个输入模型,该模型定义了相同交互的等效和互补输入序列。此外,我们还讨论了Djestit,这是一个javascript库,它允许应用上述模式为web应用程序创建多设备和多模态输入模型。该库支持多种设备(Kinect 2, Leap Motion,触摸屏)和不同模式(手势,声音和触摸)的集成。
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引用次数: 3
SyMPATHy: smart glass for monitoring and guiding stroke patients in a home-based context 同情:在家庭环境中监测和指导中风患者的智能玻璃
M. Bobin, M. Anastassova, M. Boukallel, M. Ammi
This paper presents a solution to monitor and guide stroke patients during Activities of the Daily Living. It consists of a self-content smart glass that the patient can use to drink at different times of the day (water, coffee, etc.). The smart glass embeds a series of sensors that track in a transparent way the patients activity in everyday life (glass orientation, liquid level, target reaching and tremors). This solution allows therapists to monitor and analyze easily the Activities of the Daily Living of the patient in order to adapt the weekly rehabilitation sessions with suitable exercises. In addition, the smart glass embeds visual displays aimed at providing gestural guidance information when the patient do not use properly the glass. The paper presents the first prototype of the smart glass by highlighting the methodology adopted to design the software and hardware components of the platform.
本文提出了一种监测和指导脑卒中患者日常生活活动的解决方案。它由一个自我满足的智能玻璃杯组成,病人可以在一天中的不同时间使用它来喝水(水、咖啡等)。智能玻璃嵌入了一系列传感器,以透明的方式跟踪患者在日常生活中的活动(玻璃方向、液位、目标到达和震动)。这种解决方案使治疗师能够轻松地监测和分析患者的日常生活活动,以便通过适当的锻炼来适应每周的康复课程。此外,智能眼镜还嵌入了视觉显示器,以便在患者没有正确使用眼镜时提供手势指导信息。本文介绍了智能玻璃的第一个原型,重点介绍了该平台的软硬件设计方法。
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引用次数: 4
Adding custom widgets to model-driven GUI generation 将自定义小部件添加到模型驱动的GUI生成中
Thomas Rathfux, R. Popp, H. Kaindl
For usable and acceptable Graphical User Interfaces (GUIs) in practice, predefined widgets of some given toolkit are often insufficient. An example is flight booking, where special widgets for selecting seats are common in today's applications. Model-driven GUI generation uses predefined widgets as building blocks, and also needs to include such special widgets customized for a given application. The problem is how to allow a GUI designer other than a framework developer to include such special widgets in the automated generation process. In this paper, we present a new approach for adding such special widgets to model-driven GUI generation. It does so by including custom widgets already during the automated generation, in order to make the result persistent also in case of re-generation. We explain our extensions to a generation framework for that purpose, so that a GUI designer using it for automated GUI generation can integrate custom widgets into the generated GUI, without having its source code or in-depth knowledge of the generation framework. This involves specifying them in Custom Widget Templates including design-time variability, so that they can be integrated in the design-time generation process starting from the highest level of abstraction.
在实践中,对于可用且可接受的图形用户界面(gui),某些给定工具包的预定义小部件通常是不够的。一个例子是机票预订,用于选择座位的特殊小部件在今天的应用程序中很常见。模型驱动的GUI生成使用预定义的小部件作为构建块,并且还需要包含为给定应用程序定制的特殊小部件。问题是如何允许GUI设计人员(而不是框架开发人员)在自动生成过程中包含这些特殊的小部件。在本文中,我们提出了一种向模型驱动的GUI生成中添加这种特殊部件的新方法。它通过在自动生成过程中包含自定义小部件来实现这一点,以便在重新生成的情况下使结果持久化。我们为此目的向生成框架解释我们的扩展,以便GUI设计人员使用它进行自动GUI生成,可以将自定义小部件集成到生成的GUI中,而不需要其源代码或对生成框架的深入了解。这涉及到在自定义小部件模板中指定它们,包括设计时可变性,以便它们可以从最高抽象级别开始集成到设计时生成过程中。
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引用次数: 6
A case-based assessment of the FLUIDE framework for specifying emergency response user interfaces 对用于指定紧急响应用户界面的FLUIDE框架进行基于案例的评估
Erik G. Nilsson, K. Stølen
In this paper, we report the results from assessing the FLUIDE Framework for model-based specification of user interfaces supporting emergency responders. First, we outline the special challenges faced when developing such user interfaces, and the approach used in the FLUIDE Framework to meet these challenges. Then we introduce the framework, including its two specification languages. Thereafter, we present the case addressing the specification of user interfaces for three existing emergency response applications. Based on these specifications, we discuss how well we succeeded, concluding that we were able to describe the applications in a comprehensive and understandable way taking similarities and difference between the applications into account. The language constructs function as intended, having two languages has proven valuable, and the specifications scale quite well.
在本文中,我们报告了评估FLUIDE框架用于支持应急响应人员的基于模型的用户界面规范的结果。首先,我们概述了开发此类用户界面时面临的特殊挑战,以及FLUIDE框架中用于应对这些挑战的方法。然后介绍了该框架,包括它的两种规范语言。此后,我们提出了解决三个现有应急响应应用程序的用户界面规范的案例。基于这些规范,我们讨论了我们是如何成功的,并得出结论,我们能够以一种全面且可理解的方式描述应用程序,同时考虑到应用程序之间的异同。该语言按预期构建功能,具有两种语言已被证明是有价值的,并且规范的可伸缩性相当好。
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引用次数: 1
Can computers design interaction? 计算机可以设计交互吗?
Antti Oulasvirta
Algorithms have revolutionized almost every field of manufacturing and engineering. Is interaction design the next? This talk gives an overview of what future holds for optimization methods in interaction design. I introduce the idea of using predictive models and simulations of end-user behavior in combinatorial optimization of user interfaces. I demonstrate it with an interactive layout optimizer and provide an overview of research results. I tell about the models we use, the limitations of this approach, how it fits the HCI engineering cycle, and how we validate and verify this approach. To conclude, I provoke a critical discussion on the potentials and pitfalls of this approach.
算法几乎彻底改变了制造和工程的每个领域。下一个是交互设计吗?本演讲概述了交互设计中优化方法的未来。我介绍了在用户界面组合优化中使用预测模型和最终用户行为模拟的思想。我用一个交互式布局优化器来演示它,并提供了研究结果的概述。我讲述了我们使用的模型,这种方法的局限性,它如何适应HCI工程周期,以及我们如何验证和验证这种方法。最后,我对这种方法的潜力和缺陷进行了批判性的讨论。
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引用次数: 6
期刊
Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems
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