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HCSE Tables of Contents: 08101214

Proceedings of IFIP HCSE'12: Human-Centered Software Engineering 2012-10-29

Fullname:Human-Centered Software Engineering: 4th International Conference, HCSE 2012
Editors:Marco Winckler; Peter Forbrig; Regina Bernhaupt
Location:Toulouse, France
Dates:2012-Oct-29 to 2012-Oct-31
Publisher:Springer Berlin Heidelberg
Series:Lecture Notes in Computer Science 7623
Standard No:DOI: 10.1007/978-3-642-34347-6; ISBN: 978-3-642-34346-9 (print), 978-3-642-34347-6 (online)
Papers:28
Pages:367
Links:Conference Home Page | Conference Series Home Page | Online Proceedings
  1. Keynotes
  2. Full Papers
  3. Short Papers

Keynotes

Human Factors Engineering as the Methodological Babel Fish: Translating User Needs into Software Design BIBAKFull-Text 1-17
  Neville A. Stanton
The aim of this paper is to show, by way of two case studies, the value of including Human Factors in interaction and interface design specification. It is argued that Human Factors offers and unique and useful perspective and contributes positively to design. Human Factors sits between subject matter experts and software engineers, translating user requirements though the applications of theory, models and methods. This results in software design requirements that have been intelligently interpreted and presented in a graphical manner. The two case studies demonstrate the differences between the interfaces with and without Human Factors input. Both cases show quantitative and qualitative benefits of including Human Factors in design. Performance improvements between 20-70 percent were demonstrated, which is typical of Human Factors design interventions.
Keywords: Human Factors Methods; Requirements Specification; Case Study
Improving Software Effort Estimation Using an Expert-Centred Approach BIBAKFull-Text 18-33
  Emilia Mendes
A cornerstone of software project management is effort estimation, the process by which effort is forecasted and used as basis to predict costs and allocate resources effectively, so enabling projects to be delivered on time and within budget. Effort estimation is a very complex domain where the relationship between factors is non-deterministic and has an inherently uncertain nature, and where corresponding decisions and predictions require reasoning with uncertainty. Most studies in this field, however, have to date investigated ways to improve software effort estimation by proposing and comparing techniques to build effort prediction models where such models are built solely from data on past software projects -- data-driven models. The drawback with such approach is threefold: first, it ignores the explicit inclusion of uncertainty, which is inherent to the effort estimation domain, into such models; second, it ignores the explicit representation of causal relationships between factors; third, it relies solely on the variables being part of the dataset used for model building, under the assumption that those variables represent the fundamental factors within the context of software effort prediction. Recently, as part of a New Zealand and later on Brazilian government-funded projects, we investigated the use of an expert-centred approach in combination with a technique that enables the explicit inclusion of uncertainty and causal relationships as means to improve software effort estimation. This paper will first provide an overview of the effort estimation process, followed by the discussion of how an expert-centred approach to improving such process can be advantageous to software companies. In addition, we also detail our experience building and validating six different expert-based effort estimation models for ICT companies in New Zealand and Brazil. Post-mortem interviews with the participating companies showed that they found the entire process extremely beneficial and worthwhile, and that all the models created remained in use by those companies. Finally, the methodology focus of this paper, which focuses on expert knowledge elicitation and participation, can be employed not only to improve a software effort estimation process, but also to improve other project management-related activities.
