Catálogo de publicaciones - libros
Engineering Human Computer Interaction and Interactive Systems: Joint Working Conferences EHCI-DSVIS 2004, Hamburg, Germany, July 11-13, 2004, Revised Selected Papers
Rémi Bastide ; Philippe Palanque ; Jörg Roth (eds.)
En conferencia: International Workshop on Design, Specification, and Verification of Interactive Systems (DSV-IS) . Hamburg, Germany . July 11, 2004 - July 13, 2004
Resumen/Descripción – provisto por la editorial
No disponible.
Palabras clave – provistas por la editorial
User Interfaces and Human Computer Interaction; Software Engineering; Information Storage and Retrieval; Information Systems Applications (incl. Internet); Computers and Society
Disponibilidad
Institución detectada | Año de publicación | Navegá | Descargá | Solicitá |
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No detectada | 2005 | SpringerLink |
Información
Tipo de recurso:
libros
ISBN impreso
978-3-540-26097-4
ISBN electrónico
978-3-540-31961-0
Editor responsable
Springer Nature
País de edición
Reino Unido
Fecha de publicación
2005
Información sobre derechos de publicación
© Springer-Verlag Berlin Heidelberg 2005
Cobertura temática
Tabla de contenidos
doi: 10.1007/11431879_21
Towards a New Generation of Widgets for Supporting Software Plasticity: The ”Comet”
Gaëlle Calvary; Joëlle Coutaz; Olfa Dâassi; Lionel Balme; Alexandre Demeure
This paper addresses software adaptation to context of use. It goes one step further than our early work on plasticity [5]. Here, we propose a revision of the notion of software plasticity that we apply at the widget level in terms of comets. Plasticity is defined as the ability of an interactive system to withstand variations of context of use while preserving quality in use where quality in use refers to the ISO definition. Plasticity is not limited to the UI components of an interactive system, nor to a single platform: adaptation to context of use may also impact the functional core, it may have an effect on the nature of the connectors, and it may draw upon the existence of multiple platforms in the vicinity to migrate all or portions of the interactive system. A new reference framework that structures the development process of plastic interactive systems is presented to cover these issues. The framework is then applied at the granularity of widgets to provide the notion of a comet. A comet is an introspective widget that is able to self-adapt to some context of use, or that can be adapted by a tier-component to the context of use, or that can be dynamically discarded (versus recruited) when it is unable (versus able) to cover the current context of use. To do so, a comet publishes the quality in use it guarantees, the user tasks and the domain concepts that it is able to support, as well as the extent to which it supports adaptation.
- Plastic and Adaptive Interfaces | Pp. 306-324
doi: 10.1007/11431879_22
Using Interaction Style to Match the Ubiquitous User Interface to the Device-to-Hand
Stephen W. Gilroy; Michael D. Harrison
Ubiquitous computing requires a multitude of devices to have access to the same services. Abstract specifications of user interfaces are designed to separate the definition of a user interface from that of the underlying service. This paper proposes the incorporation of interaction style into this type of specification. By selecting an appropriate interaction style, an interface can be better matched to the device being used. Specifications that are based upon three different styles have been developed, together with a prototype Style-Based Interaction System (SIS) that utilises these specifications to provide concrete user interfaces for a device. An example weather query service is described, including specifications of user interfaces for this service that use the three different styles as well as example concrete user interfaces that SIS can produce.
- Plastic and Adaptive Interfaces | Pp. 325-345
doi: 10.1007/11431879_23
Supporting Flexible Development of Multi-device Interfaces
Francesco Correani; Giulio Mori; Fabio Paternò
Tools based on the use of multiple abstraction levels have shown to be a useful solution for developing multi-device interfaces. To obtain general solutions in this area it is important to provide flexible environments with multiple entry points and support for redesigning existing interfaces for different platforms. In general, a one-shot approach can be too limiting. This paper shows how it is possible to support a flexible development cycle with entry points at various abstraction levels and the ability to change the underlying design at intermediate stages. It also shows how redesign from desktop to mobile platforms can be obtained. Such features have recently been implemented in a new version of the TERESA tool.
- Plastic and Adaptive Interfaces | Pp. 346-362
doi: 10.1007/11431879_24
The Software Design Board: A Tool Supporting Workstyle Transitions in Collaborative Software Design
James Wu; T. C. N. Graham
Software design is a team activity, and designing effective tools to support collaborative software design is a challenging task. Designers work together in a variety of different styles, and move frequently between these styles throughout the course of their work. As a result, software design tools need to support a variety of collaborative styles, and support fluid movement between these styles. This paper presents the Software Design Board, a prototype collaborative design tool supporting a variety of styles of collaboration, and facilitating transitions between them. The design of Software Design Board was motivated by empirical research demonstrating the importance of such support in collaborative software design, as well as activity analysis identifying the lack of support in existing tools for different styles of collaboration and transitions between them.
- Groupware | Pp. 363-382
doi: 10.1007/11431879_25
Supporting Group Awareness in Distributed Software Development
Carl Gutwin; Kevin Schneider; David Paquette; Reagan Penner
Collaborative software development presents a variety of coordination and communication problems, particularly when teams are geographically distributed. One reason for these problems is the difficulty of staying aware of others – keeping track of information about who is working on the project, who is active, and what tasks people have been working on. Current software development environments do not show much information about people, and developers often must use text-based tools to determine what is happening in the group. We have built a system that assists distributed developers in maintaining awareness of others. ProjectWatcher observes fine-grained user edits and presents that information visually on a representation of a project’s artifacts. The system displays general awareness information and also provides a resource for more detailed questions about others’ activities.
- Groupware | Pp. 383-397