Acknowledgements xv
About the Editors xvii
Contributors xix
PART I BASIC TERMINOLOGY, CONCEPTS, AND CHALLENGES 1
1 Executive Summary and Book Overview 3
Ahmed Seffah and Homa Javahery
1.1 Motivation 3
1.2 A Few Definitions 4
1.3 Challenges 5
1.4 Specific Objectives 5
1.5 Audience 6
1.6 Overview 6
References 9
2 Multiple User Interfaces: Cross-Platform Applications and
Context-Aware Interfaces 11
Ahmed Seffah and Homa Javahery
2.1 MUI: Characterization and Evolution 11
2.1.1 Interaction Styles 13
2.1.2 Fundamental Characteristics 15
2.1.3 Vertical versus Horizontal Usability 16
2.1.4 Related Work 16
2.2 Fertile Topics for Research Exploration 18
2.2.1 Context-Aware Development 18
2.2.2 Model-Based Development 20
vi CONTENTS
2.2.3 Pattern-Driven Development 22
2.2.4 Device-Independent Development 23
2.3 Concluding Remarks 24
Acknowledgements 25
References 25
PART II ADAPTATION AND CONTEXT-AWARE USER INTERFACES 27
3 A Reference Framework for the Development of Plastic User Interfaces 29
David Thevenin, Jo¨elle Coutaz, and Ga¨elle Calvary
3.1 Introduction 29
3.2 Terminology: Context of Use, Plastic UI and Multi-Target UI 30
3.2.1 Context of Use and Target 30
3.2.2 Multi-Target User Interfaces and Plastic User Interfaces 31
3.2.3 Terminology: Summary 32
3.3 The “Plastic UI Snowflake” 32
3.3.1 Target Sensitivity 33
3.3.2 Classes of Software Tools 33
3.3.3 Actors in Charge of Adaptation 34
3.3.4 Computation of Multi-Target and Plastic User Interfaces 35
3.3.5 User Interface Software Components 35
3.3.6 User Interface Migration 37
3.4 The Process Reference Framework for Multi-Target and Plastic UIs 37
3.4.1 General Description 38
3.4.2 The Process Reference Framework in the Design Phase 39
3.4.3 Instantiations of the Process Reference Framework 41
3.5 ARTStudio: An Application of the Process Reference Framework 43
3.5.1 The EDF Home Heating Control System 43
3.5.2 ARTStudio 43
3.6 Conclusion 49
Acknowledgement 49
References 49
4 Temporal Aspects of Multi-Platform Interaction 53
David England and Min Du
4.1 Introduction 53
4.2 Temporal Contexts of Multiple Platforms 55
4.2.1 Fitts’ Law and the Controlisplay Ratio 55
4.2.2 Computation Speed of the Platform 56
4.2.3 Support for Task Switching on Platforms 56
4.3 Modelling Temporal Contexts 57
4.3.1 Action Selection Pattern 58
4.3.2 Progress Monitoring Pattern 59
CONTENTS vii
4.3.3 Task Management Pattern 61
4.3.4 Platform Interaction Pattern 62
4.4 The Temporal Constraint Engine 63
4.5 Discussion 64
4.6 Conclusions 65
References 65
A. The PUAN Notation 66
5 The PALIO Framework for Adaptive Information Services 69
Constantine Stephanidis, Alexandros Paramythis, Vasilios Zarikas,
and Anthony Savidis
5.1 Introduction 69
5.2 The PALIO System Architecture 71
5.2.1 Overview 71
5.2.2 The PALIO Adaptation Infrastructure 75
5.3 PALIO as an Adaptive Hypermedia System 76
5.3.1 Adaptation Determinants 77
5.3.2 Decisions on the Basis of Adaptation Determinants 78
5.3.3 Adaptation Actions 80
5.4 PALIO in the Context of MUI 83
5.4.1 PALIO as a Web UI 83
5.4.2 A Brief Example 88
5.5 Summary and On-Going Work 89
Acknowledgements 90
References 90
Footnotes 91
PART III DEVELOPMENT TECHNOLOGY AND LANGUAGES 93
6 Building Multi-Platform User Interfaces with UIML 95
Mir Farooq Ali, Manuel A. P´erez-Qui˜nones, and Marc Abrams
6.1 Introduction 95
6.2 Terminology 97
6.3 Related Work 98
6.4 UIML 100
6.4.1 Language Overview 101
6.4.2 The <interface> Component 101
6.4.3 The <peers> Component 102
6.4.4 A Sample UI 102
6.5 A Framework for Multi-Platform UI Development 104
6.5.1 Task Model 105
6.5.2 Generic Description of Device Families 106
6.5.3 Abstract to Concrete Transformations 109
viii CONTENTS
6.6 Transformation-Based UI Development Environment 111
6.6.1 TIDE Version 1 112
6.6.2 Goals for TIDE 2 112
6.7 Conclusions 115
Acknowledgements 116
References 116
7 XIML: A Multiple User Interface Representation Framework
for Industry 119
Angel Puerta and Jacob Eisenstein
7.1 Introduction 119
7.1.1 Special Challenges for MUI Solutions for Industry 120
7.1.2 Foundation Technologies 121
7.1.3 Summary of Chapter 121
7.2 The XIML Representation Framework 121
7.2.1 Target Computing Model 122
7.2.2 XIML Requirements 123
7.2.3 Structure and Organization of XIML 124
7.2.4 Validation Exercises 127
7.3 An XIML Pilot Application 133
7.3.1 MANNA: The Map Annotation Assistant 134
7.3.2 The MANNA Abstract XIML Components 136
7.3.3 XIML-Based Middleware for MANNA 139
7.4 Discussion 144
7.4.1 The XIML Roadmap 144
7.4.2 Related Work 145
7.4.3 Summary of Findings 146
Acknowledgements 146
References 146
8 AUIT: Adaptable User Interface Technology, with Extended Java
Server Pages 149
John Grundy and Wenjing Zou
8.1 Introduction 149
8.2 Case Study: A Collaborative Job Management System 151
8.3 Related Work 152
8.4 Our Approach 154
8.5 Design and Implementation 156
8.6 Job Management System Examples 161
8.7 Experiences 164
8.8 Summary 166
References 166
CONTENTS ix
PART IV MODEL-BASED DEVELOPMENT 169
9 Adaptive Task Modelling: From Formal Models to XML
Representations 171
Peter Forbrig, Anke Dittmar, and Andreas M¨uller
9.1 Introduction 171
9.2 Model-Based Software Development 172
9.2.1 Models Used in the Design Process 172
9.2.2 Task Modelling 172
9.2.3 New Challenges for Modelling 175
9.3 Adaptive Specification Techniques 176
9.3.1 Adapted Task Models 177
9.3.2 Specification of Device Features by XML 179
9.4 Example of an Electronic Shop 181
9.4.1 The Task Model of E-Shopping 181
9.4.2 The Generation of Specific User Interfaces 183
9.5 Conclusions 191
References 191
10 Multi-Model and Multi-Level Development of User Interfaces 193
Jean Vanderdonckt, Elizabeth Furtado, Jo˜ao Jos´e Vasco Furtado,
Quentin Limbourg, Wilker Bezerra Silva, Daniel William Tavares Rodrigues,
and Leandro da Silva Taddeo
10.1 Introduction 193
10.2 Related Work 194
10.3 Definition of Model 195
10.4 Conceptual Level 198
10.4.1 Definition 198
10.4.2 Case Study 199
10.5 Logical Level 201
10.5.1 Definition 201
10.5.2 Case Study 202
10.6 Physical Level 205
10.6.1 Definition 205
10.6.2 Case Study 205
10.7 Summary of the Development Process 210
10.8 Conclusion 213
Acknowledgements 214
References 215
11 Supporting Interactions with Multiple Platforms Through User
and Task Models 217
Luisa Marucci, Fabio Patern`o, and Carmen Santoro
11.1 Introduction 217
x CONTENTS
11.2 An Illustrative Scenario 219
11.3 General Description of the Approach 221
11.4 Role of the Task Model in Design 223
11.4.1 From the Task Model to the Abstract User Interface 225
11.4.2 The Language for Abstract User Interfaces 226
