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Proceedings of the 2007 Conference of the Association Francophone d'Interaction Homme-Machine

Fullname:Proceedings of the 19th International Conference of the Association Francophone d'Interaction Homme-Machine
Editors:Carlos Agon; Olivier Delerue
Location:Paris, France
Dates:2007-Nov-12 to 2007-Nov-05
Publisher:ACM
Standard No:ISBN: 1-59593-791-9, 978-1-59593-791-9; ACM DL: Table of Contents hcibib: IHM07
Papers:51
Pages:304
Links:Conference Home Page | Association Francophone d'Interaction Homme-Machine
  1. Lois du mouvement (Laws of Movement)
  2. Présentation et visualisation
  3. Nouvelles formes d'interaction (Novel Interaction Techniques)
  4. Architectures pour l'interaction (Interaction Architecture)
  5. Dispositifs mobiles (Mobile Devices)
  6. Navigation hiérarchique (Hierarchical Navigation)
  7. Analyse d'activité (Activity Analysis)
  8. Interfaces et créativité (Interfaces and Creativity)
  9. Interaction naturelle (Natural Interaction)
  10. Rencontres doctorales (Doctoral Consortium)
  11. Démonstrations

Lois du mouvement (Laws of Movement)

Loi de Fitts: prédiction du temps de pointage sous forme d'ensembles flous BIBAKFull-Text 3-10
  Mathieu Raynal; Mathieu Serrurier
The Fitts' law is used in order to predict the time for pointing a target with respect to its size and to the distance to cover. However, this law only predict the average time for pointing the target with a given difficulty. In this paper, we propose to use a fuzzy regression approach which allows us to predict the general tendency (time with respect to the difficulty of the task), together with the imprecision associated with this tendency.
   In the first time we will present the fuzzy regression approach. Then, we will discuss and compare results obtained with linear regression and with fuzzy regression from data obtained with a mouse pointing experimentation.
Keywords: Fitts' law, fuzzy regression, pointing task
Langage ordinaire et modélisation mathématique: quelle fonction d'échange dans la loi du mouvement canalisé d'Accot et Zhai? BIBAKFull-Text 11-18
  Yves Guiard
The steering law, which Accot and Zhai (A&Z) introduced to HCI just ten years ago, has been generally presented as a speed/accuracy tradeoff, but with little explanation of what that phrase means. This paper puts forth various wording inaccuracies that have become customary, since Fitts, in the study of the basic laws of movement. A detailed definition of the tradeoff notion is proposed. With the help of some new terminological distinctions, it is shown that one can indeed express the steering law explicitly as a tradeoff. The analysis, however, reveals that the conflicting quantities are not the speed and the accuracy, but rather the duration and the relative inaccuracy of the steering movement. More work is needed to express the steering law as a speed/accuracy tradeoff.
Keywords: Fitts' law, epistemology, modeling, steering law, tradeoff functions
De l'ambiguïté des écritures fractionnaires: comment interpréter l'expression D/W dans la loi de Fitts? BIBAKFull-Text 19-22
  Yves Guiard
Fractional expression D/W in Fitts' law can be understood theoretically in two mutually exclusive ways. In D/W one can view either a single theoretical entity represented by the quotient of the division of D by W (assumed to have been done), or two theoretical entities represented by D and W, the operands of the doable (but undone) division. The paper discusses the theoretical and empirical consequences of the usual failure to distinguish these two understandings in Fitts' law research.
Keywords: Fitts' law, epistemology, experimental method, theory

