Posts tagged: UI Engineering

User driven evolution of user interface models - the FLEPR approach

In model-based user interface development, models at different levels of abstraction are used. While ideas may initially only be expressed in more abstract models, modifications and improvements according to user's feedback will likely be made at the concrete level, which may lead to model inconsistencies that need to be fixed in every iteration. Transformations form the bridge between these models. Because one-to-one mappings between models cannot always be defined, these transformations are completely manual or they require manual post-treatment. We propose interactive but automatic transformations to address the mapping problem while still allowing designer's creativity. To manage consistency and semantic correctness within and between models and therefore to foster iterative development processes, we are combining these with techniques to track decisions and modifications and techniques of intra- and inter-model validation. Our approach has been implemented for abstract and concrete user interface models using Eclipse-based frameworks for model-driven engineering. Our approach and tool support is illustrated by a case study.

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GRIP: Get better results from interactive prototypes

Despite the fact many proposals have been made for abstract user interface models it was not given a detailed context in which it should or could be used in a user-centered design process. This paper presents a clear role for the abstract user interface model in user-centered and model-based development, provides an overview of the stakeholders that may create and/or use abstract user interface models and presents a modular abstract user interface modeling language, CAP3, that makes relations with other models explicit and builds on the foundation of existing abstract user interface models. The proposed modeling notation is supported by a tool and applied to some case studies from literature and in some projects. It is also validated based on state-of-the-art knowledge on domain-specific modeling languages and visual notations and some case studies.

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CAP3: Context-sensitive abstract user interface specification

Despite the fact many proposals have been made for abstract user interface models it was not given a detailed context in which it should or could be used in a user-centered design process. This paper presents a clear role for the abstract user interface model in user-centered and model-based development, provides an overview of the stakeholders that may cre- ate and/or use abstract user interface models and presents a modular abstract user interface modeling language, CAP3, that makes relations with other models explicit and builds on the foundation of existing abstract user interface models. The proposed modeling notation is supported by a tool and applied to some case studies from literature and in some projects. It is also validated based on state-of-the-art knowledge on domain-specific modeling languages and visual notations and some case studies.

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On stories, models and notations: Storyboard creation as an entry point for model-based interface development with UsiXML

Storyboards are excellent tools to create a high level specification of an interactive system. Because of the emphasis on graphical depiction they are both an accessible means for communicating the requirements and properties of an interactive system and allow the specification of complex context-aware systems while avoiding the need for technical details. We present a storyboard meta-model that captures the high level information from a storyboard and al- lows relating this information with other models that are common for engineering interactive systems. We show that a storyboard can be used as an entry point for using UsiXML models. Finally, this approach is accompanied by a tool set to make the connection between the storyboard model, UsiXML models and the program code required for maintaining these connections throughout the engineering process.

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Jelly: A multi-device design environment for managing consistency across devices

When creating applications that should be available on multiple computing platforms, designers have to cope with dif- ferent design tools and user interface toolkits. Incompatibilities between these design tools and toolkits make it hard to keep multi-device user interfaces consistent. This paper presents Jelly, a flexible design environment that can target a broad set of computing devices and toolkits. Jelly enables designers to copy parts of a user interface from one device to another and to maintain the different user interfaces in concert using linked editing. Our approach lowers the burden of designing multi-device user interfaces by eliminating the need to switch between different design tools and by providing tool support for keeping the user interfaces consistent across different platforms and toolkits.

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Engineering patterns for multi-touch interfaces

UIML based design of multimodal interactive applications with strict synchronization requirements

As the variety in network service platforms and end user devices grows rapidly, content providers must constantly adapt their production system to support these new technologies. In this paper, we present a middleware platform for deploying highly interactive (television) applications over a diverse collection of networks and end user devices. As the user interface of such interactive applications may vary depending on the capabilities of the different target devices, our middleware uses UIML for the description of generic user interfaces. Our middleware platform also provides a pluggable support for new networks. A factor that highly complicates the design is the need for strict synchronization between an interactive application and video or audio data that is broadcasted. In order to support a maximum of functionality, downloadable application logic is used to provide the interactive services. As a test case, an evaluation setup was built, targeting both set-top boxes and mobile phones.

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