11.4.3 From the Abstract User Interface to its Implementation 228
11.5 Relations between Task Model and User Model 228
11.6 The User Model 229
11.7 Adaptive Rules 232
11.7.1 Navigation as a Function of Task Frequency 232
11.7.2 Navigation as a Function of Task Performance 234
11.7.3 Modification of Presentation 235
11.7.4 Modification of Content Presentation 235
11.8 Conclusions 237
Acknowledgements 237
References 238
PART V ARCHITECTURES, PATTERNS, AND
DEVELOPMENT TOOLKITS 239
12 Migrating User Interfaces Across Platforms Using HCI Patterns 241
Homa Javahery, Ahmed Seffah, Daniel Engelberg, and Daniel Sinnig
12.1 Introduction 241
12.2 A Brief Overview of HCI Patterns 243
12.3 Redesigning User Interfaces with Pattern Mapping 245
12.3.1 The Effect of Screen Size on Redesign 245
12.3.2 Pattern-based Redesign: A Case Study with Navigation
Patterns 247
12.3.3 Architecture Size as an Added Variable in Redesign 248
12.4 Research Directions for the Use of Patterns in Reengineering User
Interfaces 254
12.4.1 Pattern-Assisted Reengineering 255
12.4.2 Comparing Reengineering to Redesign 256
12.5 Conclusion and Future Investigations 257
Acknowledgements 259
References 259
13 Support for the Adapting Applications and Interfaces to Context 261
Anind K. Dey and Gregory D. Abowd
13.1 Introduction 261
13.2 Why Context is Difficult to Use and Why Support is Needed for it 264
13.2.1 Separation of Concerns 264
13.2.2 Context Interpretation 265
CONTENTS xi
13.2.3 Transparent, Distributed Communications 265
13.2.4 Constant Availability of Context Acquisition 266
13.2.5 Context Storage and History 266
13.2.6 Resource Discovery 266
13.3 Basic Component-Based Architecture and the Conference Assistant
Application 267
13.3.1 Context Widgets 268
13.3.2 Context Aggregators 268
13.3.3 Context Interpreters 269
13.3.4 Services 269
13.3.5 Discoverers 270
13.3.6 Conference Assistant Application 270
13.3.7 Summary 276
13.4 Situation Support and the CybreMinder Application 276
13.4.1 Implementation of the Situation Abstraction 277
13.4.2 CybreMinder: A Complex Example that Uses the Situation
Abstraction 278
13.4.3 Summary 283
13.5 Fusion Support and the In/Out Board Application 284
13.5.1 The Architecture of the Location Service 285
13.5.2 Representing Location 286
13.5.3 Details on Positioning Systems 287
13.5.4 Fusion and Aggregation of Location 289
13.5.5 Accessing, Interpreting and Handling Location Data Within
an Application 289
13.5.6 Sample Application Development 291
13.5.7 Summary 292
13.6 Conclusions 293
Acknowledgements 294
References 294
14 A Run-time Infrastructure to Support the Construction of Distributed,
Multi-User, Multi-Device Interactive Applications 297
Simon Lock and Harry Brignull
14.1 Introduction 297
14.2 MUI Interaction Scenario 298
14.3 Requirements for Infrastructure 299
14.4 Existing Approaches 301
14.5 Design of Infrastructure and Development Framework 303
14.5.1 Design of Interaction Metaphor 305
14.5.2 Bubble Glosses 307
14.6 Implementation of Infrastructure and Development Framework 310
14.7 Operation of the Infrastructure 311
14.7.1 Dynamic Device Service Registration 311
xii CONTENTS
14.7.2 Dynamic Device Service Selection 311
14.7.3 Application Service Linkage 312
14.7.4 Bubble Synchronisation 313
14.8 Infrastructure Utilisation 314
14.9 Application Usage Scenarios 316
14.10 Discussion 320
14.11 Conclusions 321
References 322
PART VI EVALUATION AND SOCIAL IMPACTS 325
15 Assessing Usability across Multiple User Interfaces 327
Gustav O¨ quist, Mikael Goldstein and Didier Chincholle
15.1 Introduction 327
15.2 Multiple User Interfaces: Multiple Contexts
of Use 328
15.3 Multiple Contexts of Use: Multiple Factors
of Usability 330
15.3.1 Portability 330
15.3.2 Attentiveness 331
15.3.3 Manageability 333
15.3.4 Learnability 334
15.3.5 Indexical Factors of Usability for Different Contexts of Use 335
15.4 Assessing Usability of Mobile Interfaces 336
15.4.1 Mobile Input Interfaces 337
15.4.2 Mobile Output Interfaces 341
15.5 Discussion 346
15.6 Conclusions 347
References 348
16 Iterative Design and Evaluation of Multiple Interfaces for a Complex
Commercial Word Processor 351
Joanna McGrenere
16.1 Introduction 351
16.2 Design Solutions to Complex Software 353
16.3 Study One 355
16.3.1 Methodology 355
16.3.2 Selected Results 356
16.4 Pilot Study 359
16.4.1 Implementation 360
16.4.2 Objectives and Methodology 361
16.4.3 Selected Results 362
CONTENTS xiii
16.5 Study Two 363
16.5.1 Methodology 365
16.5.2 Selected Results 366
16.6 Summary and Conclusions 369
Acknowledgements 371
References 371
Footnotes 372
17 Inter-Usability of Multi-Device Systems – A Conceptual Framework 373
Charles Denis and Laurent Karsenty
17.1 Introduction 373
17.2 Inter-Usability: A Conceptual Framework 374
17.2.1 Principal Processes Involved in Transitions between Devices 374
17.2.2 Requirements for Knowledge Continuity 376
17.2.3 Requirements for Task Continuity 379
17.3 Design Principles for Inter-Usability 380
17.3.1 Inter-Device Consistency 381
17.3.2 Transparency 382
17.3.3 Adaptability 383
17.4 Conclusion 384
Acknowledgements 384
References 384
Subject Index 387
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Multiple User Interfaces
Cross-Platform Applications and
Context-Aware Interfaces
Edited by
Ahmed Seffah and Homa Javahery
Concordia University, Department of Computer Science, Canada
Multiple User Interfaces
Multiple User Interfaces
Cross-Platform Applications and
Context-Aware Interfaces
Edited by
Ahmed Seffah and Homa Javahery
Concordia University, Department of Computer Science, Canada
Copyright 2004 John Wiley & Sons Ltd, The Atrium, Southern Gate, Chichester,
West Sussex PO19 8SQ, England
Telephone (+44) 1243 779777
Email (for orders and customer service enquiries): cs-books@wiley.co.uk
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Library of Congress Cataloging-in-Publication Data
Multiple user interfaces : cross-platform applications and context-aware interfaces / edited by
Ahmed Seffah & Homa Javahery.
p. cm.
Includes bibliographical references and index.
ISBN 0-470-85444-8
1. Computer interfaces. I. Seffah, Ahmed. II. Javahery, Homa.
TK7887.5.M86 2003
004.6 – dc22
2003057602
British Library Cataloguing in Publication Data
A catalogue record for this book is available from the British Library
ISBN 0-470-85444-8
Typeset in 10/12pt Times by Laserwords Private Limited, Chennai, India
Printed and bound in Great Britain by TJ International, Padstow, Cornwall
This book is printed on acid-free paper responsibly manufactured from sustainable forestry
in which at least two trees are planted for each one used for paper production.