Keywords: Software Effort Estimation; Expert-centred Approach; Process Improvement; Cost Estimation; Project Management

Full Papers

A Compositional Model for Gesture Definition BIBAKFull-Text 34-52
  Lucio Davide Spano; Antonio Cisternino; Fabio Paternò
The description of a gesture requires temporal analysis of values generated by input sensors and does not fit well the observer pattern traditionally used by frameworks to handle user input. The current solution is to embed particular gesture-based interactions, such as pinch-to-zoom, into frameworks by notifying when a whole gesture is detected. This approach suffers from a lack of flexibility unless the programmer performs explicit temporal analysis of raw sensors data. This paper proposes a compositional, declarative meta-model for gestures definition based on Petri Nets. Basic traits are used as building blocks for defining gestures; each one notifies the change of a feature value. A complex gesture is defined by the composition of other sub-gestures using a set of operators. The user interface behaviour can be associated to the recognition of the whole gesture or to any other sub-component, addressing the problem of granularity for the notification events. The meta-model can be instantiated for different gesture recognition supports and its definition has been validated through a proof of concept library. Sample applications have been developed for supporting multitouch gestures on iOS and full body gestures with Microsoft Kinect.
Keywords: Input and Interaction Technologies; Model-based design; Software architecture and engineering; Gestural Interaction
A Design Process for Exhibiting Design Choices and Trade-Offs in (Potentially) Conflicting User Interface Guidelines BIBAKFull-Text 53-71
  Llúcia Masip; Célia Martinie; Marco Winckler; Philippe Palanque; Toni Granollers; Marta Oliva
In the last decades a huge amount of knowledge about user interface design has been gathered in the form of guidelines. Quite often, guidelines are compiled according to user interface properties (e.g. usability, accessibility) and/or application domains (e.g. Web, mobile). In many situations designers have to combine several guideline sets in order to address the specific application domain and the desired set of properties corresponding to the application under consideration. Despite the fact that the problems related to the selection of guidelines from different sources are not new, the occurrence and management of conflicting guidelines are poorly documented leaving designers with little help in order to handle conflicts in a rationale and consistent way. In this paper we revise the questions related to selection and management of conflicting guidelines and we propose a systematic approach based on design rationale tools and techniques for exhibiting choices and trade-offs when combining different guidelines sets. This paper illustrates how such as an approach can also be used to deepen the knowledge on the use of user interface guidelines recording decisions across projects in an iterative way.
Keywords: user interface guidelines; guidelines management; design rationale
A Development Process for Usable Large Scale Interactive Critical Systems: Application to Satellite Ground Segments BIBAKFull-Text 72-93
  Célia Martinie; Philippe Palanque; David Navarre; Eric Barboni
While a significant effort is being undertaken by the Human-Computer Interaction community in order to extend current knowledge about how users interact with computing devices and how to design and evaluate new interaction techniques, very little has been done to improve the reliability of software offering such interaction techniques. However, malfunctions and failures occur in interactive systems leading to incidents or accidents that, in aviation for instance, are [22] 80% of the time attributed to human error demonstrating the inadequacy between the system and its operators. As an error may have a huge impact on human life, strong requirements are usually set both on the final system and on the development process itself. Interactive safety-critical systems have to be designed taking into account on an equal basis several properties including usability, reliability and operability while their associated design process is required to handle issues such as scalability, verification, testing and traceability. However, software development solutions in the area of critical systems are not adequate leading to defects especially when the interactive aspects are considered. Additionally, the training program development is always designed independently from the system development leading to operators trained with inadequate material. In this paper we propose a new iterative design process embedding multiple design and modeling techniques (both formal and informal) advocated by HCI and dependable computing domains. These techniques have been adapted and tuned for interactive systems and are used in a synergistic way in order to support the integration of factors such as usability, dependability and operability and at the same time in order to deal with scalability, verification and traceability.
Keywords: Software engineering; formal methods; task modeling; safety management; model-based design; training
Agile User Experience Development in a Large Software Organization: Good Expertise but Limited Impact BIBAKFull-Text 94-111
  Kati Kuusinen; Tommi Mikkonen; Santtu Pakarinen
While Agile methods were originally introduced for small, tightly coupled teams, leaner ways of working are becoming a practical method to run entire enterprises. As the emphasis of user experience work has inherently been on the early phases before starting the development, it also needs to be adapted to the Agile way of working. To improve the current practices in Agile user experience work, we determined the present state of a multi-continental software development organization that already had a functioning user experience team. In this paper, we describe the most prevalent issues regarding the interaction of user experience design and software development activities, and suggest improvements to fix those. Most of the observed problems were related to communication issues and to the service mode of the user experience team. The user experience team was operating between management and development organizations trying to adapt to the dissimilar practices of both the disciplines.
