The proceedings contain 37 papers. The topics discussed include: language engineering: challenges, opportunities and potential disasters for interactivesystems;rule-enhanced task models for increased expressiveness a...
ISBN:
(纸本)9781450343220
The proceedings contain 37 papers. The topics discussed include: language engineering: challenges, opportunities and potential disasters for interactivesystems;rule-enhanced task models for increased expressiveness and compactness;Bluewave: enabling opportunistic context sharing via Bluetooth device names;DocTr: a unifying framework for tracking physical documents and organisational structures;a case-based assessment of the FLUIDE framework for specifying emergency response user interfaces;engineering mixed-criticality interactive applications;experiences from developing networked public display applications on 3rd party infrastructures;systematic automation of scenario-based testing of user interfaces;improving repeatability and reproducibility of mobile tests for inertial measurement units;using testing techniques to classify user interface designs;modelling information resources and their salience in medical device design;a language-based model for specifying and staging mixed-initiative dialogs;SEPIA, a support for engineering persuasive interactive applications: properties and functions;a semi-formal framework for describing interaction design spaces;a design space for engineering graphical adaptive menus;and SyMPATHy : smart glass for monitoring and guiding stroke patients in a home-based context.
In the development process, software models support communication among members of the development team. Communication failures caused by software models may generate inconsistencies in the system, impairing its quali...
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ISBN:
(纸本)9781450369718
In the development process, software models support communication among members of the development team. Communication failures caused by software models may generate inconsistencies in the system, impairing its quality. Aiming to reduce risks of communication failures through software models, researchers can use the Directives of Communicability (DCs). The DCs were created based on Semiotic engineering Theory and Grice's Cooperative Principle to improve the quality of communication among software development team members through software models. The aim of this paper is to present an empirical study assessing the use of DCs in the production of three software models. The results indicated that the DCs achieved the intended potential to reduce communication failures of what software models meant to those who produced them. The DCs also contributed to the quality of artifacts produced by their consumers, given that communication failures through software models can cause inconsistencies.
MoLIC is a language for modeling human-computer interaction as a conversation that is grounded on Semiotic engineering theory. It was proposed as an epistemic tool aimed at supporting designers in thinking about and m...
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ISBN:
(纸本)9781450369718
MoLIC is a language for modeling human-computer interaction as a conversation that is grounded on Semiotic engineering theory. It was proposed as an epistemic tool aimed at supporting designers in thinking about and making decisions regarding the designer-to-user communication being conveyed through the system-user communication. In this paper, our goal is to investigate how consolidated MoLIC is since it was first published in 2003. We have carried out a Systematic Literature Review and analyzed how MoLIC has been used by the HCI community, considering how it has been used over the years, the number of authors that reference or use it, forums in which works have been published, as well as the main contributions of the research about it. Our results indicate that MoLIC is well consolidated, as it has been broadly used and studied by national and international authors. The existing version is stable and researchers are interested in applying it to system modeling or to investigate extensions and other aspects related to its use.
Failure is a common artefact of challenging experiences, a fact of life for interactivesystems but also a resource for aesthetic and improvisational performance. We present a study of how three professional pianists ...
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ISBN:
(纸本)9781450359702
Failure is a common artefact of challenging experiences, a fact of life for interactivesystems but also a resource for aesthetic and improvisational performance. We present a study of how three professional pianists performed an interactive piano composition that included playing hidden codes within the music so as to control their path through the piece and trigger system actions. We reveal how apparent failures to play the codes occurred for diverse reasons including mistakes in their playing, limitations of the system, but also deliberate failures as a way of controlling the system, and how these failures provoked aesthetic and improvised responses from the performers. We propose that creative and performative interfaces should be designed to enable aesthetic failures and introduce a taxonomy that compares human approaches to failure with approaches to capable systems, revealing new creative design strategies of gaming, taming, riding and serving the system.
More softwares are with the power of Artificial Intelligence (AI) making their functions, simultaneously more dynamic and capable of attending each users' personal needs. Chatfuel an application that allows users ...