Présentation et visualisation

Effets des paramètres graphiques sur la perception visuelle: expérimentations sur la forme, la surface, l'orientation des objets et la définition des ecrans BIBAKFull-Text 23-30
  Gilles Tabart; Sylvie Athènes; Stéphane Conversy; Jean-Luc Vinot
User interfaces of critical systems, such as air traffic control displays, use graphical objects to code for an ever increasing amount of information. This evolution brings forth concerns about the detection and identification of the displayed objects, in particular for small size objects. First, graphic properties of the interface should include some knowledge about the interplay between colour, shape and size interactions, and the visual perception. Second, the redesign of any interactive system should take into account the particularities of the evolving software and hardware display technology (pixel size and structure, for example) in order to preserve crucial aspects of the initial visual display. The two experiments described in this paper are aiming towards building a more systematic knowledge of graphic properties interactions per se, and their changes as a function of display technologies. More precisely, we examined the effect of the object size, shape and luminosity, as well as its contrast with the background. Results show that object perception is dependent upon its size, its contrast with the background and the overall luminosity of the background. Furthermore, for small size objects, interactions between pixel luminosities and pixel arrangement greatly influence their perception by the human eye.
Keywords: brightness, contrast, critical GUI, experimentation, perception, pixels, size, verification
Stratégies de dialogue et de présentation multimodale: un composant logiciel dédié et son application à des expérimentations en magicien d'Oz BIBAKFull-Text 31-38
  Meriam Horchani; Dominique Fréard; Benjamin Caron; Éric Jamet; Laurence Nigay; Franck Panaget
In the context of a multidisciplinary project involving researchers in the areas of computer science and psychoergonomics, we study multimodal human-computer dialogues with general public information systems. This paper focuses on strategies used for dialogue management and output multimodal presentation. An experimental Wizard of Oz study allows to confirm the impact of presentation strategies on the user and on her/his interaction with the system. This experiment is based on a characterization of output information which is used to adapt a software component dedicated to dialogic and presentation strategies in order to offer Wizards of Oz an experimental tool which s/he can control using a graphical interface.
Keywords: Wizard of Oz experiments, dialogic and presentation strategies, human-computer dialog, multimodal outputs
Extension d'un modèle de visualisation pour la caractérisation d'interfaces graphiques dynamiques BIBAKFull-Text 39-42
  Christophe Hurter; Stéphane Conversy
The air traffic control systems display information using multiple visual variables. In this article, we characterize these systems using Card, Mackinlay and Bertin model. The specificity of the visualizations we studied leads us to extend this model by clarifying the role of time in the dynamics of the interface, and by differentiating the forms coding information deliberately, from the forms generated by the emergence process of the Gestalt. This work helps characterize visualizations more precisely, refine our understanding of the transformations that generate visualization, as well as the role of perception in the interpretation of a visualization.
Keywords: information visualization, semiology, taxonomy, visual variables
KUP: un modèle pour la présentation opportuniste et multimodale d'informations à des utilisateurs mobiles BIBAKFull-Text 43-50
  Christophe Jacquet; Yacine Bellik; Yolaine Bourda
This paper deals with the design of a multimodal information system in ambient intelligence. Its agent architecture is based on KUP, an alternative to traditional human-computer interaction models. We propose an algorithm for choosing an interaction modality. Then, we introduce PRIAM, a platform that implements this theoretical framework. Finally, we present the results of experiments carried out in pseudo-real scale.
Keywords: multimodality, ubiquitous computing

Nouvelles formes d'interaction (Novel Interaction Techniques)