Keywords: User experience (UX); Agile development; human-centered design (HCD); human-computer interaction (HCI)
Can GUI Implementation Markup Languages Be Used for Modelling? BIBAKFull-Text 112-129
  Carlos Eduardo Silva; José Creissac Campos
The current diversity of available devices and form factors increases the need for model-based techniques to support adapting applications from one device to another. Most work on user interface modelling is built around declarative markup languages. Markup languages play a relevant role, not only in the modelling of user interfaces, but also in their implementation. However, the languages used by each community (modellers/developers) have, to a great extent evolved separately. This means that the step from concrete model to final interface becomes needlessly complicated, requiring either compilers or interpreters to bridge this gap. In this paper we compare a modelling language (UsiXML) with several markup implementation languages. We analyse if it is feasible to use the implementation languages as modelling languages.
Keywords: User Interfaces; Modelling; Markup languages
Constraining and Creating Solutions -- Reflections on the Analysis of Early Design BIBAKFull-Text 130-145
  Chris Roast
This research explores how an existing analytic framework (the cognitive dimensions framework) for interactive digital design reflects knowledge relevant to exploring the design space. The work examines this idea through the analysis of the transcripts of three digital design collaborative workshops run as part of "Studying Professional Software Design". Expert deliberation within these workshops is assessed and related to the analytic framework. The cognitive dimension framework has not been applied to observational data of this sort before. However, the approach described in this paper appears to provide a viable means of analysis. In conclusion we demonstrate that approaching observational data in this manner is not highly complex but is sufficient to provide useful insights. Reflections from the resulting analysis shed light on the interests and tensions evident in early stages of digital product design.
Keywords: user centred development; early design decisions; cognitive dimensions
Smartphone Applications Usability Evaluation: A Hybrid Model and Its Implementation BIBAKFull-Text 146-163
  Artur H. Kronbauer; Celso A. S. Santos; Vaninha Vieira
Evaluating the usability of smartphone applications is crucial for their success, so developers can learn how to adapt them considering the dynamicity of mobile scenarios. The HCI community recommends considering different requirements when evaluating those applications, such as quantitative data (metrics), subjective evaluation (users' impressions) and context data (e.g. environment and devices conditions). We observed a lack in the literature of approaches that support those three requirements combined into a single experiment; generally one or a pair of them is used. Besides, performing usability evaluation on real mobile scenarios is hard to achieve and most proposals are based on laboratory-controlled experiments. In this paper, we present our proposal for a hybrid usability evaluation of smartphone applications, which is composed by a model and an infrastructure that implements it. The model describes how to automatically monitor and collect context data and usability metrics, how those data can be processed for analysis support and how users' impressions can be collected. An infrastructure is provided to implement the model allowing it to be plugged into any smartphone Android-based application. To evaluate our proposal, we performed a field experiment, with 21 users using three mobile applications during a 6-month period, in their day-to-day scenarios.
Keywords: Usability Evaluation; Smartphone Application; Remote Usability Evaluation; Usability Testing
Methods towards API Usability: A Structural Analysis of Usability Problem Categories BIBAKFull-Text 164-180
  Thomas Grill; Ondrej Polacek; Manfred Tscheligi
The usability of Application Programming Interfaces (APIs) is one of the main factors defining the success of a software based framework. Research in the area of human computer interaction (HCI) currently mainly focuses on end-user usability and only little research has been done regarding the usability of APIs. In this paper, we present a methodology on how to use and combine HCI methods with the goal to evaluate the usability of APIs. The methodology consist of three phases - a heuristic evaluation, a developer workshop and interviews. We setup a case-study according to the methodology, in which we are evaluating the usability of a service-oriented framework API. The goal was to explore different HCI methods and compare the applicability of such methods to find usability problems in an API. The case-study combined qualitative and quantitative methods in order to investigate the usability and intuitiveness of the API itself. It allowed us to identify relevant problem areas for usability related issues that could be mapped to specific types of HCI methods. Examples for this are e.g. structural problems, which are identified mainly in inspection methods, while problems regarding errors and exception handling are mainly identified during the hands-on example part of the developer workshops conducted. The resulting problem areas allow us to develop a first classification of API related usability problems that are making the relevancy of usability issues for APIs more explicit and applicable.