Contents
Acknowledgements xv
About the Editors xvii
Contributors xix
PART I BASIC TERMINOLOGY, CONCEPTS, AND CHALLENGES 1
1 Executive Summary and Book Overview 3
Ahmed Seffah and Homa Javahery
1.1 Motivation 3
1.2 A Few Definitions 4
1.3 Challenges 5
1.4 Specific Objectives 5
1.5 Audience 6
1.6 Overview 6
References 9
2 Multiple User Interfaces: Cross-Platform Applications and
Context-Aware Interfaces 11
Ahmed Seffah and Homa Javahery
2.1 MUI: Characterization and Evolution 11
2.1.1 Interaction Styles 13
2.1.2 Fundamental Characteristics 15
2.1.3 Vertical versus Horizontal Usability 16
2.1.4 Related Work 16
2.2 Fertile Topics for Research Exploration 18
2.2.1 Context-Aware Development 18
2.2.2 Model-Based Development 20
vi CONTENTS
2.2.3 Pattern-Driven Development 22
2.2.4 Device-Independent Development 23
2.3 Concluding Remarks 24
Acknowledgements 25
References 25
PART II ADAPTATION AND CONTEXT-AWARE USER INTERFACES 27
3 A Reference Framework for the Development of Plastic User Interfaces 29
David Thevenin, Joe¨lle Coutaz, and Gae¨lle Calvary
3.1 Introduction 29
3.2 Terminology: Context of Use, Plastic UI and Multi-Target UI 30
3.2.1 Context of Use and Target 30
3.2.2 Multi-Target User Interfaces and Plastic User Interfaces 31
3.2.3 Terminology: Summary 32
3.3 The “Plastic UI Snowflake” 32
3.3.1 Target Sensitivity 33
3.3.2 Classes of Software Tools 33
3.3.3 Actors in Charge of Adaptation 34
3.3.4 Computation of Multi-Target and Plastic User Interfaces 35
3.3.5 User Interface Software Components 35
3.3.6 User Interface Migration 37
3.4 The Process Reference Framework for Multi-Target and Plastic UIs 37
3.4.1 General Description 38
3.4.2 The Process Reference Framework in the Design Phase 39
3.4.3 Instantiations of the Process Reference Framework 41
3.5 ARTStudio: An Application of the Process Reference Framework 43
3.5.1 The EDF Home Heating Control System 43
3.5.2 ARTStudio 43
3.6 Conclusion 49
Acknowledgement 49
References 49
4 Temporal Aspects of Multi-Platform Interaction 53
David England and Min Du
4.1 Introduction 53
4.2 Temporal Contexts of Multiple Platforms 55
4.2.1 Fitts’ Law and the Control:Display Ratio 55
4.2.2 Computation Speed of the Platform 56
4.2.3 Support for Task Switching on Platforms 56
4.3 Modelling Temporal Contexts 57
4.3.1 Action Selection Pattern 58
4.3.2 Progress Monitoring Pattern 59
CONTENTS vii
4.3.3 Task Management Pattern 61
4.3.4 Platform Interaction Pattern 62
4.4 The Temporal Constraint Engine 63
4.5 Discussion 64
4.6 Conclusions 65
References 65
A. The PUAN Notation 66
5 The PALIO Framework for Adaptive Information Services 69
Constantine Stephanidis, Alexandros Paramythis, Vasilios Zarikas,
and Anthony Savidis
5.1 Introduction 69
5.2 The PALIO System Architecture 71
5.2.1 Overview 71
5.2.2 The PALIO Adaptation Infrastructure 75
5.3 PALIO as an Adaptive Hypermedia System 76
5.3.1 Adaptation Determinants 77
5.3.2 Decisions on the Basis of Adaptation Determinants 78
5.3.3 Adaptation Actions 80
5.4 PALIO in the Context of MUI 83
5.4.1 PALIO as a Web UI 83
5.4.2 A Brief Example 88
5.5 Summary and On-Going Work 89
Acknowledgements 90
References 90
Footnotes 91
PART III DEVELOPMENT TECHNOLOGY AND LANGUAGES 93
6 Building Multi-Platform User Interfaces with UIML 95
Mir Farooq Ali, Manuel A. Pe´rez-Quin˜ones, and Marc Abrams
6.1 Introduction 95
6.2 Terminology 97
6.3 Related Work 98
6.4 UIML 100
6.4.1 Language Overview 101
6.4.2 The Component 101
6.4.3 The Component 102
6.4.4 A Sample UI 102
6.5 A Framework for Multi-Platform UI Development 104
6.5.1 Task Model 105
6.5.2 Generic Description of Device Families 106
6.5.3 Abstract to Concrete Transformations 109
viii CONTENTS
6.6 Transformation-Based UI Development Environment 111
6.6.1 TIDE Version 1 112
6.6.2 Goals for TIDE 2 112
6.7 Conclusions 115
Acknowledgements 116
References 116
7 XIML: A Multiple User Interface Representation Framework
for Industry 119
Angel Puerta and Jacob Eisenstein
7.1 Introduction 119
7.1.1 Special Challenges for MUI Solutions for Industry 120
7.1.2 Foundation Technologies 121
7.1.3 Summary of Chapter 121
7.2 The XIML Representation Framework 121
7.2.1 Target Computing Model 122
7.2.2 XIML Requirements 123
7.2.3 Structure and Organization of XIML 124
7.2.4 Validation Exercises 127
7.3 An XIML Pilot Application 133
7.3.1 MANNA: The Map Annotation Assistant 134
7.3.2 The MANNA Abstract XIML Components 136
7.3.3 XIML-Based Middleware for MANNA 139
7.4 Discussion 144
7.4.1 The XIML Roadmap 144
7.4.2 Related Work 145
7.4.3 Summary of Findings 146
Acknowledgements 146
References 146
8 AUIT: Adaptable User Interface Technology, with Extended Java
Server Pages 149
John Grundy and Wenjing Zou
8.1 Introduction 149
8.2 Case Study: A Collaborative Job Management System 151
8.3 Related Work 152
8.4 Our Approach 154
8.5 Design and Implementation 156
8.6 Job Management System Examples 161
8.7 Experiences 164
8.8 Summary 166
References 166
CONTENTS ix
PART IV MODEL-BASED DEVELOPMENT 169
9 Adaptive Task Modelling: From Formal Models to XML
Representations 171
Peter Forbrig, Anke Dittmar, and Andreas Mu¨ller
9.1 Introduction 171
9.2 Model-Based Software Development 172
9.2.1 Models Used in the Design Process 172
9.2.2 Task Modelling 172
9.2.3 New Challenges for Modelling 175
9.3 Adaptive Specification Techniques 176
9.3.1 Adapted Task Models 177
9.3.2 Specification of Device Features by XML 179
9.4 Example of an Electronic Shop 181
9.4.1 The Task Model of E-Shopping 181
9.4.2 The Generation of Specific User Interfaces 183
9.5 Conclusions 191
References 191
10 Multi-Model and Multi-Level Development of User Interfaces 193
Jean Vanderdonckt, Elizabeth Furtado, Joa˜o Jose´ Vasco Furtado,
Quentin Limbourg, Wilker Bezerra Silva, Daniel William Tavares Rodrigues,
and Leandro da Silva Taddeo
10.1 Introduction 193
10.2 Related Work 194
10.3 Definition of Model 195
10.4 Conceptual Level 198
10.4.1 Definition 198
10.4.2 Case Study 199
10.5 Logical Level 201
10.5.1 Definition 201
10.5.2 Case Study 202
10.6 Physical Level 205
10.6.1 Definition 205
10.6.2 Case Study 205
10.7 Summary of the Development Process 210
10.8 Conclusion 213
Acknowledgements 214
References 215
11 Supporting Interactions with Multiple Platforms Through User
and Task Models 217
Luisa Marucci, Fabio Paterno`, and Carmen Santoro
11.1 Introduction 217
x CONTENTS
11.2 An Illustrative Scenario 219
11.3 General Description of the Approach 221
11.4 Role of the Task Model in Design 223
