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Extraordinary User Interfaces

Extraordinary User Interfaces. Jean Vanderdonckt vanderdonckt@isys.ucl.ac.be Head of BCHI Lab, http://www.isys.ucl.ac.be/bchi. What is an extraordinary user interface?. An extraordinary User Interface (UI) may exhibit untraditional interaction

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Extraordinary User Interfaces

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  1. Extraordinary User Interfaces Jean Vanderdonckt vanderdonckt@isys.ucl.ac.be Head of BCHI Lab, http://www.isys.ucl.ac.be/bchi University of Castilla-La Mancha - Albacete, November 15, 2004

  2. What is an extraordinary user interface? • An extraordinary User Interface (UI) • may exhibit untraditional interaction • Techniques: drag & drop, fold & drop, pick & drop • Styles: mixed reality • Devices: head mounted display • but should not necessarily be limited to sophisticated applications • You can do that too on existing UIs • You can also create extraordinary things on ordinary UIs University of Castilla-La Mancha - Albacete, November 15, 2004

  3. 2004 Entity-relationship Attribute model State-transition diagrams Information systems Graphical User Interfaces TODAY Business applications Screen definitions Character UIs Automated, batch systems Nothing No Interaction Technique Target Applications, Domains Notations and tools User Interface Interaction Techniques Adapted from [Palanque,2002] University of Castilla-La Mancha - Albacete, November 15, 2004

  4. Graphical User Interfaces • Design once, use many • UsiXML = USer Interface eXtensible Markup Language • See http://www.usixml.org • FormiXML: forms editor for Java applications • FlashiXML: rendering engine in SWF University of Castilla-La Mancha - Albacete, November 15, 2004

  5. Graphical User Interfaces • Usual interaction technique • Drag & drop • New interaction techniques • Fold & drop • Pick & drop [Dragicevic, 2004] http://liihs.irit.fr/dragice/foldndrop/index.html [Rekimoto, 2001] University of Castilla-La Mancha - Albacete, November 15, 2004

  6. 2005 Web, Java applications Task model, context model, UML,… Multi-platform User Interfaces 2004 Entity-relationship Attribute model State-transition diagrams Information systems Graphical User Interfaces TODAY Business applications Screen definitions Character UIs Automated, batch systems Nothing No Interaction Technique Target Applications, Domains Notations and tools User Interface Interaction Technique Adapted from [Palanque,2002] University of Castilla-La Mancha - Albacete, November 15, 2004

  7. The situation [Forrester,1999] • Multiple computing platforms • Until 2005, the average user will be confronted with at least 5 computing platforms University of Castilla-La Mancha - Albacete, November 15, 2004

  8. ---- Home Page ----- Home Bookmarks Yes No O p tions Back Sports The situation University of Castilla-La Mancha - Albacete, November 15, 2004

  9. The problem • To develop user interfaces (UIs) simulta-neously for multiple contexts of use • A context of use = triple • User • Computing platform • Surrounding environment • Organisation • Socio-psychological factors University of Castilla-La Mancha - Albacete, November 15, 2004

  10. The problem • Why is it difficult? • For the designer: • Multiplicity of contexts of use • No systematic design method • For the user: • Poor usability of resulting UI • UI not adapted to the genuine context of use • For the developer: • Increase of development and maintenance costs • Increasing development complexity • Little of no factoring out of common elements University of Castilla-La Mancha - Albacete, November 15, 2004

  11. The problem [Lao Tch’ai Tche, many many years ago] • Why should it be systematic? • Some consider it noble to have a method • Other consider it noble not to have a method • Not to have a method is bad • But to stop entirely at any method is worse still • One should at first observe rules severely, then change them in an intelligent way • The aim of possessing method is to seem finally as if one had no method University of Castilla-La Mancha - Albacete, November 15, 2004

  12. Mono-platform UI • Traditional approach • Visualdevelopment University of Castilla-La Mancha - Albacete, November 15, 2004

  13. Mono-platform UI • Advantages of traditional approach • UI is graphical by nature • A UI prototype can be • Rapidly produced • Easily modified • Visually demonstrated University of Castilla-La Mancha - Albacete, November 15, 2004