Keywords: API; Usability; Contextual Interaction Framework; HCI
Putting Dementia into Context BIBAKFull-Text 181-198
  Joël Vogt; Kris Luyten; Jan Van den Bergh; Karin Coninx; Andreas Meier
People with dementia face a decline of their cognitive functions, including memory impairment and difficulty to orient in time and space. Assistive applications can ease the effects of dementia by assuming and supporting impaired functions. Context-awareness is an accepted paradigm for assistive applications. It enables interactive systems to react appropriately to situations that occur during daily routines of people with dementia. However, there currently is no recommended framework to view symptoms of dementia in terms of context and context-awareness. The aim of this paper is to inform designers in the early design stages of assistive applications how requirements and needs of people with dementia can be represented in a context-aware application. Based on a systematic literature review, we elicit which context types are linked to the needs of people with dementia and their caregivers and how they are used in existing assistive applications in dementia care. Our focus is on applications evaluated and assessed with people with dementia. We also classify these assistive applications by the offered context-aware services. We observe that these should not be limited within the realm of the local residence; context types that are valuable in-house can, to a certain extent, also be leveraged outside a local residence. We believe the proposed framework is a tool for application builders and interface designers to accomplish an informed design of systems for people with dementia.
Keywords: Dementia; Independent living; context-awareness; assistive applications
Puzzle: A Visual-Based Environment for End User Development in Touch-Based Mobile Phones BIBAKFull-Text 199-216
  Jose Danado; Fabio Paternò
Despite the widespread usage of mobile devices there is a lack of environments able to allow end users to create applications directly in such devices. In this paper, we present the Puzzle framework, which supports a visual environment for opportunistically creating mobile applications in touch-based mobile phones. The user interface is designed to be usable for mobile users that do not use programming languages in their daily work as well as to motivate end users to playfully experiment and create applications. In particular, we report on its user interface, framework and evaluation.
Keywords: End user development; ubiquitous computing; mobile computing; authoring tools
Requirements Sensemaking Using Concept Maps BIBAFull-Text 217-232
  Shamal Faily; John Lyle; Andre Paul; Andrea Atzeni; Dieter Blomme; Heiko Desruelle; Krishna Bangalore
Requirements play an important role in software engineering, but their perceived usefulness means that they often fail to be properly maintained. Traceability is often considered a means for motivating and maintaining requirements, but this is difficult without a better understanding of the requirements themselves. Sensemaking techniques help us get this understanding, but the representations necessary to support it are difficult to create, and scale poorly when dealing with medium to large scale problems. This paper describes how, with the aid of supporting software tools, concept mapping can be used to both make sense of and improve the quality of a requirements specification. We illustrate this approach by using it to update the requirements specification for the EU webinos project, and discuss several findings arising from our results.
Towards Conflict Management in User Interface Composition Driven by Business Needs BIBAKFull-Text 233-250
  Anne-Marie Déry-Pinna; Audrey Occello; Michel Riveill
This paper presents a composition engine that handles User interface (UI) in the context of application composition. The aim is to detect and manage conflicts that may arise when composing UI driven by business needs. The originality of this composition engine is to reason at an Abstract level which simplifies the composition algorithm and makes it reusable and oblivious to technology. The composition engine is the core of the Alias framework that reduces the re-engineering efforts needed to obtain the UI of an application built by composition of smaller ones following the "programming in the large" paradigm.
