scholarly journals Models and methods of designing human-machine interaction-oriented interfaces

Formalization approaches of user interface design (UID) in conjunction with model driven techniques aim to improve the usability in terms of conformity to standards or style guides and to leverage code generation of interactive software systems, so that various UI platforms for web, desktop or mobile Applications are supported. Because large parts of the UI are described platform independent instead of platform dependent implementations, re-usability of the UI concept is also improved. However, UI formalization requires the usage of a formal UI description language and a higher level of abstractness compared to concrete UI code. These languages need to be learned by the UI designer. In practice, most parts of a user interface are still manually designed and coded individually for every platform. This paper describes how HCI (Human Computer Interface) patterns that are described formally can be used in conjunction with model-based user interface design in order to make it easier for the designer to use formalization techniques for the development of user interfaces. The approach uses two UML profiles: The MBUID (Model-Based User Interface Design) profile and the HCI pattern profile. With these profiles formal models of interactive systems can be created on a platform independent level. The user interface is then automatically generated by model-driven development tool chain.

Author(s):  
Sybille Caffiau ◽  
Patrick Girard

In user interface design, model-driven approaches usually involve generative solutions, producing interface by successive transformations of a set of initial models. These approaches have obvious limitations, especially for advanced user interfaces. Moreover, top-down design approaches (as generative approaches are) are not appropriate for interactive application development in which users need to be included in the whole design process. Based on strong associations between task models and dialogue models, the authors propose a global process, which facilitates the design of interactive applications conforming to their models, including a rule-checking step. This process permits either to start from a task model or a user-defined prototype. In any case, it allows an iterative development, including iterative user modifications, in line with user-centered design standards.


2009 ◽  
pp. 404-431 ◽  
Author(s):  
Jesus M. Almendros-Jimenez ◽  
Luis Iribarne

This chapter will show you how to use and specialise UML diagrams for describing the user interfaces of a software system. In order to accomplish the description of user interfaces, the proposed technique considers three specialised UML diagrams called user-interaction, user-interface, and GUI-class diagrams, which will be built following a model-driven development (MDD) perspective. These diagrams can be seen as the UML-based UI models of the system. In addition, this chapter is concerned with code-generation to implement the user interfaces of the system by using GUI-class diagrams and user-interaction diagrams. A case study of an Internet book shopping system is introduced in this chapter to proof and illustrate the proposed user interaction and interface design technique.


Author(s):  
Jesús M. Almendros-Jiménez

This chapter is devoted to show how to use and specialise UML diagrams for describing the user interfaces of a software system. In order to accomplish the description of user interfaces, the proposed technique considers three specialised UML diagrams called user-interaction, user-interface and GUI-class diagrams, which will be built following a model-driven development (MDD) perspective. These diagrams can be seen as the UML-based UI models of the system. In addition, this paper concerns with code-generation to implement the user interfaces of the system by using GUI-class diagrams and user-interaction diagrams. A case study of an Internet book shopping system is introduced in this chapter to proof and illustrate the proposed user interaction and interface design technique.


2018 ◽  
pp. 119-137
Author(s):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


Author(s):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


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