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Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems最新文献

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Modelling information resources and their salience in medical device design 建模信息资源及其在医疗器械设计中的重要性
M. Harrison, J. C. Campos, R. Ruksenas, P. Curzon
The paper describes a model that includes an explicit description of the information resources that are assumed to guide use, enabling a focus on properties of "plausible interactions". The information resources supported by an interactive system should be designed to encourage the correct use of the system. These resources signpost a user's interaction, helping to achieve desired goals. Analysing assumptions about information resource support is particularly relevant when a system is safety critical that is when interaction failure consequences could be dangerous, or walk-up-and-use where interaction failure may lead to reluctance to use with expensive consequences. The paper shows that expressing these resource constraints still provides a wider set of behaviours than would occur in practice. A resource may be more or less salient at a particular stage of the interaction and as a result potentially overlooked. For example, the resource may be accessible but not used because it does not seem relevant to the current goal. The paper describes how the resource framework can be augmented with additional information about the salience of the assumed resources. A medical device that is in common use in many hospitals is used as illustration.
本文描述了一个模型,该模型包括对信息资源的明确描述,这些信息资源被认为是指导使用的,从而使人们能够关注“可信交互”的属性。交互式系统所支持的信息资源的设计应鼓励正确使用该系统。这些资源为用户的交互指明方向,帮助实现预期的目标。当系统对安全至关重要时,即交互失败的后果可能是危险的,或者当交互失败可能导致不愿使用而导致代价高昂的后果时,分析关于信息资源支持的假设尤其重要。本文表明,表达这些资源约束仍然提供了比实际情况更广泛的行为集。资源可能在交互的特定阶段或多或少显得突出,因此可能被忽略。例如,资源可能是可访问的,但没有使用,因为它似乎与当前目标无关。本文描述了如何用关于假定资源的显著性的附加信息来扩充资源框架。本文以许多医院常用的医疗设备为例。
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引用次数: 11
Language engineering: challenges, opportunities and potential disasters for interactive systems 语言工程:交互系统的挑战、机遇和潜在灾难
R. Paige
Language engineering underpins model-driven engineering and the application of domain-specific languages. In this talk, I will introduce language engineering and its principles and practices, using model-driven engineering as an exemplar. I will suggest how the engineering of interactive systems offers opportunities, challenges and the potential for chaos for language engineering.
语言工程是模型驱动工程和领域特定语言应用的基础。在这次演讲中,我将以模型驱动工程为例,介绍语言工程及其原理和实践。我将提出交互式系统的工程如何为语言工程提供机会、挑战和潜在的混乱。
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引用次数: 2
Engineering interactive systems with SCXML 使用SCXML的工程交互系统
Stefan Radomski, Dirk Schnelle-Walka, D. Dahl, M. Mühlhäuser
The W3C SCXML standard for Harel state-charts, in unison with the W3C MMI architecture specification and related work from the W3C MMI working group are a promising suite of recommendations for interoperable Internet-of-Things applications and appliances. Either in its role as a dialog manager for multi-modal user interfaces or as a general description for reactive systems, SCXML fills an important void in the landscape of available W3C recommendation. This 3rd installment of the workshop will provide a forum for academia and industry alike to present and discuss recent developments with regard to SCXML and to identify extensions and adaptations as part of a continued standardization effort.
Harel状态图的W3C SCXML标准,与W3C MMI架构规范和W3C MMI工作组的相关工作相一致,是一套很有前途的可互操作的物联网应用程序和设备的建议。无论是作为多模态用户界面的对话管理器,还是作为响应式系统的通用描述,SCXML都填补了可用W3C推荐中一个重要的空白。研讨会的第3期将为学术界和业界提供一个论坛,以介绍和讨论关于SCXML的最新发展,并确定作为持续标准化工作的一部分的扩展和调整。
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引用次数: 0
Systematic automation of scenario-based testing of user interfaces 基于场景的用户界面测试的系统自动化
J. C. Campos, Camille Fayollas, C. Martinie, D. Navarre, Philippe A. Palanque, Miguel Pinto
Ensuring the effectiveness factor of usability consists in ensuring that the application allows users to reach their goals and perform their tasks. One of the few means for reaching this goal relies on task analysis and proving the compatibility between the interactive application and its task models. Synergistic execution enables the validation of a system against its task model by co-executing the system and the task model and comparing the behavior of the system against what is prescribed in the model. This allows a tester to explore scenarios in order to detect deviations between the two behaviors. Manual exploration of scenarios does not guarantee a good coverage of the analysis. To address this, we resort to model-based testing (MBT) techniques to automatically generate scenarios for automated synergistic execution. To achieve this, we generate, from the task model, scenarios to be co-executed over the task model and the system. During this generation step we explore the possibility of including considerations about user error in the analysis. The automation of the execution of the scenarios closes the process. We illustrate the approach with an example.