11.4.1 From the Task Model to the Abstract User Interface 225
11.4.2 The Language for Abstract User Interfaces 226
11.4.3 From the Abstract User Interface to its Implementation 228
11.5 Relations between Task Model and User Model 228
11.6 The User Model 229
11.7 Adaptive Rules 232
11.7.1 Navigation as a Function of Task Frequency 232
11.7.2 Navigation as a Function of Task Performance 234
11.7.3 Modification of Presentation 235
11.7.4 Modification of Content Presentation 235
11.8 Conclusions 237
Acknowledgements 237
References 238
PART V ARCHITECTURES, PATTERNS, AND
DEVELOPMENT TOOLKITS 239
12 Migrating User Interfaces Across Platforms Using HCI Patterns 241
Homa Javahery, Ahmed Seffah, Daniel Engelberg, and Daniel Sinnig
12.1 Introduction 241
12.2 A Brief Overview of HCI Patterns 243
12.3 Redesigning User Interfaces with Pattern Mapping 245
12.3.1 The Effect of Screen Size on Redesign 245
12.3.2 Pattern-based Redesign: A Case Study with Navigation
Patterns 247
12.3.3 Architecture Size as an Added Variable in Redesign 248
12.4 Research Directions for the Use of Patterns in Reengineering User
Interfaces 254
12.4.1 Pattern-Assisted Reengineering 255
12.4.2 Comparing Reengineering to Redesign 256
12.5 Conclusion and Future Investigations 257
Acknowledgements 259
References 259
13 Support for the Adapting Applications and Interfaces to Context 261
Anind K. Dey and Gregory D. Abowd
13.1 Introduction 261
13.2 Why Context is Difficult to Use and Why Support is Needed for it 264
13.2.1 Separation of Concerns 264
13.2.2 Context Interpretation 265
CONTENTS xi
13.2.3 Transparent, Distributed Communications 265
13.2.4 Constant Availability of Context Acquisition 266
13.2.5 Context Storage and History 266
13.2.6 Resource Discovery 266
13.3 Basic Component-Based Architecture and the Conference Assistant
Application 267
13.3.1 Context Widgets 268
13.3.2 Context Aggregators 268
13.3.3 Context Interpreters 269
13.3.4 Services 269
13.3.5 Discoverers 270
13.3.6 Conference Assistant Application 270
13.3.7 Summary 276
13.4 Situation Support and the CybreMinder Application 276
13.4.1 Implementation of the Situation Abstraction 277
13.4.2 CybreMinder: A Complex Example that Uses the Situation
Abstraction 278
13.4.3 Summary 283
13.5 Fusion Support and the In/Out Board Application 284
13.5.1 The Architecture of the Location Service 285
13.5.2 Representing Location 286
13.5.3 Details on Positioning Systems 287
13.5.4 Fusion and Aggregation of Location 289
13.5.5 Accessing, Interpreting and Handling Location Data Within
an Application 289
13.5.6 Sample Application Development 291
13.5.7 Summary 292
13.6 Conclusions 293
Acknowledgements 294
References 294
14 A Run-time Infrastructure to Support the Construction of Distributed,
Multi-User, Multi-Device Interactive Applications 297
Simon Lock and Harry Brignull
14.1 Introduction 297
14.2 MUI Interaction Scenario 298
14.3 Requirements for Infrastructure 299
14.4 Existing Approaches 301
14.5 Design of Infrastructure and Development Framework 303
14.5.1 Design of Interaction Metaphor 305
14.5.2 Bubble Glosses 307
14.6 Implementation of Infrastructure and Development Framework 310
14.7 Operation of the Infrastructure 311
14.7.1 Dynamic Device Service Registration 311
xii CONTENTS
14.7.2 Dynamic Device Service Selection 311
14.7.3 Application Service Linkage 312
14.7.4 Bubble Synchronisation 313
14.8 Infrastructure Utilisation 314
14.9 Application Usage Scenarios 316
14.10 Discussion 320
14.11 Conclusions 321
References 322
PART VI EVALUATION AND SOCIAL IMPACTS 325
15 Assessing Usability across Multiple User Interfaces 327
Gustav ¨Oquist, Mikael Goldstein and Didier Chincholle
15.1 Introduction 327
15.2 Multiple User Interfaces: Multiple Contexts
of Use 328
15.3 Multiple Contexts of Use: Multiple Factors
of Usability 330
15.3.1 Portability 330
15.3.2 Attentiveness 331
15.3.3 Manageability 333
15.3.4 Learnability 334
15.3.5 Indexical Factors of Usability for Different Contexts of Use 335
15.4 Assessing Usability of Mobile Interfaces 336
15.4.1 Mobile Input Interfaces 337
15.4.2 Mobile Output Interfaces 341
15.5 Discussion 346
15.6 Conclusions 347
References 348
16 Iterative Design and Evaluation of Multiple Interfaces for a Complex
Commercial Word Processor 351
Joanna McGrenere
16.1 Introduction 351
16.2 Design Solutions to Complex Software 353
16.3 Study One 355
16.3.1 Methodology 355
16.3.2 Selected Results 356
16.4 Pilot Study 359
16.4.1 Implementation 360
16.4.2 Objectives and Methodology 361
16.4.3 Selected Results 362
CONTENTS xiii
16.5 Study Two 363
16.5.1 Methodology 365
16.5.2 Selected Results 366
16.6 Summary and Conclusions 369
Acknowledgements 371
References 371
Footnotes 372
17 Inter-Usability of Multi-Device Systems – A Conceptual Framework 373
Charles Denis and Laurent Karsenty
17.1 Introduction 373
17.2 Inter-Usability: A Conceptual Framework 374
17.2.1 Principal Processes Involved in Transitions between Devices 374
17.2.2 Requirements for Knowledge Continuity 376
17.2.3 Requirements for Task Continuity 379
17.3 Design Principles for Inter-Usability 380
17.3.1 Inter-Device Consistency 381
17.3.2 Transparency 382
17.3.3 Adaptability 383
17.4 Conclusion 384
Acknowledgements 384
References 384
Subject Index 387
Acknowledgements
The help of many people made this book possible, and we are grateful to all of them. We
thank our editor Birgit Gruber, at John Wiley & Sons Ltd., who guided us throughout
this project.
Daniel Engelberg and Jonathan Benn were indispensable for the editing process, and
we thank them for their help in editing various chapters. Daniel Sinnig patiently helped
with revising various chapters. Rozita Naghshin, our digital art expert, was a great source
of help for advice on image layout and creation. To all the members of the HCSE (Human-
Centered Software Engineering) Group, we thank you for participating in the discussion
and brainstorming of this project.
We thank FCAR (Le Fonds que´be´cois de la recherche sur la nature et les technologies),
NSERC (National Sciences and Engineering Council of Canada), and the Faculty of
Engineering, Concordia Research Chair programs, for their financial support.
We are grateful to all the reviewers of this book. We were lucky enough to have a
wide spectrum of international reviewers, who patiently reviewed all chapters and gave
us crucial feedback. We thank John Grundy from the University of Auckland, who gave
us sound advice and feedback for a number of chapters.