Keywords: User Interface composition; functional composition; composition conflicts

Short Papers

A Model for Assessing Organizational Learning in Software Development Organizations BIBAKFull-Text 251-258
  Oumout Chouseinoglou; Semih Bilgen
In order to keep up with the continuously increasing competition and to obtain competitive advantage, software developer organizations (SDO) need to possess the characteristics of Learning Software Organizations (LSO). Maturity is directly related to both learning and knowledge management (KM). However, the major software process improvement (SPI) approaches do not explicitly address how learning capabilities of a SDO can be assessed or what knowledge needs to be managed and how, when, where, or by and for whom. This paper introduces a model for evaluating the organizational learning characteristics of a SDO. We report the results of applying the model in a university course on software development.
Keywords: Learning software organization; software process improvement; SQ4R
A Personality Based Design Approach Using Subgroup Discovery BIBAKFull-Text 259-266
  Kay Behrenbruch; Martin Atzmüller; Christoph Evers; Ludger Schmidt; Gerd Stumme; Kurt Geihs
To facilitate user-centered software engineering, developers need an easy to grasp understanding of the user. The use of personas helps to keep specific user needs in mind during the design process. Technology acceptance is of particular interest for the design of innovative applications previously unknown to potential users. Therefore, our research focuses on defining a typology of relevant user characteristics with respect to technology acceptance and transferring those findings to the description of personas. The presented work focuses on the statistical relationship between technology acceptance and personality. We apply sub-group discovery as a statistical tool. Based on the statistically derived subgroups and patterns we define the mentioned personas to help developers to understand different forms of technology acceptance. By integrating the specifically defined personas into existing methods in the field of software engineering the feasibility of the presented approach is demonstrated.
Keywords: Technology Acceptance; Personality; Software Engineering; Usercentered Design; Subgroup Discovery
Assessing Use Complexity of Software: A Tool for Documentation Designers BIBAKFull-Text 267-274
  Brigit van Loggem
One way to support end users of software is to provide documentation materials such as user manuals and online Help. As not all software is equally difficult to master, documentation designers need to determine the quality and quantity of the information to be included in the user documentation. A first step towards this end would be to assess the complexity of the software from the user's point of view. This paper suggests one approach to such an assessment, based on the idea of use complexity as a multi-dimensional construct. A consideration of width, depth and height of use complexity can help designers determine documentation requirements.
Keywords: user documentation; use complexity; documentation design
Collecting Users Profiles for Web Applications BIBAKFull-Text 275-282
  Amin Rasooli; Peter Forbrig; Fattaneh Tagivareh
Currently providers are trying to personalize their websites according to user profiles. With respect to the wide variety and great volume of websites, providers look for a design that is more attractive than that of competitors. They look for a unique solution. In this uniqueness, any point such as design, user-friendliness, and content offered to the customer plays a key role in its success. The main objective of this study is to provide profiles of different kinds of users. Later on, this information can be used to design appropriate websites. This kind of information can be explored from social networks. We obtained a dataset of 500 users and we have clustered this dataset to 12 clusters, and then applied Collaborative Filtering on user data to improve the results. The paper will present the corresponding results and provide an interesting overview of different profiles of users in different parts of the world.
Keywords: User Profiles; Web Application; Personalization; Web Design
Creativity Patterns Guide: Support for the Application of Creativity Techniques in Requirements Engineering BIBAKFull-Text 283-290
  Elton R. Vieira; Carina Alves; Letícia Duboc
Creativity techniques are tools for stimulating creative thinking. The importance of creativity fostering techniques in software development has been recognized and investigated by researchers for over a decade, yet the greater software engineering (SE) community makes little use of the myriads of techniques available. In order to encourage a wider adoption and to support the use of creativity techniques in software development, we have reviewed a large number of creativity techniques and have created a Creativity Patterns Guide. This paper describes the part of the guide tailored for the requirements engineering phase. The guide has been evaluated in real-world projects.