确保可用性的有效性因素包括确保应用程序允许用户达到他们的目标并执行他们的任务。实现这一目标的少数方法之一依赖于任务分析和证明交互式应用程序与其任务模型之间的兼容性。协同执行通过共同执行系统和任务模型,并将系统的行为与模型中规定的行为进行比较,从而能够根据任务模型对系统进行验证。这允许测试人员探索场景,以便检测两种行为之间的偏差。手动探索场景并不能保证分析的良好覆盖率。为了解决这个问题,我们求助于基于模型的测试(MBT)技术来自动生成自动协同执行的场景。为了实现这一点,我们从任务模型中生成要在任务模型和系统上共同执行的场景。在这个生成步骤中,我们探讨了在分析中考虑用户错误的可能性。场景执行的自动化关闭了流程。我们用一个例子来说明这种方法。
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引用次数: 21
A design space for engineering graphical adaptive menus 一个用于工程图形自适应菜单的设计空间
Sara Bouzit, Gaëlle Calvary, D. Chêne, J. Vanderdonckt
This paper presents a design space for exploring design options of adaptive graphical menus based on Bertin's eight visual variables: position, size, shape, value, color, orientation, texture, and motion. In order to transform a traditional (static) menu into an adaptive one, at least one visual variable should be exploited to convey which menu items have been promoted or demoted depending on five characteristics: select, associative, quantitative, order, and length. The paper reviews selected adaptive menu interaction techniques belonging to each of these variables, classifies them according to the variables and characteristics and suggests not yet explored adaptive menu designs. It then defines four stability properties depending on which variables remain constant after adaptivity. A supporting software for prototyping the rendering of graphical adaptive menus is then introduced.
本文提出了一个设计空间,用于探索基于Bertin的八个视觉变量的自适应图形菜单的设计选项:位置,大小,形状,值,颜色,方向,纹理和运动。为了将传统(静态)菜单转换为自适应菜单,至少应该利用一个视觉变量来传达哪些菜单项根据以下五个特征被提升或降级:选择、关联、数量、顺序和长度。本文回顾了属于这些变量的自适应菜单交互技术,根据变量和特征对其进行分类,并提出了尚未探索的自适应菜单设计。然后定义了四个稳定性属性,这取决于自适应后哪些变量保持不变。然后介绍了一个用于图形化自适应菜单绘制原型的支持软件。
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引用次数: 18
Engineering automotive HMIs that are optimized for correct and fast perception 为正确和快速感知而优化的工程汽车人机界面
Marie-Christin Ostendorp, S. Feuerstack, Thomas Friedrichs, A. Lüdtke
Automotive HMI design is driven by systematic model-based user engineering methods focusing on traceability and functional validation. User-centered design processes can open up the design space to discover new creative design solutions whereas model-based engineering methods offer a rigorous design derivation process. We present Konect, a user-centered design derivation process that fosters creativity and also ensures a systematic design derivation to end up with new interface designs that are optimized for correct and fast readability. Five Human Factor Experts applied the method and ended up with 5 creative and very different design results. In a follow-up experiment with 33 car drivers, we figured out that all designs could be perceived faster and more frequently correct than automotive interfaces for the same assistant system that have been designed with other design methods.
汽车人机界面设计是由系统的基于模型的用户工程方法驱动的,关注可追溯性和功能验证。以用户为中心的设计过程可以打开设计空间,发现新的创造性设计解决方案,而基于模型的工程方法提供了严格的设计派生过程。我们介绍了Konect,这是一个以用户为中心的设计衍生过程,它可以培养创造力,并确保系统的设计衍生最终得到新的界面设计,这些设计经过优化,具有正确和快速的可读性。5位人因专家应用了这种方法,最终得到了5个有创意的、非常不同的设计结果。在对33名汽车驾驶员进行的后续实验中,我们发现所有的设计都比用其他设计方法设计的同一辅助系统的汽车界面更快、更准确。
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引用次数: 5
A semi-formal framework for describing interaction design spaces 描述交互设计空间的半正式框架
Judy Bowen, Anke Dittmar
Interactive system design is typically more successful if it is an iterative process involving collaboration between multi-disciplinary teams with different viewpoints. While some sub-teams may focus on the creative aspects of the user interface design and other sub-groups on the implementation of required functionality, all must ensure that they are working towards the same goal. They must also satisfy the requirements and needs of all stakeholders. Although many suggestions have been made as to how such design might be supported in a more formal way (such as by using a model-driven process), less focus has been given to managing the co-ordination of design sub-teams following a creative process. In this paper we propose a semi-formal framework to describe and to compare design spaces, and the external design representations within those spaces. The framework is based on ideas from interaction design and on formal refinement approaches. It suggests a distinction of design options into alternatives and variants to describe and guide processes of idea generation and convergence within, and between, different design sub-spaces and sub-groups. We provide a small example to illustrate our approach and to show how it can be implemented by using standard formal approaches alongside less formal design notations and human-computer interaction processes.