Above all, we thank the contributors of this book. Without them, this book would not
have been possible. We thank them for patiently modifying chapters, rewriting passages,
and putting up with our requests. We acknowledge all of them for their efforts in making
this book a success.
Ahmed Seffah Homa Javahery
About the Editors
Ahmed Seffah is a professor in the department of Computer Science at Concordia Uni-
versity. He is director of the Human-Centered Software Engineering Group and the
co-founder of the Concordia Software Usability and Empirical Studies Lab. He holds
a PhD in software engineering from the Ecole Centrale de Lyon (France). His research
interests are at the crossroads between software engineering and Human-Computer Inter-
action (HCI), including usability measurement, user interface design, empirical studies
on developer experiences with CASE tools, human-centered software engineering, and
patterns as a vehicle for integrating HCI knowledge in software engineering practices.
Dr. Seffah is the vice-chair of the IFIP working group on user-centered design method-
ologies. During the last 10 years, he has been involved in different projects in North
America and Europe.
Homa Javahery is a researcher and project manager with the Human-Centered Soft-
ware Engineering Group, including the Usability and Empirical Studies Lab, in the
department of Computer Science at Concordia University. She holds a Master’s degree
in Computer Science from Concordia University, and a Bachelor of Science degree from
McGill University. She is combining different design approaches from human sciences
and engineering disciplines to develop a pattern-oriented framework for designing a large
variety of interfaces. She has been involved in different collaborative projects at the
INRIA Research Institute in Nancy, France and the Daimler-Chrysler Research Institute
in Ulm, Germany.
Contributors
Gregory D. Abowd
College of Computing
Georgia Institute of Technology
Atlanta, Georgia 30332-0280
USA
abowd@cc.gatech.edu
Marc Abrams
Harmonia, Inc.
PO Box 11282
Blacksburg, VA 24062
USA
marc@harmonia.com
Harry Brignull
University of Sussex
Room 5A3, Interact Lab
School of Cognitive
and Computing Sciences
Falmer, Brighton BN1 9QH
UK
harrybr@cogs.susx.ac.uk
+44 (0) 1273 877221
Gae¨lle Calvary
IIHM Group, CLIPS-IMAG Lab
BP 53, 385 rue de la Bibliotheque
38041 Grenoble Cedex 9
France
Joelle.Coutaz@imag.fr
+33 4 76 51 48 54
Didier Chincholle
Ericsson Research ERA/TVU/U
Torshamnsgatan 23, 164 80 Kista
Sweden
didier.chincholle@era.ericsson.se
+46 8 585 303 76
Joe¨lle Coutaz
IIHM Group, CLIPS-IMAG Lab
BP 53, 385 rue de la Bibliotheque
38041 Grenoble Cedex 9
France
Joelle.Coutaz@imag.fr
+33 4 76 51 48 54
Charles Denis
INTUILAB
Prologue 1, La Pyre´ne´enne,
BP 27/01, 31312 Labe`ge Cedex
France
denis@intuilab.com
Anind K. Dey
Senior Researcher, Intel Research
2150 Shattuck Ave, Suite 1300
Berkeley, CA 94704
USA
anind@intel-research.net
+1-510-495-3012
xx CONTRIBUTORS
Anke Dittmar
University of Rostock
Department of Computer Science
Albert-Einstein-Str. 21
D-18051 Rostock
Germany
ad@informatik.uni-rostock.de
Min Du
Liverpool John Moores University
School of Computing
and Mathematical Sciences
Byrom St, Liverpool
L3 3AF UK
edcmdu@livjm.ac.uk
+44 (0) 151 231 2271
Jacob Eisenstein
CEO – RedWhale Software
277 Town & Country Village Palo Alto
CA 94303
USA
jacobe@mit.edu
+1 650 321-3425
Daniel Engelberg
CGI Group Inc.
1130 Sherbrooke West, 7th floor
Montreal, Quebec H3A 2M8
Canada
dan.engelberg@sympatico.ca
+1 514-281-7000, local 5820
David England
Liverpool John Moores University
School of Computing
and Mathematical Sciences
Byrom St, Liverpool
L3 3AF UK
d.england@livjm.ac.uk
+44 (0) 151 231 2271
Mir Farooq Ali
Virginia Technology Institute
Department of Computer Science (0106)
660 McBryde Hall
Blacksburg, VA 24061
USA
mfali@cs.vt.edu
1(540) 231 1927
Peter Forbrig
University of Rostock
Department of Computer Science
Albert-Einstein-Str. 21
D-18051 Rostock
Germany
pforbrig@informatik.uni-rostock.de
Elizabeth Furtado
Universidade de Fortaleza
NATI – Ce´lula EAD
Washington Soares, 1321
Bairo Edson Queiroz
Fortaleza (Ceara´), BR-60455770
Brazil
elizabet@unifor.br
Joa˜o Jose´ Vasco Furtado
Universidade de Fortaleza
NATI – Ce´lula EAD
Washington Soares, 1321
Bairo Edson Queiroz
Fortaleza (Ceara´), BR-60455770
Brazil
vasco@unifor.br
Mikael Goldstein
Ericsson Research ERA/TVU/U
Torshamnsgatan 23
164 80 Kista
Sweden
mikael.goldstein@era.ericsson.se
+46 8 757 3679
John Grundy
University of Auckland
Department of Computer Science
Private Bag 92019
Auckland
CONTRIBUTORS xxi
New Zealand
john-g@cs.auckland.ac.nz
+64-9-3737-599 ext. 8761
Homa Javahery
Department of Computer Science
Faculty of Engineering
and Computer Science
1455 de Maisonneuve Blvd West
Montreal, Quebec H3G 1M8
Canada
h javahe@cs.concordia.ca
+1 514-848-3024
Laurent Karsenty
INTUILAB
Prologue 1, La Pyre´ne´enne,
BP 27/01, 31312 Labe`ge Cedex
France
karsenty@intuilab.com
Quentin Limbourg
Universite´ catholique de Louvain (UCL)
Information System Unit (ISYS-BCHI)
Institut d’Administration et de Gestion
(IAG)
Place des Doyens, 1
B-1348 Louvain-la-Neuve
Belgium
limbourg@isys.ucl.ac.be
+32-10.47.85.25
Simon Lock
Lancaster University
Computing Department
Lancaster LA1 4YR
UK
lock@comp.lancs.ac.uk
+44-1524-592795
Luisa Marucci
ISTI-CNR
Via G. Moruzzi 1
56100 Pisa
Italy
luisa.marucci@guest.cnuce.cnr.it
+39 050 3153066
Joanna McGrenere
University of British Columbia
Department of Computer Science
201–2366 Main Mall
Vancouver, BC V6J 2E2
Canada
joanna@cs.ubc.ca
604-827-5201
Andreas Mu¨ller
University of Rostock
Department of Computer Science
Albert-Einstein-Str. 21
D-18051 Rostock
Germany
Xray@informatik.uni-rostock.de
Gustav ¨Oquist
Bollhusgra¨nd 7
113 31 Stockholm
Sweden
gustav@stp.ling.uu.se
+46 8 739 417 783
Alexandros Paramythis
Foundation for Research and
Technology – Hellas
Institute of Computer Science
Science and Technology Park of Crete
Heraklion, Crete
GR – 71110 Greece
cs@ics.forth.gr
+30-810-391741
Fabio Paterno`
ISTI-CNR
Via G. Moruzzi 1
56100 Pisa
Italy
fabio.paterno@cnuce.cnr.it
+39 050 3153066
xxii CONTRIBUTORS
Manuel Pe´rez-Quin˜ones
Virginia Technology Institute
Department of Computer Science (0106)
660 McBryde Hall
Blacksburg, VA 24061
USA
perez@cs.vt.edu
1(540) 231 2646
Angel R. Puerta
CEO – RedWhale Software
277 Town & Country Village Palo Alto
CA 94303
USA
puerta@redwhale.com
+1 650 321-3425
Carmen Santoro
ISTI-CNR
Via G. Moruzzi 1
56100 Pisa
Italy
C.Santoro@cnuce.cnr.it
+39 050 3153066
Anthony Savidis
Foundation for Research
and Technology – Hellas
Institute of Computer Science
Science and Technology Park of Crete
Heraklion, Crete,
GR – 71110 Greece
cs@ics.forth.gr
+30-810-391741
Ahmed Seffah
Concordia University
Department of Computer Science
Faculty of Engineering
and Computer Science
1455 de Maisonneuve Blvd West
Montreal, Quebec H3G 1M8
Canada
seffah@cs.concordia.ca
+1 514-848-3024
