Skip to main content
Top

2006 | Book

Interactive Systems. Design, Specification, and Verification

12th International Workshop, DSVIS 2005, Newcastle upon Tyne, UK, July 13-15, 2005. Revised Papers

Editors: Stephen W. Gilroy, Michael D. Harrison

Publisher: Springer Berlin Heidelberg

Book Series : Lecture Notes in Computer Science

insite
SEARCH

Table of Contents

Frontmatter

Keynote

User Experience and the Idea of Design in HCI
Abstract
In this paper we argue that the idea of design in HCI is changing. For many years the design-as-engineering approach has dominated HCI research and practice, but now technological developments and new conceptions of ’the user’ require more interdisciplinary conceptions of design. In particular, the turn to experience in HCI has lead us to consider a design-as-craft perspective which we exemplify in this paper by the work of digital jeweller, Jayne Wallace. But our aim is not to supplant one design perspective with an other. On the contrary, we argue that experience design requires a new form of radically interdisciplinary dialogue between different design perspectives that span the arts, sciences and humanities. However, such radically interdisciplinary dialogue is not without its problems and points of contention. We conclude by arguing that not only new conceptual tools but also new HCI curricula may be helpful in achieving this interdisciplinary dialogue.
Peter Wright, Mark Blythe, John McCarthy

Teams and Groups

Formalising Performative Interaction
Abstract
In this paper we attempt to formalise some of the basic attributes of performative interaction against a background of sociological analysis in order to better understand how computer interfaces may support performance. We show how this generic formalisation can be used in the deconstruction, analysis and understanding of performative action and more broadly in live performance. Two examples of this form of analysis are shown: the installation piece Deus Oculi; and Stelarc’s Ping Body performance piece. The analysis of these pieces renders visible the varied (re)mappings of the causal nature of interaction, direct and indirect effects, and how these are perceived and exploited by the various members of performance social groupings. Our aim, then, is to provide a model that can be used to explore the relationships that exist in performative activities across domains.
Alan Dix, Jennifer G. Sheridan, Stuart Reeves, Steve Benford, Claire O’Malley
DiCoT: A Methodology for Applying Distributed Cognition to the Design of Teamworking Systems
Abstract
Distributed Cognition is growing in popularity as a way of reasoning about group working and the design of artefacts within work systems. DiCoT (Distributed Cognition for Teamwork) is a methodology and representational system we are developing to support distributed cognition analysis of small team working. It draws on ideas from Contextual Design, but re-orients them towards the principles that are central to Distributed Cognition. When used to reason about possible changes to the design of a system, it also draws on Claims Analysis to reason about the likely effects of changes from a Distributed Cognition perspective. The approach has been developed and tested within a large, busy ambulance control centre. It supports reasoning about both existing system design and possible future designs.
Ann Blandford, Dominic Furniss
Towards Model Checking Stochastic Aspects of the thinkteam User Interface
Abstract
Stochastic model checking is a recent extension of traditional model-checking techniques for the integrated analysis of both qualitative and quantitative system properties. In this paper we show how stochastic model checking can be conveniently used to address a number of usability concerns that involve quantitative aspects of a user interface for the industrial groupware system thinkteam. thinkteam is a ready-to-use Product Data Management application developed by think3. It allows enterprises to capture, organise, automate, and share engineering product information and it is an example of an asynchronous and dispersed groupware system. Several aspects of the functional correctness, such as concurrency aspects and awareness aspects, of the groupware protocol underlying thinkteam and of its planned publish/subscribe notification service have been addressed in previous work by means of a traditional model-checking approach. In this paper we investigate the trade-off between two different design options for granting users access to files in the database: a retrial approach and a waiting-list approach and show how stochastic model checking can be used for such analyses.
Maurice H. ter Beek, Mieke Massink, Diego Latella
Incident and Accident Investigation Techniques to Inform Model-Based Design of Safety-Critical Interactive Systems
Abstract
The quality of the design of an interactive safety-critical system can be enhanced by embedding data and knowledge from past experiences. Traditionally, this involves applying scenarios, usability analysis, or the use of metrics for risk analysis. In this paper, we present an approach that uses the information from incident investigations to inform the development of safety-cases that can, in turn, be used to inform a formal system model, represented using Petri nets and the ICO formalism. The foundations of the approach are first detailed and then exemplified using a fatal mining accident case study.
Sandra Basnyat, Nick Chozos, Chris Johnson, Philippe Palanque