如果交互式系统设计是一个涉及不同观点的多学科团队之间协作的迭代过程,那么它通常会更成功。虽然一些子团队可能专注于用户界面设计的创造性方面,而其他子团队则专注于所需功能的实现,但所有人都必须确保他们朝着同一个目标努力。它们还必须满足所有涉众的要求和需要。尽管关于如何以更正式的方式支持这样的设计(例如通过使用模型驱动的过程)已经提出了许多建议,但是很少有人关注在创造性过程之后管理设计子团队的协调。在本文中,我们提出了一个半形式化的框架来描述和比较设计空间,以及这些空间中的外部设计表示。该框架基于交互设计的思想和形式细化方法。它建议将设计选项区分为替代品和变体,以描述和指导不同设计子空间和子群体内部和之间的想法产生和融合过程。我们提供一个小示例来说明我们的方法,并展示如何通过使用标准的形式化方法以及不太形式化的设计符号和人机交互过程来实现它。
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引用次数: 10
Is a framework enough?: cross-device testing and debugging 一个框架就足够了吗?:跨设备测试和调试
Maria Husmann, Nina Heyder, M. Norrie
Although numerous cross-device frameworks have been proposed in recent years, we know of only a few cross-device applications that have been implemented and many of these are prototypes to showcase the frameworks. Fewer still have been deployed and are accessible to the public. To go beyond prototyping, applications need to be carefully tested and bugs eliminated but current cross-device frameworks provide little support for this and it therefore remains a challenge. Tied to the lack of real-world applications, there is also a lack of cross-device developers who could be studied to gather requirements for better support. However, based on principles of responsive design, there are many tools available and widely used in practice to support the development of web applications that can be accessed from diverse devices, including ones to facilitate testing and debugging. Inspired by these tools, we have created XDTools -- a new integrated set of tools for testing and debugging cross-device applications. A preliminary qualitative evaluation with 12 developers produced promising results.
尽管近年来提出了许多跨设备框架,但我们知道只有少数跨设备应用程序已经实现,其中许多都是展示框架的原型。更少的已经部署,并向公众开放。为了超越原型,应用程序需要仔细测试并消除漏洞,但目前的跨设备框架对此提供的支持很少,因此这仍然是一个挑战。由于缺乏实际应用程序,也缺乏跨设备开发人员,可以研究他们来收集需求以获得更好的支持。然而,基于响应式设计的原则,有许多可用的工具并在实践中广泛使用,以支持web应用程序的开发,这些应用程序可以从各种设备访问,包括便于测试和调试的设备。受这些工具的启发,我们创建了XDTools——一套新的集成工具,用于测试和调试跨设备应用程序。由12名开发人员进行的初步定性评估产生了有希望的结果。
{"title":"Is a framework enough?: cross-device testing and debugging","authors":"Maria Husmann, Nina Heyder, M. Norrie","doi":"10.1145/2933242.2933249","DOIUrl":"https://doi.org/10.1145/2933242.2933249","url":null,"abstract":"Although numerous cross-device frameworks have been proposed in recent years, we know of only a few cross-device applications that have been implemented and many of these are prototypes to showcase the frameworks. Fewer still have been deployed and are accessible to the public. To go beyond prototyping, applications need to be carefully tested and bugs eliminated but current cross-device frameworks provide little support for this and it therefore remains a challenge. Tied to the lack of real-world applications, there is also a lack of cross-device developers who could be studied to gather requirements for better support. However, based on principles of responsive design, there are many tools available and widely used in practice to support the development of web applications that can be accessed from diverse devices, including ones to facilitate testing and debugging. Inspired by these tools, we have created XDTools -- a new integrated set of tools for testing and debugging cross-device applications. A preliminary qualitative evaluation with 12 developers produced promising results.","PeriodicalId":287624,"journal":{"name":"Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems","volume":"187 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116391391","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Faceted search on coordinated tablets and tabletop: a comparison 协调平板电脑和桌面的分面搜索:比较
Sven Charleer, J. Klerkx, E. Duval, T. Laet, K. Verbert
Large interactive displays and surfaces are useful modalities for visualizing big multi-dimensional data sets. They can offer simultaneous views on different facets of the data which lead to an efficient and effective environment for data exploration and analysis. While every data analyst and enthusiast can benefit from these advantages, large interactive systems are not yet available to everyone. Meanwhile, tablets have become ubiquitous and relatively cheap. Combining multiple tablets to replicate a single, large display has therefore become an affordable option. This paper compares the difference in search performance and user perception of a faceted search system for Cultural Heritage data on a single large interactive tabletop with a system composed of multiple coordinated tablet devices. We conclude that, while users generally prefer the tabletop system, there is no negative impact on search performance using tablets. This makes coordinated tablets a viable and portable solution in the absence of interactive tabletops.