Interagir avec un objet mixte: propriétés physique et numérique BIBAKFull-Text 51-58
  Céline Coutrix; Laurence Nigay
Mixed systems aim at merging the physical and digital worlds. In this context, the Mixed Interaction Model allows us to define a mixed object and the interaction with such an object. In this paper we further define a mixed object by identifying new characteristics and by reusing results from the literature. Such characteristics of an object are useful for comparing existing mixed systems at a fine-grain level. Our characterization space is made of two complementary facets: we first define intrinsic characteristics of an object as well as extrinsic characteristics of a mixed object by considering its role in the interaction. These characteristics are discussed and illustrated in the context of different mixed systems from the literature or developed in our research team.
Keywords: augmented interface, augmented reality-virtuality, interaction model, linking modality, mixed system, multimodality, physical-digital coupling
Dimensions caractéristiques de l'interaction gestuelle sur table de collaboration BIBAKFull-Text 59-62
  Franck Poirier
This paper concerns the tabletop interaction. We point out the principal problems related to this type of device. Then, we propose a conceptual framework for interaction gestures which extends the 2M design space proposed for the two-handed interaction.
Keywords: conceptual framework, gestural interaction, interactive table
Manipulation d'un zoom haptique continu via un dispo-sitif de substitution sensorielle BIBAKFull-Text 63-70
  Mounia Ziat; Olivier Gapenne; John Stewart; Charles Lenay
In order to improve the interactivity of mobile interfaces several solutions have been proposed, including the haptic modality and information visualisation. For the latter, zooming proves to be a powerful tool to compensate for the small size of the screen. Thus, in this study, the first result underlines that the subjects don't have any difficulty to make the distinction between a zoom-in and a zoom-out when they handle a haptic zoom through a sensory substitution device. The second result underlines that the subjects do not handle more than 25 levels and this, even if they have the possibility of handling more (100 or 1000).
Keywords: PDAs, haptic zoom, perception, sensory substitution
Plumage: design d'une interface 3D pour le parcours d'échantillons sonores granularisés BIBAKFull-Text 71-74
  Christian Jacquemin; Rami Ajaj; Roland Cahen; Yoan Olivier; Diemo Schwarz
Plumage is an interface for interactive 3D audio/graphic scene browsing and design. The interface relies on the notion of tape heads in a sonic and graphic 3D space made of feathers associated with sound micro-samples. The spatial layout of the feathers is defined by sound parameters of the associated samples. The musical play is the outcome of a continuous and interactive navigation in the sound space controlled by direct manipulation of tape head trajectories. This work is based on the design of interactions. A simple and efficient audio graphic navigation is designed through the combination and synchronization of elementer sound object triggerings.
Keywords: audio-visual composition, multimodality

Architectures pour l'interaction (Interaction Architecture)

Principes pour une méthode de conception de systèmes mixtes BIBAKFull-Text 75-82
  Sophie Dupuy-Chessa; Guillaume Godet-Bar; David Juras; Dominique Rieu
This paper presents the principles and the setup of a design method. This method aims to unify interaction design and functional core design. We focus at the moment on the method's functional branch (from business requirements to analysis), which allows the design of traditional or mixed interactive systems, depending on the requirements. The method is formalized and instrumented using a pattern-based approach.
Keywords: design method, mixed system, pattern
Instrumentation du modèle d'architecture logicielle AMF BIBAKFull-Text 83-90
  Guillaume Masserey; Frank Tarpin-Bernard; Bertrand David; Kinan Samaan
We describe an instrumentation of the AMF (Agent with Multiple Facets) software architecture, which allows its implementation through several tools. After the introduction of the AMF model and its principles, we situate and detail the tools carried out, mainly an AMF runtime engine and an editor. Then, we give an implementation example showing the potential of this software engineering solution.
Keywords: MBA, software architecture, visual programming
Métamodèle de règles d'adaptation pour la plasticité des interfaces homme-machine BIBAKFull-Text 91-98
  Vincent Ganneau; Gaëlle Calvary; Rachel Demumieux
In ubiquitous computing, platforms are no more limited to conventional computers: users interact with interactive spaces made of various and dynamic interaction resources (PC, PDA, phone, smartphone, etc.). In Human-Computer Interaction, plasticity denotes the capacity of User Interfaces (UIs) to withstand variations of context of use (user, platform, environment) while preserving their value. This paper presents a functional decomposition of plasticity. It focuses on the context of use, adaptation engine and user modeling. According to a Model Driven Engineering (MDE) approach, it proposes a metamodel of adaptation rules for both helping the designers in reasoning on plasticity, and sustaining an automatic instrumentation of the UI for probing the context of use, applying the reaction, and possibly revising the adaptation rules through learning.
Keywords: MDE, adaptation, adaptation rule, context of use, metamodel, model, plasticity of user interfaces, transformation, value

Dispositifs mobiles (Mobile Devices)