Sketches and Templates

Natural Modelling of Interactive Applications
Abstract
This paper presents an approach, and the associated environment, aiming to support designers to intuitively model interactive applications. The goal is to make modelling activity more natural. The approach is based on a transformation able to convert hand-drawn visual model sketches on boards into task-model specifications that are further editable and analysable through automatic visual tools. A first test of the environment has been carried out and has provided useful suggestions about how to improve it.
Fabio Paternò, Marco Volpe
Task Model Simulation Using Interaction Templates
Abstract
Interaction Templates were previously introduced as a method to help ease the construction of ConcurTaskTrees. In this paper, a language for defining Interaction Templates, the Interaction Template Definition Language, is introduced. This paper also demonstrates how Interaction Templates can be used to enhance task model simulation, allowing users to interact with concrete user interface components while simulating task models. A prototype task model simulator illustrates how Interaction Templates can be used in task model simulation.
David Paquette, Kevin A. Schneider
Investigating Annotation in Electronic Paper-Prototypes
Abstract
Many design activities depend on communicative activities around collaboratively produced prototypes. A common communication practice in producing text documents is to add annotation in the form of comments. Previous research indicates that electronic paper-prototyping can be used to rapidly create simple prototypes of interactive systems, such as websites. Little is known, however, about how to provide and maintain variety of communication channels around such electronic paper-prototypes to enable end-users and other stakeholders to contribute to design dialogues. This paper presents Gabbeh, an electronic paper-prototyping tool, and reports on an evaluation using the tool in a simulated design exercise.
Amir M. Naghsh, Andy Dearden, Mehmet B. Özcan

Away from the Desktop

Test of the ICARE Platform Fusion Mechanism
Abstract
Multimodal interactive systems offer a flexibility of interaction that increases their complexity. ICARE is a component-based approach to specify and develop multimodal interfaces using a fusion mechanism in a modality independent way. As ICARE is being reused to produce several multimodal applications, we want to ensure the correctness of its fusion mechanism. Therefore, we validated it using a test architecture based on Java technologies. This paper presents our validation approach, its results, its advantages and its limits.
Sophie Dupuy-Chessa, Lydie du Bousquet, Jullien Bouchet, Yves Ledru
A Method for the Verification of Haptic Algorithms
Abstract
The number of haptic algorithms has been growing over the past few years. However, little research has been performed in evaluating these algorithms. This paper provides both a theoretical framework and a practical discussion of how the correctness and performance of force-feedback algorithms can be verified. The practical discussion is necessary as the theoretical framework proves that an infinite number of cases should be considered when evaluating a haptic algorithm. However, using statistical techniques, this evaluation can be performed within a reasonable frame of time. The evaluation method in this paper has itself been validated by evaluating two algorithms. From this test, we can conclude that the evaluation method is a reliable method for verifying if haptic algorithms are correct.
Joan De Boeck, Chris Raymaekers, Karin Coninx
A Specification Language and System for the Three-Dimensional Visualisation of Knowledge Bases
Abstract
In this paper we present models and languages to specify 3D interfaces for accessing knowledge bases. In this approach, a specification has an abstract and a concrete level. The abstract specification language describes the contents of nodes, obtained by selecting knowledge base objects, and different categories of links on these nodes. It serves to generate an abstract interface which is a 3D spatial hypertext. The concrete specification language associates styles and layout managers to the abstract interface components, so as to produce a concrete interface in which the nodes have a presentation and a position. This concrete interface is then easily translated in a 3D scene representation language such as VRML or X3D to be displayed.
El Mustapha El Atifi, Gilles Falquet

Migration and Mobility

A Calculus for the Refinement and Evolution of Multi-user Mobile Applications
Abstract
The calculus outlined in this paper provides a formal architectural framework for describing and reasoning about the properties of multi-user and mobile distributed interactive systems. It is based on the Workspace Model, which incorporates both distribution-independent and implementation-specific representations of multi-user and mobile applications. The calculus includes an evolution component, allowing the representation of system change at either level over time. It also includes a refinement component supporting the translation of changes at either level into corresponding changes at the other. The combined calculus has several important properties, including locality and termination of the refinement process and commutativity of evolution and refinement. The calculus may be used to reason about fault tolerance and to define the semantics of programming language constructs.
W. Greg Phillips, T. C. Nicholas Graham, Christopher Wolfe
A Taxonomy for Migratory User Interfaces
Abstract
Migratory user interfaces are particularly promising for forthcoming ubiquitous environments enabled by the evolution of wireless technology and the proliferation of a wide variety of interactive devices. In this paper we present a logical framework and some fundamental concepts and dimensions that can be useful to help user interface designers and developers understand migratory interfaces, analyse the state of the art, and identify areas which need further research. A number of works in this area are compared and referred to such framework and dimensions, so as to identify the advantages and drawbacks of the various approaches.
Silvia Berti, Fabio Paternò, Carmen Santoro
Solving the Mapping Problem in User Interface Design by Seamless Integration in IdealXML
Abstract
The mapping problem has been defined as the way to map models involved throughout the development life cycle of user interfaces. Model-based design of user interfaces has followed a long tradition of establishing models and maintaining mappings between them. This paper introduces a formal definition of potential mappings between models with its corresponding syntax so as to create a uniform and integrated framework for adding, removing, and modifying mappings throughout the development life cycle. For the first time, the mappings can be established from any source model to any target model, one or many, in the same formalism. Those models include task, domain, presentation, dialog, and context of use, which is itself decomposed into user, platform, and environment. IdealXML consists of a Java application allowing the designer to edit any model at any time, and any element of any model, but also to establish a set of mappings, either manually or automatically based on a mapping model.
Francisco Montero, Víctor López-Jaquero, Jean Vanderdonckt, Pascual González, María Lozano, Quentin Limbourg