  14. Mono-platform UI • Shortcomings of traditional approach • No structured method for developing a UI • All the knowledge remain implicit • Modification can lead to unstructured design • Little or no tool support for iterative design • Selection of widgets can be inappropriate • UI Layout can be tedious, repetitive • Problem of the spaghetti of callbacks • Early prototyping is hard to achieve and time consuming • Limited reusability (throw away) University of Castilla-La Mancha - Albacete, November 15, 2004

  15. Desired interface Obtained interface • Table with dynamic data • Gantt chart • Direct manipulation • Menu bar and pull-down menus • Toolbar • Scrollbars Mono-platform UI [Szekely,1994] • Shortcomings of traditional approach • Limited use of UI builder University of Castilla-La Mancha - Albacete, November 15, 2004

  16. Mono-platform UI [Szekely,1994] Interface builders cannot build their own UI University of Castilla-La Mancha - Albacete, November 15, 2004

  17. Mono-platform UI • Model-based approach • Models: explicitly capture knowledge about UI and Interactive Applications with appropriate abstractions • Method: structures the definition and use of underlying models in a stage-wise approach • Supportingtools: support the use of the method by providing tools for models and their related operations. Ideally, one model should be supported by at least one tool University of Castilla-La Mancha - Albacete, November 15, 2004

  18. Model 1 Model … Model n Tools Models Method Model Model Model Mono-platform UI • Goal: to integrate all three facets Interface 1 University of Castilla-La Mancha - Albacete, November 15, 2004

  19. Multi-platform [Grolaux, 2001] • Plastic UI: Virtual keyboard University of Castilla-La Mancha - Albacete, November 15, 2004

  20. Multi-platform [Grolaux, Van Roy, Vanderdonckt, 2002] • Plastic UI: FlexClock See http://www.info.ucl.ac.be/people/ned/flexclock/ University of Castilla-La Mancha - Albacete, November 15, 2004

  21. Multi-platform • Plastic UI: adaptable bounded value See http://www.isys.ucl.ac.be/bchi/research/adaptable/sizedemo.htm University of Castilla-La Mancha - Albacete, November 15, 2004

  22. Multi-platform for Emergency [Amouh et al.,2004] University of Castilla-La Mancha - Albacete, November 15, 2004

  23. Multi-platform for Emergency • Three platforms • Pocket PC • Desktop PC • Wall Screens See http://www.tele.ucl.ac.be/PROJECTS/ARTHUR/ University of Castilla-La Mancha - Albacete, November 15, 2004

  24. Multi-platform for Emergency • Model and method • Design the reference screen first • Refine the others screens later • By applying graceful degradation • By applying transformation techniques See http://www.polymedis.com University of Castilla-La Mancha - Albacete, November 15, 2004

  25. Graceful degradation [Florins & Vanderdonckt,2004] University of Castilla-La Mancha - Albacete, November 15, 2004

  26. Transformation rules University of Castilla-La Mancha - Albacete, November 15, 2004

  27. Transformation rules See http://www.isys.ucl.ac.be/bchi/publications/2004/Florins-IUI2004.pdf University of Castilla-La Mancha - Albacete, November 15, 2004

  28. Transformation rules University of Castilla-La Mancha - Albacete, November 15, 2004

  29. Virtual Reality User Interfaces Scene model 3D Applications 2005 Web, Java applications Task model, context model, UML,… Multi-platform User Interfaces 2004 Entity-relationship Attribute model State-transition diagrams Information systems Graphical User Interfaces TODAY Business applications Screen definitions Character UIs Automated, batch systems Nothing No Interaction Technique Target Applications, Domains Notations and tools User Interface Interaction Technique Adapted from [Palanque,2002] University of Castilla-La Mancha - Albacete, November 15, 2004

  30. Virtualisation of UIs [Vanderdonckt, Bouillon, Chow, 2004] • Going from 2D to 3D • Mapping widgets in 2D to 3D See http://www.isys.ucl.ac.be/bchi/publications/2004/Vanderdonckt-W3D2004.pdf University of Castilla-La Mancha - Albacete, November 15, 2004