Keywords: Creativity Techniques; Requirements Engineering; Design Patterns
Exploring Local Cultural Perspectives in User Interface Development in an Indian Offshoring Context: A View from the UK BIBAKFull-Text 291-298
  Malte Ressin; Cecilia Oyugi; José Abdelnour-Nocera; David Lee; Dharam Panesar
In this paper, we present the results of an exploratory case study on the impact of culture on software development in an offshoring context in India. Our research aims to understand the role of culture in outsourced software development. We interviewed human-computer interface professionals such as frontend developers, user interface designers and usability specialists working for a software development outsourcing vendor in India. The interviews were analysed for occurrence of common themes. Thereafter the cultural models of Hofstede and Hall were used to make sense of these emerging themes.. Our results indicate that cultural influence occurs and has an overarching influence in software development. Three proposals are made in response to the cultural issues highlighted.
Keywords: offshoring; outsourcing; culture; software development
Improving Support for Visual Task Modelling BIBAKFull-Text 299-306
  Fabio Paternò; Carmen Santoro; Lucio Davide Spano
ConcurTaskTrees (CTT) and its supporting environment (CTTE) have been widely used for a significant period of time. However, users have expressed various concerns regarding their usability. In this paper, we present the modifications made so as to provide more effective support. In particular, the environment has been enhanced in order to make it more suitable for designing real-world applications, including improved support for task model editing and early prototype generation. We also report on two evaluation tests that provided useful feedback in order to decide how to improve the environment.
Keywords: Task models; Visual Tool Support; CTT
Integrating Usability Evaluation into Model-Driven Video Game Development BIBAKFull-Text 307-314
  Adrian Fernandez; Emilio Insfran; Silvia Abrahão; José Ángel Carsí; Emanuel Montero
The increasing complexity of video game development highlights the need of design and evaluation methods for enhancing quality and reducing time and cost. In this context, Model-Driven Development approaches seem to be very promising since a video game can be obtained by transforming platform-independent models into platform-specific models that can be in turn transformed into code. Although this approach is started to being used for video game development, there is a need for usability evaluation methods specifically tailored to this type of development process. In this paper, we present a usability inspection method that can be used along all the stages of the model-driven video game development. The method relies on a Usability Model that is aligned with the ISO/IEC 25010 (SQuaRE) standard and decomposes usability into measurable attributes and metrics specific for the video game domain.
Keywords: Video Game; Usability Inspection; Model-Driven Development
Lessons Learned from Evaluating the Usability of Mobile Spreadsheet Applications BIBAKFull-Text 315-322
  Derek Flood; Rachel Harrison; Claudia Iacob
It is estimated that 90% of all the analysts in business perform calculations on spreadsheets. Due to advances in technology, spreadsheet applications can now be used on mobile devices and several such applications are available for platforms such as Android and iOS. Research on spreadsheets revolves around several themes, but little work has been done in evaluating the usability of such applications (desktop or mobile). This paper presents lessons learned and usability guidelines derived from laboratory usability testing of mobile spreadsheet applications. Twelve participants were given a task to be solved using a mobile spreadsheet application and based on the video recordings of their interactions with the application patterns of recurring actions and sequences of actions were derived. Navigation, selection, feedback, and transparency of features were some of the main themes in the results of the testing, pointing to a set of guidelines which are also generalizable across other types of mobile applications.
Keywords: Mobile applications; usability guidelines
ProtoTask, New Task Model Simulator BIBAKFull-Text 323-330
  Lachaume Thomas; Girard Patrick; Guittet Laurent; Fousse Allan
One major objective of task modeling is to improve communication between design stakeholders. Current task model simulators, which require their users to understand task model notations, and provide for inappropriate information, are not really suitable for this topic. We designed ProtoTask, which allows the user to experiment task models by the way of building scenarios, without understanding task model notations. This tool presents new mechanisms that aim at facilitating the understanding of task models for all users.