Analysis Tools

Concept Analysis as a Formal Method for Menu Design
Abstract
The design and construction of navigation menus for websites have traditionally been performed manually according to the intuition of a web developer. This paper introduces a new approach, FcAWN (pronounced “fawn”) – Formal concept Analysis for Web Navigation – to assist in the design and generation of a coherent and logical navigation hierarchy for a set of web documents. We provide an algorithmic process for generating multi-layered menu models using FcAWN and demonstrate its feasibility with an experimental case study. Our study reveals a fundamental difference between the traditional tree-based menu structure and the lattice-based menu structure by FcAWN: a FcAWN-generated lattice structure is more general than a tree structure and yet is mathematically sound and uniquely suited for menu design and construction. FcAWN is the first mathematical principle for menu design and generation, providing a practical basis for human-computer interaction.
Guo-Qiang Zhang, Gongqin Shen, Ye Tian, Jiayang Sun
Supporting Resource-Based Analysis of Task Information Needs
Abstract
We investigate here an approach to modelling the dynamic information requirements of a user performing a number of tasks, addressing both the provision and representation of information, viewing the information as being distributed across a set of resources. From knowledge of available resources at the user interface, and task information needs we can identify whether the system provides the user with adequate support for task execution. We look at how we can use tools to help reason about these issues, and illustrate their use through an example. We also consider a full range of analyses suggested using this approach which could potentially be supported by automated reasoning systems.
José Creissac Campos, Gavin J. Doherty
Automatic Critiques of Interface Modes
Abstract
We introduce a formal model of inconsistency-related mode confusion. This forms the basis of a heuristic methodology for critiquing user interfaces, using a matrix algebra approach to interface specification [12]. We also present a novel algorithm for automatically identifying modes in state-based interface designs, allowing a significant level of automated tool support for our methodology. The present paper generalises our previous work on improving state-based interface designs [5].
Jeremy Gow, Harold Thimbleby, Paul Cairns
Quantitative Measurement of Quality Attribute Preferences Using Conjoint Analysis
Abstract
Conjoint analysis has received considerable attention as a technique for measuring customer preferences through utility tradeoffs among products and services. This paper shows how the method can be applied to the area of software architecture to analyze architectural tradeoffs among quality attributes. By eliciting customer utilities through conjoint analysis, software engineers can identify and focus on the useful quality attributes, which will increase the chance of delivering satisfactory software products to the customers. This paper proposes a quantitative method of measuring quality attribute preferences using conjoint analysis and demonstrates its efficacy by applying it to the Project Management Center (PMCenter) project. The proposed method is complementary to the Architecture Trade-off Analysis Method (ATAM) in that ATAM relies on customer’s feedback to elicit important quality attributes, whereas this method can be used to actually measure the utilities of quality attributes in a quantitative manner. Furthermore, our method provides a new framework for choosing architecture styles and design patterns based on customer’s preferences of quality attributes.
Kwang Chun Lee, Ho-Jin Choi, Dan Hyung Lee, Sungwon Kang

