Model-with-Example: Model-Based Development of Polymorphic User Interfaces
Daniel Ziegler, Matthias Peissner, Doris Janssen
Fraunhofer IAO, Germany
Polymorphic user interfaces are getting more and more interesting as they offer different modes of display and interaction for different devices or situations and especially for diverse user needs and personal preferences. Model-based user interface design and development is a widely known approach to reduce development efforts while maintaining the flexibility to produce diverse UIs. However, it is not much used in practice because existing approaches often do not offer an attractive balance of abstraction as required by generators and a concrete and vivid representation for developers. In this paper, we present the Model-with-Example (MwX) approach. It allows developers to work on a wireflow-like visualisation while they edit an abstract model of the UI and supports the communication within the project team by rendering specific storyboards from the abstract model. A first user study shows that the MwX approach can positively affect development efficiency and overall acceptance of model-based development.
Developers' Needs and Severity Conceptions of Usability Problems
Ngoc-Huy Truong, Daniel Brand, Carine Ewert, Laura Wächter, Rul von Stülpnagel
University of Freiburg
To improve products effectively, usability testing reports must be comprehensible for developers. How-ever, it remains unclear which information is helpful and whether developers agree on the severity of usability issues with usability researchers. In this case study, a team of software developers rated three forms of usability feedback: (1) a low-detailed presentation of obtrusive usability problems, (2) a low-detailed list of aggregated problems, and (3) a high-detailed list of unique and aggregated usability prob-lems. Furthermore, developers and usability researchers independently created criteria for low, medium, and high severe usability problems, based on their respective expertise. Our analyses indicate that (1) and (3) were both perceived as helpful. Moreover, agreement within each group and between both groups was high, indicating that developers and usability researchers can have a similar understanding regarding the severity of usability issues.
MultiPro: Prototyping Multimodal UI with Anthropomorphic Agents
Philipp Kulms, Herwin van Welbergen, Stefan Kopp
Universität Bielefeld, Germany
Modern user interfaces (UI) often provide natural and multimodal interaction, sometimes modelled in the form of a conversation with an anthropomorphic agent embedded in the system. Designing such interfac-es is a challenging task. Furthermore, it is often not clear which user scenarios will profit from a social, conversational interaction paradigm and how it could be integrated with classic paradigms like direct manipulation interfaces. Our multimodal prototyping framework MultiPro helps designers in rapidly designing UIs to explore these questions. It allows the easy prototyping and evaluation of UI using a mix of anthropomorphic (e.g., human-like appearance, speech) and classic graphical elements. We illustrate how designers can specify the look and interaction flow with MultiPro, how MultiPro supports user-based evaluation of the designs, and how MultiPro is used in HCI research applications.
Argus Vision: A Tracking Tool for Exhibition Designers
Moritz Skowronski, Daniel Klinkhammer, Harald Reiterer
AG Mensch-Computer-Interaktion, Universität Konstanz, Germany
Contemporary exhibitions are increasingly staged using extensive and often interactive media. To create such exhibitions, exhibition design companies employ professionals from a wide range of different disciplines. The support of interdisciplinary exhibition designers in the design process is one goal of research in Human-Computer Interaction. This includes the deployment of Do-It-Yourself (DIY) Tools that enable professionals from all disciplines involved to design and create interactive media themselves. In this paper, we will present Argus Vision, a DIY Tool, which allows exhibition designers the use of camera-tracking to rapidly prototype and develop immersive exhibitions and interactive installations. We successfully used Argus Vision in an exhibition as well as in a proof-of-concept study in our lab. Additionally, we conducted expert interviews with exhibition designers, investigating its usefulness for them.
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