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Adaptive User Interface Modelling for Web-environments

Adaptive User Interface Modelling for Web-environments. T-121.900 – 15.10.2002 Antti Martikainen antti.martikainen@helsinki.fi. Contents. Requirements for Adaptation Device Independent UI Languages UI Models Model Mapping Conclusions. Scope. This presentation is not about

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Adaptive User Interface Modelling for Web-environments

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  1. Adaptive User Interface Modelling for Web-environments T-121.900 – 15.10.2002 Antti Martikainen antti.martikainen@helsinki.fi

  2. Contents • Requirements for Adaptation • Device Independent UI Languages • UI Models • Model Mapping • Conclusions

  3. Scope • This presentation is not about • Intelligence in adaptation • Adaptation based on users behaviour • Rather it is about • Modelling principles to enable a single application to adapt to different kinds of devices, and • Finding balance between usability requirements and development times and maintenance costs

  4. Screen resolution WAP PDA Computer 48x48 256x364 1024x768

  5. Adapting applications to devices • Managing bi-directional interactions requires device specific adaptation to • Screen resolution • Connection speed • Different Markup languages • Rendering capabilities • Functional capabilities

  6. Language/Device specific capabilities • Visual rendering • Colours • Tables • Frames • Images • Voice detection vs. Visual input • Scripting capabilities • Javascript • Style sheet usage • CSS (XSLT) • …

  7. The Common Multi-channel Delivery Mechanism

  8. Device Independent UI languages

  9. PDA

  10. WAP

  11. Voice System: "Masters Scores. Please select one of the following for player: Tiger Woods, David Duval, Phil Mickelson, Mark Calcavecchia..." User: "Tiger Woods." System: "Please select one of the following for Tiger Woods or say "all" to listen to all of available information: Player, Tournament Score, Round 1, Round 2, Round 3, Round 4." User: "Tournament Score." System: "The Tournament Score for Tiger Woods is 16 under." User: "Lookup." System: "What information would you like?" User: "Can I have the Round 3 score for Chris DiMarco?" System: "The Round 3 score for Chris DiMarco is 69. What information would you like?" User: "Goodbye."

  12. Web browser

  13. Windows CE

  14. Examples of Device Independent UI languages • UIML (User Interface Markup Language) • Does not allow implementing device specific features • MAXML (Multi-channel Access XML) • Engine implements device specific features automatically  designer cannot affect usability

  15. Common Problems with Abstract Languages • Applications built with abstract languages are either • Implemented to match the capabilities of the “weakest” device (lacking required functionality), or • Not usable, at least concerning some devices

  16. User Interface Modelling systems • UIM languages consist of models • Task • Presentation • Domain • Device • Dialogue • User

  17. Task model • Describes how users do their tasks in a certain application • Contains the task structure, and the order and division of interactions between user and system • Formal task descriptions should work as a device independent starting point for the UI • Task model could support a more straight forward flow in realizing user requirements in the UI

  18. Presentation model • Represents the visual and auditory elements provided to the user by the user interface. • Presentation elements give abstract tasks a concrete form • May also contain stylistic properties, such as colours and font size • Example: • Define that a persons name is shown in an input field

  19. Domain model • Defines the underlying objects that the user can indirectly see and manipulate through the user interface • Commonly attached to (abstract) task elements to achieve UI code reuse • Example: • A product has certain attributes; These attributes are managed through certain actions

  20. Device model • Presents the capabilities, such as the used UI language, connection speeds and other properties of a device • Example: • Can the device handle JavaScript? • CC/PP • W3C standard for device capabilities • Incomplete • does not define all necessary elements • does not say what UIM systems should do with device properties

  21. Dialogue model • A more concrete approach to task model • Defines interactions in cases of technical forces • Example: • How to implement a confirmation, when one device is Javascript enabled and another is not?

  22. User model • Defines the attributes and roles of users • Can be used to provide a way to model UI preferences for specific users or groups of users • Examples: • Exclude a group of users from some task • Show all possible data attributes to company management

  23. Mapping problem

  24. Location, available services etc... Combining Separate Models

  25. Transforming the UI

  26. Conclusions • Model-based UI development strives for • Systematic and faster UI development with UI code reuse • Serving all existing devices • Difficulties • How to proceed from abstract to concrete UIs without compromising aesthetic design • Required models and mappings are not completely clear • Development tools are important (no commercial products) • New UI design methodology

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