Un espace de classification pour l'interaction sur dispositifs mobiles BIBAKFull-Text 99-106
  Anne Roudaut; Eric Lecolinet
The multiplication and the diversity of mobile devices in everyday life involve new challenges for the designer: the size of the screen, text input, pointing, and the management of services in situation of mobility constitute new constraints. Many interaction techniques have been proposed these last years to answer theses problems. In this article, we describe a space for classifying the existing interaction techniques that have been proposed for mobile devices.
Keywords: interaction language, interaction technique, mobile device, modality, physical device
ArchMenu et ThumbMenu: contrôler son dispositif mobile « sur le pouce » BIBAKFull-Text 107-110
  Stéphane Huot; Eric Lecolinet
We introduce in this paper a new kind of menus that are adapted to the interaction with small handheld devices with a tactile screen (PDA, smartphone...) in mobility conditions. With such devices, interaction is often based on standard WIMP paradigms that have been designed for desktop PCs. This approach does not take the specificities of mobility into account and thus limits the capabilities of such devices. We propose two new menu techniques, ArchMenu and ThumbMenu, that are specifically designed to fit the constraints of handheld devices (size and input mode) in mobility conditions.
Keywords: finger interactions, handheld devices, menu systems
UniGlyph: une méthode universelle pour la saisie de texte sur dispositifs mobiles BIBAKFull-Text 111-118
  Mohammed Belatar; Franck Poirier
Previously, we developed a text input method called Glyph which we improved later to make it possible to enter text on mobile devices with two keystrokes per character, then with one simple gesture per character using seven keys. In this paper, we announce a new method called "UniGlyph". It allows typing text with one keystroke per character using only four keys. We present also a novice level evaluation of UniGlyph compared to two similar methods.
Keywords: evaluation, mobile devices, reduced keyboard, soft keyboard, text input

Navigation hiérarchique (Hierarchical Navigation)

Quinze ans de recherche sur les menus: critères et propriétés des techniques de menus BIBAKFull-Text 119-126
  Gilles Bailly; Eric Lecolinet; Laurence Nigay
Many different kinds of menu techniques have been proposed so far and their number is continuously increasing. This paper proposes taxonomy to facilitate understanding of their differences and similarities. The taxonomy provides several criteria and properties for classifying menu systems and focuses in particular on the differences in using menu techniques in expert versus novice modes.
Keywords: expert mode, interaction techniques, menu systems, novice mode
Trackmouse trackball in pie menu use: data on accuracy BIBAKFull-Text 127-130
  Benoît Martin; Poika Isokoski
We conducted two experiments to guide the design of a pie menu to be used with the trackball component of a device that combines a trackball and a mouse. In the first experiment we measured the accuracy of pie menu specific target selection (angular error). In the second experiment we measured the error rate in menu item selection in a pie menu that was designed based on the findings of the first experiment. The results show that a six item menu can be used at about 3% error rate.
Keywords: pie menu, trackball, trackmouse
Treemaps zoomables: techniques d'interaction multi-échelles pour les treemaps BIBAKFull-Text 131-138
  Renaud Blanch; Éric Lecolinet
Some efficient visualizations (such as treemaps) have been proposed for trees, but the interaction they provide to explore and acces data is often poor, especially for very large trees. We have designed a consistent set of navigation techniques that makes it possible to use treemaps as zoomable interfaces. We introduce structure-aware navigation, the property of using the structure of the displayed information to guide navigation, property that our interaction techniques share.
Keywords: information visualization, multi-scale interaction, structure-aware navigation, zoomable treemaps
Naviguer dans des grands arbres avec ControlTree BIBAKFull-Text 139-142
  Caroline Appert; Jean-Daniel Fekete
This article presents ControlTree, a relevant technique to select a node is a very large node-link representation using a continuous interaction. The node-link representation is dynamic and driven by the cursor location to optimize screen space and to ease the selections. ControlTree uses a snapping mechanism and adapts the OrthoZoom technique to offer an alternative to common "point-and-click" techniques. We also present a preliminary theoretical evaluation showing that ControlTree is a promising technique.
Keywords: navigation, node-link, selection

Analyse d'activité (Activity Analysis)

