MODEL-DRIVEN DESIGN, REFINEMENT AND TRANSFORMATION OF ABSTRACT INTERACTIONS

2006 ◽  
Vol 15 (04) ◽  
pp. 599-632 ◽  
Author(s):  
JOÃO PAULO A. ALMEIDA ◽  
REMCO DIJKMAN ◽  
LUÍS FERREIRA PIRES ◽  
DICK QUARTEL ◽  
MARTEN VAN SINDEREN

In a model-driven design process the interaction between application parts can be described at various levels of platform-independence. At the lowest level of platform-independence, interaction is realized by interaction mechanisms provided by specific middleware platforms. At higher levels of platform-independence, interaction must be described in such a way that it can be further refined and realized onto a number of different middleware platforms, each with its particular interaction mechanisms and implementation constraints. In this paper, we investigate concepts that support interaction design at various levels of middleware-platform-independence. In addition, we propose design operations for interaction refinement. The application of these operations to source designs results in target designs that take into account implementation constraints imposed by platforms, while preserving characteristics prescribed in source designs. Target designs are related to source designs by conformance. We discuss how transformation and conformance can be related, such that transformations indeed preserve the characteristics prescribed by a source design.

Author(s):  
Christopher R. Hale ◽  
Anna L. Rowe

This symposium addresses the challenge of translating user data to specifications suitable for interface development. Four methodologies will be presented: Decision requirements tables, ecological interface design, object-view and interaction design and procedural networks. These four methodologies will be contrasted relative to three dimensions: (1) type of data used in analysis, (2) point in the design process at which each methodology focuses its impact and (3) the formalisms each uses for translating psychological data into engineering data suitable for specification development. Our introductory remarks will elaborate on these three dimensions, and present an example design problem. The four session participants then will present their respective methodologies, how each addresses the three dimensions and how each can be used to address the example design problem.


2019 ◽  
Vol 4 (2) ◽  
pp. 410-433 ◽  
Author(s):  
Teoma Naccarato ◽  
John MacCallum

This paper is a invitation to interaction designers across disciplines to rethink the shaping of interaction “intra-actively”. Whether in human-computer interaction design or interdisciplinary and interactive performance practices, we propose to shift the emphasis from interaction between things, towards the intra-active processes of differentiation by which such things are continually made and unmade. Expanding interaction design by engaging in processes intended to bring awareness to the value systems involved in the local production of “interaction” and “things that interact” offers an opportunity to treat these values, and likewise the designers (be it engineers or choreographers or composers), as objects themselves in the design process. In the traditions of feminist, new materialist, and process philosophy we weave a narrative of appropriated perspectives in order to dismantle hegemonic accounts of correlationism and representationalism in interaction design, while investigating the concepts of boundary objects, diffraction, and critical appropriation as potential approaches to intra-active design.


Author(s):  
Pierre Kirisci ◽  
Ernesto Morales Kluge ◽  
Emanuel Angelescu ◽  
Klaus-Dieter Thoben

During the last two decades a lot of methodology research has been conducted for the design of software user interfaces (Kirisci, Thoben 2009). Despite the numerous contributions in this area, comparatively few efforts have been dedicated to the advancement of methods for the design of context-aware mobile platforms, such as wearable computing systems. This chapter investigates the role of context, particularly in future industrial environments, and elaborates how context can be incorporated in a design method in order to support the design process of wearable computing systems. The chapter is initiated by an overview of basic research in the area of context-aware mobile computing. The aim is to identify the main context elements which have an impact upon the technical properties of a wearable computing system. Therefore, we describe a systematic and quantitative study of the advantages of context recognition, specifically task tracking, for a wearable maintenance assistance system. Based upon the experiences from this study, a context reference model is proposed, which can be considered supportive for the design of wearable computing systems in industrial settings, thus goes beyond existing context models, e.g. for context-aware mobile computing. The final part of this chapter discusses the benefits of applying model-based approaches during the early design stages of wearable computing systems. Existing design methods in the area of wearable computing are critically examined and their shortcomings highlighted. Based upon the context reference model, a design approach is proposed through the realization of a model-driven software tool which supports the design process of a wearable computing system while taking advantage of concise experience manifested in a well-defined context model.


Author(s):  
Patrizia Grifoni

An important issue for communication processes in general, and for multimodal interaction in particular, is the information output arrangement and organization (multimodal fission). Considering information structure, intonation, and emphasis for the output by speech, considering moreover spatio-temporal coordination of pieces of information for visual (video, graphics, images, and texts) outputs, designing outputs for each kind of modality, and synchronizing the different outputs modalities is one of the most relevant challenges of the multimodal interaction design process; it is called fission. This challenge is becoming more and more important with the use of a lot of different interaction devices from laptop to mobile and smart-phones, in different contexts. This chapter provides some basic concepts involved in the fission processes design and describes some of the most relevant approaches discussed in the literature.


Sign in / Sign up

Export Citation Format

Share Document