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ISBN:
(纸本)9781450369718
More softwares are with the power of Artificial Intelligence (AI) making their functions, simultaneously more dynamic and capable of attending each users' personal needs. Chatfuel an application that allows users to create chatbots, an AI that can answer messages autonomously. However we question it: How easy chatbot creation is, especially when dealing the complex AI operating in them? In this sense, this exploratory research seeks to understand, through our volunteers' perspectives, with different levels of computational expertise, if this creation process is really as simple as divulged. To conduct the experiments, usability methods were used such as Cognitive Walkthrough, Communicability Evaluation and Attrakdiff. With the study results, among many others, users's noticed certain difficulty while using. the tool and we problematize certain aspects connected to AI, in the context of a human-computer interaction evaluation.
Large companies rely on recommender systems to support users' processes of decision-making and analysis of large datasets of items. In critical context, such as civil aircraft cockpit, recommender systems can be a...
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ISBN:
(纸本)9781450358972
Large companies rely on recommender systems to support users' processes of decision-making and analysis of large datasets of items. In critical context, such as civil aircraft cockpit, recommender systems can be a powerful tool for operators to support their tasks. Operators can be confronted with choosing the right option depending on the current alerts and context from a set of alternatives. The main goal of the presented PhD is to propose a model-based approach for the design and the development of dependable and usable recommender systems. This paper elaborates on challenges and approaches for engineering dependable and usable recommender systems.
Persuasive technology aims at supporting people to change their attitudes and/or behaviors sustainably. Application areas include energy saving, green mobility, medical observance, addiction, etc. Emergency to solve t...
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ISBN:
(纸本)9781450358972
Persuasive technology aims at supporting people to change their attitudes and/or behaviors sustainably. Application areas include energy saving, green mobility, medical observance, addiction, etc. Emergency to solve these societal challenges makes the field meet a great success. We propose UP!, a problem space to structure the exploration of the design space, an increment to the SEPIA framework. UP! combines two perspectives, the User and the Phenomenon under study, so that to create the right system that makes the user understand the problematic phenomenon and act appropriately to change sustainably.
Transforming a graphical user interface screenshot created by a designer into computer code is a typical task conducted by a developer in order to build customized software, websites, and mobile applications. In this ...
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ISBN:
(纸本)9781450358972
Transforming a graphical user interface screenshot created by a designer into computer code is a typical task conducted by a developer in order to build customized software, websites, and mobile applications. In this paper, we show that deep learning methods can be leveraged to train a model end-to-end to automatically reverse engineer user interfaces and generate code from a single input image with over 77% of accuracy for three different platforms (i.e. iOS, Android and web-based technologies).
In the literature, automation is usually addressed as a goal (produce systems that are as autonomous as possible) as a process (producing systems with autonomous behaviors) or as a state (a system performing in an aut...
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ISBN:
(纸本)9781450358972
In the literature, automation is usually addressed as a goal (produce systems that are as autonomous as possible) as a process (producing systems with autonomous behaviors) or as a state (a system performing in an autonomous way). These uses suggest that automation is a global concept that does not need decomposing. However, when designing systems (including interactivesystems), automation can only be incorporated at very low-level details, when some functions (previously performed by humans) are migrated to the system. There is a similarity between this global vision of automation and the global vision of human body in biology before the advent of anatomy (that aims at decomposing organisms in parts) and physiology (that aims at understanding the functions of organisms and their parts). This presentation will follow the path of anatomy and physiology to understand better what automation is, how automation can be designed, how partly autonomous systems can better support users and why full automation is a desirable but foolish, inadvisable and unwise target.
Testing strategies for interactivesystems require that we find suitable ways of incorporating tests of functionality with tests of interfaces and interactivity. For safety-critical interactivesystems the problem is ...
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ISBN:
(纸本)9781450358972
Testing strategies for interactivesystems require that we find suitable ways of incorporating tests of functionality with tests of interfaces and interactivity. For safety-critical interactivesystems the problem is harder due to the necessity to ensure higher thresholds for testing to ensure safety is preserved. Conversely however, for safety-critical systems we are more likely to have a larger set of artefacts such as formal models, specifications etc. which can be used as the basis for test generation. The challenge is in finding ways of making use of (what may be a diverse set of) such models and specifications to assist with the testing process. In this paper we describe how we incorporate interactive system models with behavioural specifications to automatically generate test stubs. We show how the declarative test language Gherkin and its associated Cucumber tool can be integrated into an interactive system modelling environment to achieve this. The tool can either convert interaction models into behavioural models or vice versa, and both sets of models are then used to generate test stubs.
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