Keywords: Task Model; Simulation; Human-Computer Interaction; User Experience
The Usage of Usability Techniques in Scrum Projects BIBAKFull-Text 331-341
  Yuan Jia; Marta Kristin Larusdottir; Åsa Cajander
Over the past decades, usability techniques have been introduced into software development practices. At the same time many software development teams have started to use the agile development process -- Scrum -- to plan and organize their software projects. The focus of this study is to explore how usability techniques are integrated during software development in Scrum projects. The most commonly used usability technique in Scrum projects is workshops, followed by lo-fi prototyping, interviews and meetings with users, all used by more than half of the participants. The technique that is most frequently used is lo-fi prototyping used by more than half of the participants two to four times a month. All these usability techniques are informal, meaning that these techniques can be used quickly without much preparation. Formal usability evaluation with users is a highly ranked technique by the participants but not commonly used by them.
Keywords: Keywords: Usability techniques; User centred design; user involvement; usability; agile software development; Scrum
Usability Reporting with UsabML BIBAKFull-Text 342-351
  Johannes Feiner; Keith Andrews
Usability practitioners conduct formative evaluations, such as heuristic evaluations and thinking aloud tests, to identify potential problems in a user interface as part of the iterative design cycle. The findings of a formative evaluation (in essence, a list of potential problems) are usually compiled into written reports and typically delivered as a PDF or Word document. A written report is convenient for reading, but makes it difficult to reuse the findings electronically. The usability markup language (UsabML) defines a structured reporting format for the results of usability evaluations. In agile software development the direct handover of usability findings to software engineers can speed up development cycles and improve software quality.
   Usability managers can now enter the findings of formative evaluations into a new, web-based system called Usability Reporting Manager (URM). Findings can be exported in UsabML format, which in turn can easily be imported by software engineers into an issue-tracking system connected to a source code repository. UsabML can also be transformed into other formats such as HTML and PDF via stylesheets (XSL).
Keywords: formative evaluation; usability findings; exchange; XML; reporting format
Visualizing Sensor Data: Towards an Experiment and Validation Platform BIBAKFull-Text 352-359
  Claudia C. Gutiérrez Rodriguez; Anne-Marie Déry-Pinna
In the last decade, technological improvement on sensors increasingly motivates the use of sensor data in numerous application domains such as environmental, health, transportation, etc. Progressively, with the advances on user terminals, there is a strong trend towards interactive sensor data visualization. As viewing raw sensor data stored in multiple databases does not specially fulfill user requirements, data visualization raises challenges about supporting users to easily use and handle sensor data. In this paper, we address this particular subject with an extensible visualization and interaction platform. Within this platform, we provide developers the facility to experiment and validate multiple visualizations for sensor data, specially based sensor data properties and users' requirements. We illustrate our platform with a medical study case focused on ECG data visualization.
Keywords: Information Visualization; HCI; Sensor Data; Medical Applications; Experimentation platform
Graphical Controls Based Environment for User Interface Evaluation BIBAKFull-Text 360-367
  Selem Charfi; Abdelwaheb Trabelsi; Houcine Ezzedine; Christophe Kolski
For more than two decades, the HCI community has elaborated numerous tools for user interface evaluation. Although the related tools are wide, the evaluation remains a difficult task. This paper presents a new approach for user interface evaluation. The proposed evaluation process focuses on utility and usability as software quality factors. It is based on the UI ergonomic quality inspection as well as the analysis and the study of the Human-Computer interaction. The proposed approach is mainly based on graphic controls dedicated to the user interface evaluation. These controls have, on the one hand, the role to compose graphically the interfaces. On the other hand, they contribute to the UI evaluation through integrated mechanisms. The evaluation is structured into two phases. The first consists of a local self-evaluation of the graphical controls according to a set of ergonomic guidelines. This set is specified by the evaluator. The second allows an electronic informer to estimate the interaction between the user interface (graphically composed by the evaluation based controls) and the user.
Keywords: User interface (UI); UI evaluation; utility and usability inspection