大型交互式显示和表面是可视化大型多维数据集的有用方式。它们可以同时提供数据的不同方面的视图,从而为数据探索和分析提供高效和有效的环境。虽然每个数据分析师和爱好者都可以从这些优势中受益,但大型交互式系统并不是人人都可以使用。与此同时,平板电脑变得无处不在,而且相对便宜。因此,将多个平板电脑组合在一起,复制一个大屏幕,已经成为一种负担得起的选择。本文比较了在单个大型交互式桌面上的面向面文化遗产数据搜索系统与由多个协调的平板设备组成的系统在搜索性能和用户感知方面的差异。我们得出的结论是,虽然用户通常更喜欢桌面系统,但使用平板电脑对搜索性能没有负面影响。这使得协同平板电脑在缺乏交互式桌面的情况下成为一种可行的便携解决方案。
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引用次数: 5
Automatic detection of GUI design smells: the case of Blob listener 自动检测GUI设计气味:Blob监听器的案例
Valéria Lelli, Arnaud Blouin, B. Baudry, F. Coulon, Olivier Beaudoux
Graphical User Interfaces (GUIs) intensively rely on event-driven programming: widgets send GUI events, which capture users' interactions, to dedicated objects called controllers. Controllers implement several GUI listeners that handle these events to produce GUI commands. In this work, we conducted an empirical study on 13 large Java Swing open-source software systems. We study to what extent the number of GUI commands that a GUI listener can produce has an impact on the change- and fault-proneness of the GUI listener code. We identify a new type of design smell, called Blob listener that characterizes GUI listeners that can produce more than two GUI commands. We show that 21% of the analyzed GUI controllers are Blob listeners. We propose a systematic static code analysis procedure that searches for Blob listener that we implement in InspectorGuidget. We conducted experiments on six software systems for which we manually identified 37 instances of Blob listener. InspectorGuidget successfully detected 36 Blob listeners out of 37. The results exhibit a precision of 97.37% and a recall of 97.59%. Finally, we propose coding practices to avoid the use of Blob listeners.
图形用户界面(GUI)高度依赖于事件驱动编程:小部件将捕获用户交互的GUI事件发送到称为控制器的专用对象。控制器实现几个GUI监听器来处理这些事件以生成GUI命令。在这项工作中,我们对13个大型Java Swing开源软件系统进行了实证研究。我们研究GUI侦听器可以生成的GUI命令的数量对GUI侦听器代码的变更和错误倾向的影响程度。我们确定了一种新的设计气味类型,称为Blob侦听器,它的特点是可以产生两个以上GUI命令的GUI侦听器。我们显示,所分析的GUI控制器中有21%是Blob侦听器。我们提出了一个系统的静态代码分析过程,用于搜索我们在inspectorguide中实现的Blob侦听器。我们在六个软件系统上进行了实验,我们手动识别了37个Blob侦听器实例。InspectorGuidget成功检测到37个Blob监听器中的36个。结果显示,准确率为97.37%,召回率为97.59%。最后,我们提出了避免使用Blob侦听器的编码实践。
{"title":"Automatic detection of GUI design smells: the case of Blob listener","authors":"Valéria Lelli, Arnaud Blouin, B. Baudry, F. Coulon, Olivier Beaudoux","doi":"10.1145/2933242.2933260","DOIUrl":"https://doi.org/10.1145/2933242.2933260","url":null,"abstract":"Graphical User Interfaces (GUIs) intensively rely on event-driven programming: widgets send GUI events, which capture users' interactions, to dedicated objects called controllers. Controllers implement several GUI listeners that handle these events to produce GUI commands. In this work, we conducted an empirical study on 13 large Java Swing open-source software systems. We study to what extent the number of GUI commands that a GUI listener can produce has an impact on the change- and fault-proneness of the GUI listener code. We identify a new type of design smell, called Blob listener that characterizes GUI listeners that can produce more than two GUI commands. We show that 21% of the analyzed GUI controllers are Blob listeners. We propose a systematic static code analysis procedure that searches for Blob listener that we implement in InspectorGuidget. We conducted experiments on six software systems for which we manually identified 37 instances of Blob listener. InspectorGuidget successfully detected 36 Blob listeners out of 37. The results exhibit a precision of 97.37% and a recall of 97.59%. Finally, we propose coding practices to avoid the use of Blob listeners.","PeriodicalId":287624,"journal":{"name":"Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115987635","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
期刊
Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems
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