Kotsalis a George Vellis a Demosthenes Akoumianakis a Jean Vanderdonckt b a Department of Informatics Engineering Technological Education Institution of Crete Greece b Université ID: 485753
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Dimitrios KotsalisaGeorge VellisaDemosthenes AkoumianakisaJean VanderdoncktbaDepartment of Informatics Engineering, Technological Education Institution of Crete, GreecebUniversité catholique de Louvain, Louvain School of Management, Belgium
‘Implementation-agnostic’ instantiation schemes for ubiquitous, synchronous multi-user interfaces
4th Mobile Device and Web software Development - Small-systems development (MDSD) 2014"
Athens
, Greece
Oct.
2-3, 2014Slide2
Research on advanced, creativity-based User Interface engineering, meaningnon-trivial case scenariosmulti-user interfaces synchronous collaboration distributed usersubiquitous settingsResearch protocolJoint supervision of two researchers of the istlab (Department of Informatics Engineering of TEI Crete) in PhD program at the Université catholique de Louvain, Louvain School of Management, BelgiumContext of the researchSlide3
Case study problem descriptions and overview of solutions (i.e., current version of the implementation)Brief and non-technical discussion of the engineering challenges and the technicalities of the workDesign-oriented inspirationDevelopment platforms and toolsOn-going workPlan of the presentationSlide4
Two human collaborators / playersA single shared digital representationThe soccer fieldTwo types of agentsHuman (collaborators) and non-human (soccer players)Human collaborators virtualized and represented by soccer playersAffordances of soccer players (inspired from semiotic engineering)Each human collaborator operates with the currently selected soccer playerEach soccer player operates on a shared space inhabited by other playersEach human collaborator operates through different devices (Desktop/Swing and Mobile/Android)The combined experience (i.e., game co-play) entails operations within different representations The system in its current operational setting Scenario in MDSD’14 - The virtual settingSlide5
How can we design and generate non-trivial multi-user interfaces that support synchronous collaboration between distributed users in ubiquitous settings?Existing approachesToolkit-based programmingModel-based UI engineeringBoth exhibit limitations which do not allow effective solution to the kind of problem describedResearch question & related worksSlide6
Theory-based insightsInteraction devices versus affordancesSemiotic engineering for qualifying virtualities by type of agents and kind of operationEngineering approachDevelopment of an abstraction-based model anchoring interaction in to human intentions and capabilitiesSpecify capabilities in a model-based fashionExtend UsiXML as needed to support the new specificationProvisions for extensible interaction vocabulariesBuild dedicated design tools run-time environment componentsProposed approach Slide7
Current implementation of platform-agnostic UI instantiation schemesAn illustration of the approach Slide8
A scheme that relies on implementation agnostic (i.e., abstract) specifications of UIs At run-time and once user and usage context parameters are discovered, the implementation agnostic spec is translated to context-specific interaction vocabularies using dedicated tools Platform-agnostic instantiationSlide9
Widget gallerySlide10
Polymorphic classification scheme for the ‘abstract button’ widget
Download
DownloadSlide11
Introduce new widgets as first-class design objectsWidget Specification – Basic conceptWSLLibrariesResources
Widget ArchiveSlide12
Polymorphism & extensible interaction vocabulariesWidget ArchiveSlide13
Note that polymorphism at the UI-level is a much more demanding notion than polymorphism (i.e., polymorphic method invocation) as implemented in popular Object-Oriented languages.An example of polymorphic specification of the ‘abstract SoccerField’ widgetSlide14
Note that polymorphism at the UI-level is a much more demanding notion than polymorphism (i.e., polymorphic method invocation) as implemented in popular Object-Oriented languages.An example of polymorphic specification of the ‘abstract SoccerField’ widgetSlide15
Run-time scenario (MDSD’14 paper)Slide16
Some technical challenges resolvedInput/output techniques and event modelsModel
View
View
Window
Window
selected
tapped
activated
View
Window
Breakdowns
Different semantics
Implementation language/toolkit
dependentSlide17
Some technical challenges resolvedStates and state transitionsonMouseDownonMouseRelease
onSelectCommand
onChangePlayerCommand
onTap
onUntap
moving
still
moving
still
moving
stillSlide18
Sharing schemes for Synchronous collaboration: “Common States” sharingNot abstract enough since there may be no common states or states at allSlide19
More recent developments(THALES-MusiNet, 2012-2015)Score’ interactive music metaphor: PC, expert usersTablature’ interactive music metaphor: PC, novice usersThe ‘circular’ interactive music metaphor: Web, novice usersSlide20
Distributed Collaborative music learningUser rolesTeacher (Expert)Student (Novice)User stereotypesSightedBlindPlatformsPC: Java/swingPC: JNVT2Web: HTML5 – PrototypeInteractive metaphorsScoreTablatureCircularScenariosMulti-user Music Notation LessonsJNVT2JNVT2Slide21
HTML5/PrototypeAdvanced collaborative featuresInterim-feedback, Group awareness support (Multi-user selection, Multi-user highlighting, Radar view, Film-view), Social awarenessNovel features
YouTube channel (“MusicNet istLab - Tei Crete”)Slide22
Polymorphic specificationSlide23
Current and on-going workSupport for web2 UIsGeneric support for group awarenessRun-time adaptivity and UI plasticity in distributed and ubiquitous settingsDistributed music learningAcknowledgements The work is supported by ARCHIMEDES III, THALESKUL for PhD dissertations (first two authors)Future work & acknowledgementsSlide24
Final remarkAll screenshots presented were taken from running prototypes. For those interested some of them are already available in our channels on YouTube (“MusicNet istLab - Tei Crete”, iSTLab TeiCrete).