  31. Virtualisation of UIs [Molina, 2004] • Graphical rendering in 3D of UsiXML • Virtual world University of Castilla-La Mancha - Albacete, November 15, 2004

  32. Command and control systems, games Mixed Reality User Interfaces World models Virtual Reality User Interfaces Scene model 3D Applications 2005 Web, Java applications Task model, context model, UML,… Multi-platform User Interfaces 2004 Entity-relationship Attribute model State-transition diagrams Information systems Graphical User Interfaces TODAY Business applications Screen definitions Character UIs Automated, batch systems Nothing No Interaction Technique Target Applications, Domains Notations and tools User Interface Interaction Technique Adapted from [Palanque,2002] University of Castilla-La Mancha - Albacete, November 15, 2004

  33. Mixed reality • Mixed reality = real world + digital world See http://urbicande.tele.ucl.ac.be University of Castilla-La Mancha - Albacete, November 15, 2004

  34. Mixed reality for games See http://www.alterface.com University of Castilla-La Mancha - Albacete, November 15, 2004

  35. Mixed reality in surgery [Trevisan, Gemo, Vanderdonckt, Macq, 2004] • No representation for • tasks in real or virtual world • tasks independent of user interaction e.g. tracking object of interest • various contexts of use in Mixed Reality Systemsi.e. changing point-of-view Adaptive IS composition based on focus of interest University of Castilla-La Mancha - Albacete, November 15, 2004

  36. Composing the MIS Virtual CIOs Anatomic organs Primary object of interest Real CIOPatient head Virtual CIOs Annotations University of Castilla-La Mancha - Albacete, November 15, 2004

  37. Annotation placement strategy • No overlapping annotations for readability • Highest priority of virtual object (3) • Medium priority of real object (2) • Low priority of background (1) • Annotations placed from peripheral to central zones • Other objects as part of Background University of Castilla-La Mancha - Albacete, November 15, 2004

  38. Context-aware MultimodalAnnotation Rendering (a) Background context (c) Virtual Object context (b) Background/Real Object context User focus controls adaptive presentation management • - what information to display • annotation positions • modality switch University of Castilla-La Mancha - Albacete, November 15, 2004

  39. Context model in mixed reality [Trevisan, Gemo, Vanderdonckt, Macq, 2004] • A context model describes all the entities that may influence carrying out the interactive task of user with the intended UI • Environment model - such attributes may be physical (e.g., lighting conditions), psychological (e.g., level of stress), and organization (e.g., location and role definition in the organization chart). • Platform model – couple of software/hardware, such atributes may be screen resolution/size • User model – stereotypes, sub-stereotypes (profiles) University of Castilla-La Mancha - Albacete, November 15, 2004

  40. Plasticity analysis and usability evaluation [Trevisan, Gemo, Vanderdonckt, Macq, 2004] Refined Metrics for Plastic MR systems Perceptive, cognitive, functional intra-context continuity and inter-context continuity Intra-context / inter-context frequency and frequency switch Plasticity thresholds and context boundary values Inter-context continuity Plasticity Domains in the MIS University of Castilla-La Mancha - Albacete, November 15, 2004

  41. 2020 No more programming? No more bugs? 2006 Physical models Embodied UIs Embarked syst Tangible UIs Command and control systems, games Mixed Reality User Interfaces World models Virtual Reality User Interfaces Scene model 3D Applications 2005 Web, Java applications Task model, context model, UML,… Multi-platform User Interfaces 2004 Entity-relationship Attribute model State-transition diagrams Information systems Graphical User Interfaces TODAY Business applications Screen definitions Character UIs Automated, batch systems Nothing No Interaction Technique Target Applications, Domains Notations and tools User Interface Interaction Technique Adapted from [Palanque,2002] All Applications The Invisible UI

  42. Thank you very muchfor your attention and see you in 2020 Any question? For more information and free downloading,visit our web site at: http://www.isys.ucl.ac.be/bchi University of Castilla-La Mancha - Albacete, November 15, 2004

  43. Special thanks to • Pascual González López • María Dolores Lozano Pérez • Víctor Manuel López Jaquero • José Pascual Molina Massó • Francisco Montero Simarro University of Castilla-La Mancha - Albacete, November 15, 2004

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