Cognitive Walkthrough pour l'évaluation des IHM: synthèse des extensions et évolutions conceptuelles, méthodologiques et technologiques BIBAKFull-Text 143-150
  Thomas Mahatody; Mouldi Sagar; Christophe Kolski
This synthesis paper concerns the evaluation of interactive systems using usability inspection methods, especially the Cognitive Walkthrough (CW) method. The background principles of CW followed by its evolution and variants are described. A synthesis from conceptual, methodological and technological points of views is proposed.
Keywords: cognitive walkthrough, inspection method, interactive systems evaluation, software ergonomics
Protocoles et métriques pour l'analyse de l'activité dans un environnement interactif d'apprentissage de l'algorithmique BIBAKFull-Text 151-158
  Nicolas Guibert; Patrick Girard; Laurent Guittet
Assessing usability and analysing use cases in the domain of Computer-Aided Learning (CAL) involves specific methods. The context of learning activities implies to take great care that the protocol of evaluation does not interfere with the learning process; for instance, it becomes impossible to evaluate the same subject on the same task several times in a row.
   Among the most popular methods, capturing the interactions between the learner and the system allow to analyse how he/she realised the prescribed exercise. However, this method cannot capture how the user interprets and evaluates of the information displayed by the environment. For this purpose, the eye-trackers, which measure the ocular movements and fixations, can be very useful. However, they show limitations when the evaluated environment is not static.
   In this paper, we explain how the combined usage of these two approaches has allowed us to evaluate in a dynamic context the usability of the different components of a software designed to aid the learning of programming [9], and to analyse how learners appropriate these different components. We detail the pros and cons of each method, and discuss their possible connections.
Keywords: HCI, assessment protocols, cognitive ergonomics, eye-tracking, logs analysis, psychology of programming
Navigation génétique dans une oeuvre musicale BIBAKFull-Text 159-166
  Samuel Goldszmidt; Nicolas Donin; Jacques Theureau
This paper describes the design of a MMI for "the genetic exploration" of a musical piece. This design was a part of an empirical and technological research project on the compositional activity by Philippe Leroux of his piece Voi(rex). This whole research project is itself related to the current development of an integrated framework combining cognitive theory, cognitive ethnography empirical studies and design rationale. This MMI allows the researchers to add / modify / suppress / annotate composer's documents, to link them to interviews of the composer about the compositional process of his work. It allows also to make and propose elements of analysis, and to navigate through documents, interviews and elements of analysis using the recording file of the work and multiple hypermedia links. Other researchers may use the MMI to challenge the analysis made and propose their own alternative analyses. The MMI is also the benchmark of a future assistance software for active musical listening by musical students and musical amateurs.
Keywords: empirical musicology, hypermedia assistance, musical genetic exploration, musical listening, participative design

Interfaces et créativité (Interfaces and Creativity)

Paperoles et musique BIBAKFull-Text 167-174
  Catherine Letondal; Wendy E. Mackay; Nicolas Donin
Les compositeurs contemporains constituent un cas d'étude particulièrement riche pour la problématique du papier augmenté par l'ordinateur. Ils ont tout d'abord une utilisation avancée des deux technologies. Ceux qui travaillent dans les studios de l'IRCAM sont souvent des experts en informatique : il n'est pas rare que certains programment en Lisp et connaissent les algorithmes des outils qu'ils utilisent. Ils bénéficient d'un environnement informatique très complet, doté de nombreux outils de calcul et de modélisation sophistiqués, et travaillent la plupart du temps en association avec des assistants musicaux, experts en informatique ou en électro-acoustique. Quant à l'utilisation du papier, elle résulte de plusieurs siècles de tradition, au cours desquels une notation quasiment universelle a pu s'établir. Bien entendu, on observe également une forte utilisation conjointe des deux technologies, parfois concurrente, comme lorsqu'il s'agit d'éditer une partition soit `a la main, soit avec un outil spécialisé, parfois complémentaire, le papier et l'ordinateur correspondant à des étapes différentes du travail de création.
Keywords: augmented paper, mixed reality, participatory design, tangible interfaces
Production d'esquisses créatives en conception digitale BIBAKFull-Text 175-182
  Pierre Leclercq; Anaïs Mayeur; Françoise Darses
With their tedious interfaces that impose an encoding sternness, the existing computer aided architectural design tools (CAAD) too often restrict users creativity. Paper and pencil are then privileged in the first design stages. In response to this restriction, we have developed a sketch interface, based on an electronic pen and a LCD tablet, which allows the designer to develop ideas and manipulate drawings. This paper describes our observations of five professional architects working with these software and hardware devices. Our analyses are based on sessions temporal execution, on graphic production types and on drawing area management. They conclude that the proposed digital solution is compatible with the designers expectations and really support creative exploration.
Keywords: design process, human-computer interaction, sketch interface experimentation
Interface-croquis pour relevés architecturaux: vers la constitution d'une nouvelle activité BIBAKFull-Text 183-190
  Stéphane Safin; Marie Pecceu; Pierre Leclercq
This article is the synthesis of the ICC research project, aiming at the development of a multimodal and portable interface supporting in real time scale setting of an architectural measurement sketch. Based on a participative process, we first expose and make a model of the traditional activities of measure taking and scale setting. We then describe the ICC software and show how the retooled activity changes, taking into account the help functions it brings. We describe the new structure of measurement activity with scale setting, the new drawing modes it induces. We conclude proposing some tracks for the software improvement.
Keywords: activity modeling, natural interaction architectural scales drawing, sketch based interface