Wilker Bezerra Silva
Universidade de Fortaleza
NATI – Ce´lula EAD
Washington Soares, 1321
Bairo Edson Queiroz
Fortaleza (Ceara´), BR-60455770
Brazil
wilker@unifor.br
Daniel Sinnig
Concordia University
Department of Computer Science
Faculty of Engineering
and Computer Science
1455 de Maisonneuve Blvd West
Montreal, Quebec H3G 1M8
Canada
+1 514-848-3024
Constantine Stephanidis
Foundation for Research
and Technology – Hellas
Institute of Computer Science
Science and Technology Park of
Crete
Heraklion, Crete, GR – 71110
Greece
cs@ics.forth.gr
+30-810-391741
Leandro da Silva Taddeo
Universidade de Fortaleza
NATI – Ce´lula EAD
Washington Soares, 1321
Bairo Edson Queiroz
Fortaleza (Ceara´), BR-60455770
Brazil
taddeo@unifor.br
Daniel William Tavares Rodrigues
Universidade de Fortaleza
NATI – Ce´lula EAD
Washington Soares, 1321
Bairo Edson Queiroz
Fortaleza (Ceara´), BR-60455770
CONTRIBUTORS xxiii
Brazil
danielw@unifor.br
David Thevenin
IIHM Group, CLIPS-IMAG Lab
BP 53, 385 rue de la Bibliotheque
38041 Grenoble Cedex 9
France
Joelle.Coutaz@imag.fr
+33 4 76 51 48 54
Jean Vanderdonckt
Universite´ catholique de Louvain (UCL)
Information System Unit (ISYS-BCHI)
Institut d’Administration
et de Gestion (IAG)
Place des Doyens, 1
B-1348 Louvain-la-Neuve
Belgium
vanderdonckt@isys.ucl.ac.be
+32-10.47.85.25
Vasilios Zarikas
Foundation for Research
and Technology – Hellas
Institute of Computer Science
Science and Technology Park of Crete
Heraklion, Crete, GR – 71110
Greece
cs@ics.forth.gr
+30-810-391741
Wenjing Zou
University of Auckland
Department of Computer Science
Private Bag 92019
Auckland
New Zealand
wenjingzou@hotmail.com
+64-9-3737-599 ext. 8761
Part I
Basic Terminology, Concepts,
and Challenges
1Executive Summary and Book
Overview
Ahmed Seffah and Homa Javahery
Human-Centered Software Engineering Group, Department of Computer Science,
Concordia University, Canada
1.1. MOTIVATION
In recent years, a wide variety of computer devices including mobile telephones, personal
digital assistants (PDAs) and pocket PCs has emerged. Many existing devices are now
being introduced as an alternative to traditional computers. Internet-enabled television
(WebTV), 3D-interactive platforms with voice capabilities, and electronic whiteboards
attached to desktop machines are among the many examples. In addition, we are moving
away from the dominance of the WIMP (Windows, Icons, Mouse, and Pointer) system as
a main metaphor of human-computer interaction. Novel interaction styles are emerging.
These include web applications where users interact with the content, interactive television
controlled by hand-held remotes, and PDAs with small screens and styli for gesture-based
interaction.
All these variations in devices and interaction styles require changes in design, devel-
opment and testing frameworks. This book aims to introduce the reader to the current
research trends and innovative frameworks being developed to address these changes.
Multiple User Interfaces. Edited by A. Seffah and H. Javahery
2004 John Wiley & Sons, Ltd ISBN: 0-470-85444-8
4 AHMED SEFFAH AND HOMA JAVAHERY
1.2. A FEW DEFINITIONS
This book refers to several context-specific terms including:
• Multi-device user interfaces: These allow a user to interact using various kinds of
computers including traditional office desktop, laptop, palmtop, PDA with or without
keyboards, and mobile telephone.
• Cross-platform user interfaces: These can run on several operating systems including
Windows, Linux and Solaris, if the user interface (UI) code is portable. For example,
Java runs a virtual machine called JVM, and code is compiled into an intermediate
format known as Java byte code, which is platform independent. When Java byte code
is executed within the JVM, the JVM optimizes the code for the particular platform on
which it is running. Microsoft’s latest technology,. NET follows the same principles.
Code is compiled into Microsoft Intermediate Language (MSIL) and is then executed
within the. NET framework as an application domain.
• Mobile versus stationary/fixed user interfaces: A mobile platform gives users seamless
access to information and services even when they are moving. Mobile computing
includes a large variety of mobile phones and PDAs, as well as new devices such as
wireless MP3 music players, digital cameras and personal health monitors.
• Context-aware applications: These refer to the ability of computing devices to detect,
sense, interpret and respond to aspects of a user’s local environment and the computing
devices themselves.
• User interface plasticity: The term plasticity is inspired from the property of mate-
rials that expand and contract under natural constraints without breaking, thus
preserving continuous use. Applied to HCI, plasticity is the capacity of an inter-
active system to withstand variations of contexts of use while preserving usability
properties.
• Universal user interfaces: These can support a broad range of hardware, software and
network capabilities with the central premise of accommodating users with a variety of
characteristics. These characteristics include diversity in skills, knowledge, age, gender,
disabilities, disabling conditions (mobility, sunlight, noise), literacy levels, cultures,
income levels, etc. [Hochheiser and Shneiderman 2001].
• Multiple user interfaces (MUI): These provide different views of the same information
and coordinate the services available to users from different computing platforms. By
computing platform, we refer to a combination of hardware, computing capabilities,
operating system and UI toolkit. The hardware includes traditional office desktops,
laptops, palmtops, mobile telephones, personal digital assistants (PDAs) and interac-
tive television. In a larger sense, computing platforms include wearable computers
and any other real or virtual objects that can interact with the services and informa-
tion. MUIs can support different types of look-and-feel and offer different interaction
styles. These different types of look-and-feel and interaction styles should take into
account the constraints of each computing platform while maintaining cross-platform
consistency.
EXECUTIVE SUMMARY AND BOOK OVERVIEW 5
1.3. CHALLENGES
Olsen et al. [2000], Johnson [1998] and Brewster et al. [1998] highlight the design chal-
lenges associated with the small screen size of hand-held devices. In comparison to
desktop computers, hand-held devices always suffer from a lack of screen real estate.
Therefore, new interaction metaphors have to be invented for such devices.
Many assumptions about classical stationary applications no longer apply for hand-
held devices due to the wide range of possibilities currently available. This wide range of
possibilities is due to hand-held devices having constantly updated capabilities, exploiting
additional features of novel generations of networks, and often being enabled for mobile
users with varying profiles.
