At the core of the vision of User Interfaces for All is a mix of existing and emerging technologies, which are likely to predominate the life cycle of future user interfaces to a wide range of applications and telematic services; these interfaces must be both accessible and provide high quality interaction to potentially all users, so as to be usable by a diverse user population, including people with different cultural, educational, training and employment background, novice and experienced computer users, the very young and the elderly, and people with different types of disabilities, in various interaction contexts and scenarios of use.
Modality abstraction is a concept for capturing those parts of a user interface that describe logical interaction in abstraction from appearance. Thus, modality abstraction provides a common ground for user interfaces that may differ in used representational media, input modalities and dialogue styles. Building modality abstraction into interactive software contributes to portability, modifiability and integration of different modalities. To facilitate modality abstraction, we have developed the MAUI toolkit with building blocks for Modality Abstracting User Interfaces and the MEMFIS method for building modality abstraction into interactive software.
Current learning challenges for competently employing information technology in the working environment is not sufficiently supported by training courses during the introduction phase of new systems, improved on-line help, and user support by local or central consultants. Each of these approaches has deficiencies and even taken as an integrated concept they are insufficient because they do not consider learning as a process. With the system LEAR (Learners' Living Repository), we propose a solution to support users in exploiting learning and consultation episodes in later situations: Users can identify portions of an animated interaction sequence describing problems they encountered or solutions they found when using the tool, comment on them, and store them as episodes. Users can send episodes that describe questions, problems with the tool, or breakdowns when using the tool as a request for off-line help to a consultant. Episodes that describe learned tool knowledge can be stored in a database called "demotheque" for later use. Representative demos can be made available to a group of users in a "purse for demos". This paper deals with today's shortcomings of learning in the working environment, discusses the state of the art in the literature, and introduces our ideas of supporting the learning on demand process by creating and using learning episodes and exchanging them within a group of domain workers. We are currently developing a conceptual framework for LEAR; later on, we will evaluate a prototype of LEAR in a realistic work setting.
In this paper we present a system that supports users in retrieving data in distributed and heterogeneous archives and repositories. The architecture is based on the metaphor of the software agents and incorporates innovative hints from other fields: distributed architectures, relevance feedback and active interfaces. The system has a cooperative and supportive role: it understands the user's needs and learns from his behavior. Its aim is to disengage the user from learning complex tools and from performing tedious and repetitive actions.
Adaptivity is widely recognised as a major characteristic of Intelligent User Interfaces for improving the usability of interactive systems, in order to meet the requirements of heterogeneous user categories. The process through which adaptivity takes place is characterised by several attributes. In this paper, we are concerned with adaptivity constituents, determinants, goals and rules, and identify the requirements that the adaptivity process has to meet, with respect to these attributes. We propose a methodology which addresses the adaptivity at the media and modalities level, and complies with these requirements. We also present the implications of the methodology for users and user interface developers. It is argued that the provision of methodologies and tools that comply with the identified requirements may significantly assist the design and development of intelligent user interfaces, and substantially promote the 'design for all' principle.
Today, standard software on widely-used platforms is employed by a large number of people. This user population is often quite heterogeneous, because people tend to have different preferences, knowledge, goals, etc. In order to satisfy individual needs, software systems can employ user modeling techniques to adapt their behaviour to each user. User modeling shell systems provide these techniques for application developers, but are rarely available on widely-used platforms. In this paper, we present BGP-MS-Jr., a limited version of the user modeling shell BGP-MS, which runs under MS-Windows. BGP-MS-Jr. is being used as the basis for a user modeling system that serves as an intelligent component of WING-MIT, a tutorial help system. We describe how WING-MIT employs this user modeling system to realize adaptive behaviour. However, in order to bring full BGP-MS functionality to all platforms and to satisfy the demands of distributed applications, a new system architecture is needed. We suggest a generic and flexible architecture that will make BGP-MS platform-independent, applicable in distributed contexts, and configurable according to the needs of a wide range of applications.
Teleoperation (TO) is an important step in the new technologies that able robots to operate with human control and supervision. TO provides a highly safe robot operation in certain activities. Actually, the main problem is the skill required to operate these systems: The user requires both, a high knowledge about the teleoperated system "TS" (commands, controls, interpretation of multiple information source, and so on) and a high level of experience in the specific task (nuclear maintenance, underwater searches, space exploration, etc). The aim of this work is the development of a friendly user interface (UI) to a teleoperated vehicle (TOV) in the space 3D. The base requirement is that this interface may enable the system to any user with a certain level of skill in the specific task with a low level of knowledge of TS. Finally, an UI for an Underwater Robot (UR) is presented.
With the advent of Graphical User Interfaces (GUIs) and the advances of input/output technologies, there has been a shift of perspective, from user interface programming tools to environments for designing interaction. This is partly attributed to technological maturity and partly due to the increasing requirement to support a need-driven and user-centered protocol for design, development and implementation of interactive systems. This paper investigates the architectural shortcomings of existing user interface development systems and environments with respect to supporting adaptation of a user interface and discusses methods, techniques and tools that are needed to empower user interface designers. In particular, the paper describes a high level architecture comprising user interface software components that can provide the required design, development and implementation support that is needed to facilitate user interfaces for different user groups with diverse requirements abilities and preferences.
This paper concerns the development of an interface environment to help users in repetitive tasks in office work. The main ideas in the project concern: the development of active interfaces that autonomously perform tasks minimizing the interaction with the user; the use of the agent-oriented paradigm to provide both distributedness and incrementality of the software environment. The paper quickly illustrates the main issues addressed in the project and shows how they are exploited in the development of an active interface for filtering e-mail messages. The architecture of the filtering agent follows a multi-agent implementation.
Formal methods have been successfully used to specify graphic [1,2] and interactive system [3,4]. This paper discuss the use of algebraic specification to User Interface. We use a language, GRALPLA [5], for the specification and a translator for developing a running prototype. We propose two level of description for the specification and validation of a User Interface system: formally using algebraic specification to describe properties and interactively using the prototype for checking its flexibility. The paper contains an example of a Simple User Interface, to explain the design process.
Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.
-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996
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