Model-Based Design Processes and Tools

A Model-Based Design Process for Interactive Virtual Environments
Abstract
Nowadays, interactive systems are not limited to the desktop. On the one hand they are deployed onto handheld and embedded devices, and on the other hand they evolve into interactive virtual environments which are controlled by direct manipulation interaction techniques. However, the development of these virtual environment user interfaces is not a straightforward process and thus not easily accessible for non-programmers. In this paper, we envision a model-based design process for these highly interactive applications, in order to bridge the gap between the designer and the programmer of the application. The process is based on both requirements of model-based user interface developments processes, and virtual environment development tools and toolkits. To evaluate the envisioned approach, a tool was created that supports the described process, and a case study has been performed.
Erwin Cuppens, Chris Raymaekers, Karin Coninx
Mapping ConcurTaskTrees into UML 2.0
Abstract
ConcurTaskTrees (CTT) is one of the most widely used notations for task modeling, specifically tailored for user interface model-based design. The integration of CTT with a de facto standard modeling language was already identified as an important issue, but there is no consensus about the best approach to achieve this goal. The purpose of this paper is to examine the relative strengths and weaknesses of control and data flow specification in UML 2.0 Activity Diagrams to represent CTT semantics. The analysis is driven by the definition of pattern-based activities for the temporal operators in CTT. In this paper, we propose an extension of the UML 2.0 abstract syntax that fully supports the concepts behind CTTs and provides an adapted graphical notation for a UML-like representation.
Leonel Nóbrega, Nuno Jardim Nunes, Helder Coelho
Goal-Oriented Design of Domain Control Panels
Abstract
Goal-oriented methodologies have demonstrated some adequacy for modelling composite systems, from high level desired properties to operational requirements on responsible agents. This paper shows how to derive a user interface for human agents from such a model, especially with respect to the monitor and control capabilities of those agents. A goal-oriented widget taxonomy was elaborated in order to facilitate selecting widgets that are appropriate for each element of the underlying domain model. A user-friendly tool for building user interfaces, supporting the retrieval of adequate components and their fine tuning at a graphical level, was developed and deployed on the animator of the Objectiver/FAUST requirements toolbox.
Christophe Ponsard, Nadiya Balych, Philippe Massonet, Jean Vanderdonckt, Axel van Lamsweerde

Group Discussions

Future Challenges of Model-Based Design
Abstract
When we consider models in model-based design (MBD) approaches in the HCI field, we can say that the first generation of tool for user interface construction was based on database models. The second generation of MBD approaches includes models such as the user model, task model, cognitive model, system model etc. However, the third generation of models is the one facing current and future challenges. In this summary report, we present our discussion on the future challenges of MBD.
Sandra Basnyat, Joan De Boeck, Erwin Cuppens, Leonel Nóbrega, Francisco Montero, Fabio Paternò, Kevin Schneider
Supporting Values Other Than Usability and Performance Within the Design Process
Abstract
When we design computerised systems, we mainly focus on meeting values such as efficiency, reliability, usability and performance among other obvious design requirements. However, computer technologies have evolved to such a level that they have redefined the way humans, companies, organizations, and even society operate, a fact which suggests design has to consider more than just achieving usability and performance. Through experience it has been realised that the way in which technology intertwines with the social and human elements requires that design focuses on supporting human and social values as well.
Nick Chozos, Jennifer G. Sheridan, Özcan Mehmet, Amir Naghsh, Kwang Chun Lee, Ann Blandford
Ambience and Mobility
Abstract
Mobile users generate a number of new problems by changing the context of interaction with the system. While context has always been relevant to interaction, the fact this can change, and the fact that tasks may be dependant on these contexts adds a new dimension to the design problem. Furthermore in some cases applications should be able to adapt to be pertinent to the current context, adding to the complexity of the applications to be constructed. With regard to “ambient” interaction, where systems are attempting to intelligently and unobtrusively help the user, understanding the user’s intentions and providing relevant and adequate responses is a new problem. Furthermore, supporting the construction of such applications provides an additional challenge.
Gavin J. Doherty, Lydie du Bousquet, José Creissac Campos, El Mustapha El Atifi, Gilles Falquet, Mieke Massink, Carmen Santoro
Outdated Ideas of the Design Process and the Future of Formal Models, Methods and Notations
Abstract
This topic implies that the future of formal techniques is tied to outdated ideas of the design process, perhaps of the ‘waterfall model’ variety, in contrast to more informal, fast and iterative techniques such as agile methods, which tend to be prototype-centric and less analytical. Indeed, these more agile techniques appear to be gaining importance where industry is moving towards more mobile and ambient technologies. A future challenge of formal techniques is how they could contribute to these areas, and how they can fit into the less formal conceptions of the design process. It is also important to understand industrial design contexts and fit with their conduct rather than trying to impose radical changes.
Dominic Furniss, Alan Dix, Christophe Ponsard, Guo-Qiang Zhang
Backmatter
Metadata
Title
Interactive Systems. Design, Specification, and Verification
Editors
Stephen W. Gilroy
Michael D. Harrison
Copyright Year
2006
Publisher
Springer Berlin Heidelberg
Electronic ISBN
978-3-540-34146-8
Print ISBN
978-3-540-34145-1
DOI
https://doi.org/10.1007/11752707

Premium Partner