Furthermore, many web-based UIs adapt to client devices, users and user tasks [see
Chapters 8 and 10]. This adaptation provides interfaces that run on conventional web
browsers using HyperText Markup Language (HTML), as well as on wireless PDAs,
mobile phones and pagers using Wireless Markup Language (WML) [see Chapter 5]. In
addition, it is important to adapt UIs to different users and user tasks [see Chapters 7
and 8]. For example, it is necessary to hide “Update” and “Delete” buttons if the user is
a customer or if the user is a staff member performing only information retrieval tasks.
Building such interfaces using current web-based system implementation technologies is
difficult and time-consuming, resulting in hard-to-maintain solutions.
Universal design is emerging as an approach where user interfaces of an interactive
application have to be designed for the widest population of users in different contexts
of use. In particular, the multiplicity of parameters dramatically increases the complexity
of the design phase by adding many design options from which to choose. In addition,
methods for developing UIs do not mesh well with this variety of parameters as they are
not identified and manipulated in a structured way, nor truly considered in the design
process [see Chapter 10].
1.4. SPECIFIC OBJECTIVES
Even if the software tools for developing a large variety of interfaces on each computing
platform are already available or will be in the near future [Myers 2000], the following are
the major development issues that need to be addressed by both academic and industrial
researchers:
• Building the ability to dynamically respond to changes in the environment such as
network connectivity, user’s location, ambient sound and lighting conditions: How can
we adapt the UI to the diversity of computing platforms that exists today? How can
we maintain or adapt the high level of interactivity of the traditional office desktop in
small devices without a keyboard and mouse? How can we make it possible for users
to customize a device? When a single device is customized, how can this customization
be reflected on all of the other devices available to the user?
6 AHMED SEFFAH AND HOMA JAVAHERY
• Designing for universal usability: What kinds of design methods are needed for design-
ing for diverse users and a large variety of technologies? Are the design techniques for
UI modelling suitable for addressing the problems of diversity, cross-platform consis-
tency and universal accessibility?
• Checking consistency between versions for guaranteeing seamless interaction across
multiple devices: Should we strive for uniformity in the services offered, dialogue
styles and presentation formats, or should we adapt the interfaces to the constraints and
capabilities of each device and/or each context of use? When designing MUIs, what is
the best way to take into account the constraints related to each type of device while
ensuring maintainability and cross-platform consistency of interfaces?
• Implementing and maintaining versions of the user interface across multiple devices:
How can we implement and validate a MUI for d devices without writing p programs,
training an army of developers in l languages and UI toolkits, and maintaining l*p
architectural models for describing the same UI? Are the content markup languages
adequate for device-independent authoring?
The book also introduces a variety of development frameworks that have been investigated
over the last few years:
• Conceptual and adaptation frameworks for interacting with multiple user interfaces,
including visual and awareness metaphors, and specific interaction styles;
• Design frameworks and patterns including widgets, toolkits and tools for multi-device
development and in particular for mobile devices;
• Application frameworks that use multi-devices or multiple user interfaces, in particu-
lar collaborative work environments, distance education systems and remote software
deployment systems;
• Validation frameworks including usability techniques for testing multiple user inter-
faces, as well as empirical tests and feedback.
1.5. AUDIENCE
This book introduces design and development frameworks for multi-device, context-aware
and multiple user interface systems. These frameworks are valuable to researchers and
practitioners in usability and software engineering, and generally to anyone interested in
the problem of developing and validating multi-devices or cross-platform user interfaces.
User interface developers, students and educators can use these frameworks to extend and
improve their HCI methodologies, and to learn techniques for developing and evaluating
a multiple user interface.
1.6. OVERVIEW
This book is divided into 6 parts:
Part I discusses “Basic Terminology, Concepts, and Challenges”. Following the execu-
tive summary, in Chapter 2 Ahmed Seffah and Homa Javahery, the co-editors of this book,
EXECUTIVE SUMMARY AND BOOK OVERVIEW 7
present a broad overview of multiple user interfaces. They discuss promising development
models that can facilitate MUI development while increasing cross-platform usability. This
chapter is highly speculative and will provide questions for basic research. This is a selec-
tive list of topics, and not exhaustive. The goal is to give researchers and practitioners a
glimpse of the most important problems surrounding MUI design and development. The
editors’ opinions expressed in Chapter 2 do not necessarily reflect all of the contributors’
ideas. Complementary and differing opinions are presented by other contributors in their
own chapters. After exploring these first two chapters, the reader should have an increased
awareness of the diversity of computing platforms and devices, a deeper understanding
of the major development challenges and difficulties, and a familiarity with the basic
terminology used.
Part II is entitled “Adaptation and Context-Aware User Interfaces”, and provides three
traditional but comprehensive perspectives on adaptation and context-aware techniques.
David Thevenin et al. from the CLIPS-IMAG Laboratory in Grenoble, France, introduce
the novel concept of user interface plasticity in Chapter 3. This chapter also provides a
generous glossary of terms complementing the basic terminology presented in Chapter 2.
Chapters 4 and 5 examine two dimensions of multi-interaction and adaptation. David
England and Min Du, from Liverpool John Moores University, take a look at the dif-
ferent temporal characteristics of platforms that can affect user performance. They then
propose a framework taking into account temporal aspects of interaction in the use of
different devices. They describe how the temporal aspects should be incorporated into the
interaction design process. In Chapter 5, Constantine Stephanadis et al., from the Institute
of Computer Science of the Foundation for Research and Technology – Hellas, Greece,
introduce their framework called PALIO (Personalized Access to Local Information and
services for tourists), focusing on its extensive support for adaptation. They demonstrate
how PALIO has been successfully used in the development of a real-world context-aware
information system for tourists using a wide range of devices.
Part III is on “Development Technology and Languages” and consists of three differ-
ent XML-based development frameworks. In Chapter 6, Mir Farooq Ali et al. (from the
Virginia Technology Institute and Harmonia Inc.) describe a high level XML-based User
Interface Markup Language (UIML) for the development of cross-platform user interfaces.
In Chapter 7, Angel Puerta and Jacob Eisenstein, from RedWhale Software, discuss the
rationale of XIML, another XML-based language for developing multiple user interfaces
by transforming and refining tasks and UI models. These modelling and programming
languages distinguish the concrete aspects of a user interface such as presentation and
dialogue from its abstract aspects including the context and the tasks. They are consid-
ered by the research community to be a bridge across the gap between the design and
development of user interfaces. John Grundy and Wenjing Zou, from the University of
Auckland in New Zealand, go a step further by showing how a UI markup language can
be interfaced with existing programming languages. They describe how scripts written in
their device-independent markup language (AUIT) can be embedded in conventional Java
server pages to provide a single adaptable thin-client interface for web-based systems. At
run-time, AUIT uses a single interface description to automatically provide an interface
for multiple web devices such as desktop HTML and mobile WML-based systems, while
highlighting, hiding or disabling the interface elements depending on the current context.
8 AHMED SEFFAH AND HOMA JAVAHERY
Together, these three chapters show how XML-based markup languages, with the help
of model-based techniques, can lead to an advanced framework for the development of
multi-platform user interfaces.
Part IV, on “Model-Based Development”, includes three chapters describing the state
of the art and the needed evolution in model-based development approaches. The basic
purpose of model-based approaches is to identify useful abstractions highlighting the
main UI aspects that should be considered when designing effective interactive appli-
cations. In Chapter 9, Peter Forbrig et al. from the University of Rostock, Germany,
present two techniques for task modelling and specification. The first technique allows
separate descriptions of general temporal relations within a task model versus tempo-
ral constraints that are imposed by the target platform. The second technique helps to
distinguish between an abstract interaction and specific representations. Using these two
techniques, specific features of devices are specified by XML descriptions. In Chapter 10,
Vanderdonckt et al. (from the Universite´ Catholique de Louvain, Belgium and Universi-
dade de Fortaleza, Brazil) use several models at different levels in their methodological
framework for universal design. First, the design process is instantiated at a conceptual
level where a domain expert defines an ontology of concepts, relationships and attributes
of the domain of discourse, including user modelling. Then at a logical level, a designer
specifies multiple models based on the previously defined ontology and its allowed rules.
