Considering the amount of devices a user owns nowadays, a distributed user interface can become increasingly important. This requires reasoning techniques that allow making predictions of future values in the spatial model because these devices can be expected to change their location during usage. Our primary attention will be devoted to the problem of re-distribution of user interfaces in a constantly changing environment. So that a change in spatial topology, i.e. in the way the devices are located relative to one another, will be detected on time and interpreted in a proper way, resulting in redistribution of a user interface the devices are sharing.
Posts tagged: HCI
Toward multi-disciplinary model-based (re)design of sustainable user interfaces
Reasoning over spatial relations for context-aware distributed user interfaces
MuiCSer: A multi-disciplinary user-centered software engineering process to increase the overal user experience
In this paper we present an incremental and user-centered process to create suitable and usable user interfaces. Validation is done throughout the process by prototyping, the prototypes evolve from low-fidelity to the final user interface. Applications developed with this process are more likely to correspond to users' expectations. Furthermore, the process takes into account the need for sustainable evolution often required by modern soft- ware configurations, by combining traditional software engineering with a user-centered approach. We think our approach is beneficial in its scope, since it considers evolving software beyond the deployment stage and supports a multi-disciplinary team.
Meta-gui-builders: Generating domain-specific interface builders for multi-device user interface creation
Gummy for multi-platform user interface designs: Shape me, multiply me, fix me, use me
Designers still often create a specific user interface for ev- ery target platform they wish to support, which is time- consuming and error-prone. The need for a multi-platform user interface design approach that designers feel comfort- able with increases as people expect their applications and data to go where they go. We present Gummy, a multi- platform graphical user interface builder that can generate an initial design for a new platform by adapting and combin- ing features of existing user interfaces created for the same application. Our approach makes it easy to target new plat- forms and keep all user interfaces consistent without requir- ing designers to considerably change their work practice.
Ghosts in the interface: Meta-user interface visualizations as guides for multi-touch interaction
Multi-touch large display interfaces are becoming increasingly popular in public spaces. These spaces impose specific requirements on the accessibility of the user interfaces: most users are not familiar with the interface and expectations with regard to user experience are very high. Multi-touch interaction beyond the traditional move-rotate-scale interactions is often unknown to the public and can become exceedingly complex. We introduce TouchGhosts: visual guides that are embedded in the multi-touch user interface and that demonstrate the available interactions to the user. TouchGhosts are activated while using an interface, providing guidance on the fly and within the context-of-use. Our approach allows to define reconfigurable strategies to decide how or when a TouchGhost should be activated and which particular visualization will be presented to the user.
Design by example of graphical user interfaces adapting to available screen size
Collaborative gaming in the gallo-roman museum to increase attractiveness of learning cultural heritage for youngsters
Supporting social interaction: A collaborative trading game on PDA
ARCHIE is a research project in which the educational staff of the Gallo-Roman Museum collaborates with the Human-Computer Interaction research group of the Expertise Centre for Digital Media (Hasselt University) in the context of the expansion of the museum. The starting point of this interdisciplinary collaboration is our strong belief that handheld guides are a promising medium to enhance visitors' learning experiences in a museum and strengthen the experience of a group visit.In this paper we present a first application: a collaborative trading game for (school)groups of children; from conceptual stage towards final implementation and conclude with user test results. We designed the museum game so that every player is dependent on the concrete actions of other players; only through social interaction and cooperation can they come to a good result.