The last step consists of using a physical level to develop multiple user interfaces from
the previously specified models, with design alternatives determined by characteristics in
the user models. Fabio Paterno`, the father of CTT (ConcurTaskTrees) notation, and his
colleagues at ISTI-CNR, Italy, explain in Chapter 11 how the user model can be struc-
tured for a MUI. In particular, they show how information on user preferences and on the
mobile versus stationary environment (such as location and surroundings) can be used to
adapt a user interface at run-time and at design time.
Part V is dedicated to “Architectures, Patterns and Development Toolkits”. Homa
Javahery et al. from the Human-Centered Software Engineering Group at Concordia
University, discuss in Chapter 12 the role of HCI patterns and software reengineering
techniques in migrating traditional GUIs to web and mobile user interfaces. In Chapter 13,
Anind Dey, from Intel Research in California, and Gregory D. Abowd, from the Geor-
gia Institute of Technology, present the Context Toolkit, an innovative and integrative
infrastructure for the development of context-aware applications. Through the description
of a number of built applications, they discuss a low-level widget abstraction that mir-
rors the use of graphical widgets for building graphical user interfaces and a situation
abstraction that supports easier and higher-level application development. In Chapter 14,
Simon Lock from Lancaster University and Harry Brignull from Sussex University, UK,
describe a run-time infrastructure including a developer-level framework. This infrastruc-
ture supports the construction of applications that allow multiple users to interact through
a dynamic set of interaction devices.
“Evaluation and Social Impacts” are addressed in Part VI. In Chapter 15, Gustav ¨Oquist
et al. (from Uppsala University in Sweden and Ericsson Research) discuss “Assessing
Usability Across Multiple User Interfaces”. They present their practical experiences with
stationary versus mobile usability evaluations. In particular, they outline four typical con-
texts of use that they characterized by monitoring four environmental usability factors. By
EXECUTIVE SUMMARY AND BOOK OVERVIEW 9
assessing these factors, it was possible to obtain a profile of how useful a given interface
can be in a certain context of use. The usability profiles for several different interfaces
for input and output are also presented in this chapter, partly to illustrate how usability
can be assessed over multiple user interfaces, and partly as an illustration of how differ-
ent interfaces have been adapted to mobile environment attributes. In Chapter 16, Joanna
McGrenere from the University of British Columbia summarizes her MUI evaluation
experiment combining three usability studies. In the first study, McGrenere conducted
a broad-based assessment of 53 users of MS-Word 97. Based on the findings from this
study, she developed a first multiple-interface prototype for MS-Word 2000 including
one personalizable interface. In the last study, personalization was achieved through the
Wizard of Oz technique. Even if McGrenere’s definition of a multiple user interface is
restrictive compared to the ones proposed in this book, her empirical results are very
promising. They demonstrate how users were better able to navigate through the menus
and toolbars and learn a multiple-interface prototype.
Continuing part VI, Charles Denis and Laurent Karsenty from IntuiLab Inc., argue in
chapter 17 that the usability of individual devices is not sufficient: a multi-device system
needs to also be inter-usable. They define inter-usability as the ease with which users
transfer what they have learned from previous uses of a service when they access the
service on a new device. Based on theoretical considerations and empirical observations
gathered from a study with France Telecom, they propose an analysis grid combining two
types of continuity, namely knowledge and task, with ergonomic design principles includ-
ing consistency, transparency, and dialogue adaptability. The concept of inter-usability is
very similar to the concept of horizontal usability introduced in Chapter 2 by the editors.
Inter-usability or horizontal usability is a new dimension for studying the usability of
MUIs and multi-device user interfaces.
REFERENCES
Brewster, S., Leplaˆtre, G. and Crease, M. (1998) Using Non-Speech Sounds in Mobile Comput-
ing Devices. Proceedings of the First Workshop on Human Computer Interaction with Mobile
Devices, May 21–23, 1998, Glasgow, UK.
Hochheiser, H. and Shneiderman, B. (2001) Universal Usability Statements: Marking the trail for
all users. ACM Interactions 8(2), March–April 2001, 16–18.
Johnson, P. (1998) Usability and Mobility: Interactions on the move. Proceedings of the First Work-
shop on Human Computer Interaction With Mobile Devices, May 21–23, 1998, Glasgow, UK.
Myers, B., Hudson, S. and Pausch, R. (2000) Past, Present, and Future of User Interface Software
Tools. ACM Transactions on Computer-Human Interaction, 7, 3–28.
Olsen, D., Jefferies, S., Nielsen, T. et al. (2000) Cross-modal Interaction using XWeb. Proceedings
of the 13th Annual ACM Symposium on User Interface Software and Technology, UIST’2000,
November 5–8, 2000, San Diego, USA.
2Multiple User Interfaces:
Cross-Platform Applications and
Context-Aware Interfaces
Ahmed Seffah and Homa Javahery
Human-Centered Software Engineering Group, Department of Computer Science,
Concordia University, Canada
2.1. MUI: CHARACTERIZATION AND EVOLUTION
We introduced the concept of “Multiple User Interface” (MUI) at the IHM-HCI 2001
workshop [Seffah et al. 2001]. Others are also using the term MUI with varying definitions
[McGrenere et al. 2002; Vanderdonckt and Oger 2001]. For the purposes of this book, a
Multiple User Interface is defined as an interactive system that provides:
• access to information and services using different computing platforms;
• multiple views of the same information on these different platforms;
• coordination of the services provided to a single user or a group of users.
Each view should take into account the specific capabilities and constraints of the
device while maintaining cross-platform consistency and universal usability. By comput-
ing platform, we refer to a combination of computer hardware, an operating system and
Multiple User Interfaces. Edited by A. Seffah and H. Javahery
2004 John Wiley & Sons, Ltd ISBN: 0-470-85444-8
12 AHMED SEFFAH AND HOMA JAVAHERY
a user interface (UI) toolkit. Different kinds of computing platforms include traditional
office desktops, laptops, palmtops, mobile telephones, personal digital assistants (PDAs),
and interactive television. A MUI provides multiple views of the same information on
these different platforms and coordinates the services provided to a single user or a group
of users. Each view should take into account the specific capabilities and constraints of the
device while maintaining cross-platform consistency and universal usability. The informa-
tion and services can reside on a single server or computer, or can be distributed among
independent and heterogeneous systems. The desired views are made available on differ-
ent computing platforms via the traditional client/server protocol or a direct peer-to-peer
access. The concept of MUIs is highly promising in a variety of fields, such as cooperative
engineering, e-commerce, on-site equipment maintenance, remote software deployment,
contingency management and assistance, as well as distance education and telemedicine.
As an example of MUI use, a civil engineer can use a Palm Pilot on PalmOS for
gathering data when inspecting a new building. He/She can then use a mobile telephone
to add comments, fax, or upload information to the office headquarters. Finally, the same
engineer or any other employee can use an office workstation under Windows/Linux to
analyze the data and prepare a final report. During this workflow, the engineer inter-
acts with the same information and services using different variations of the UI. These
variations can support differences in look-and-feel, and to a certain extent, differences in
interaction style. The following is a scenario that further clarifies the MUI concept and
its use, based on [Ghani 2001]:
You are riding in a car with your colleague who is driving. Suddenly, your mobile
phone comes on, asking if you can take a video conference call from your team in
Canada to discuss a project on which you are working. You take the cal
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