Interaction naturelle (Natural Interaction)

Interface multi-layer et processus d'évolution des systèmes interactifs en activité critique BIBAKFull-Text 191-198
  Bruno Merlin; Raïlane Benhacène; Vincent Kapp
The paradigm of multi-layer interface, suggested by Ben Shneiderman, deals with universal usability. The multilayered interfaces are supposed to:
  • Enable users with different objectives and different backgrounds to use a same application.
  • Enable users to progress in their use of the application. In this article, our aim is to explain how this concept of multi-layer interface could facilitate the transition toward a critical operational interactive system. We will explain how the division in several layers could increase the application acceptance and smooth out the learning phase. The goal is to conduct a homogeneous population to change its working methods. Furthermore, we will present how we implement this concept in the project ASTER in order to facilitate the acceptance of the tool by the air traffic controllers.
    Keywords: direct manipulation, multi-layer interface, working method evolution
  • Intégrer les émotions aux télécommunications BIBAKFull-Text 199-205
      Henry Thomas; Sylvie Jumpertz; Bernard Marquet
    Our research laboratory works on domestic appliances and communicating objects for the home. We are currently focusing our research on emotional communication. How to declare emotions? How to transmit emotion? How to deliver and display emotions? Working with a user centric approach, we had interviews and creativity sessions with users, and research experts. We ended up with several applications and communicating devices that covers the spectrum of suggestions. We have been able to test a first set of objects and with the feedback from these users we developed another set of emotional communicating devices. We present here both the process and the achievements of this work.
    Keywords: affective computing, communicating devices, emotions, pervasive
    Des agents virtuels sociaux et émotionnels pour l'interaction humain-machine BIBAKFull-Text 207-214
      Nicolas Ech Chafai; Magalie Ochs; Christopher Peters; Maurizio Mancini; Elisabetta Bevacqua; Catherine Pelachaud
    To maintain the user's interest into a human-machine interaction using a virtual agent, we endowed this agent with communicative and interactive abilities, and allowed this agent to communicate socially and emotionally with the user. To this end, we present different models from giving an agent the ability to perceive its environment, to the ability display emotions.
    Keywords: emotional and social interactions, expressive conversational agents, perception model

    Rencontres doctorales (Doctoral Consortium)

    Techniques de menus: description, développement, evaluation BIBAKFull-Text 217-220
      Gilles Bailly
    Menu techniques are crucial in interactive systems especially since the number of available commands is continuously increasing. As a consequence, many different kinds of menu techniques have been proposed. It is nevertheless often difficult to ascertain the similarities and differences between exiting menu techniques. In this context, my doctoral studies focus on an examination and development of menu techniques. In this paper we present a first set of characteristics of menu techniques as well as two new menus, namely the Wave and Flower menus. These results constitute the basis for defining a platform dedicated to the design, prototyping and evalution of menu techniques.
    Keywords: characterization space, interaction technique, menu technique
    IHM et IDM: un modèle statique d'IHM au service des processus métier BIBAKFull-Text 221-224
      Arnaud Brossard
    Model Driven Engineering will probably be the new paradigm of software development in the near future. However, there is for the moment, no modelling method in the field of Human Computer Interaction (HCI), usable by business expert, making it possible to create HCI from conceptual models. Our approach, through a global vision of HCI, proposes some replies to this lack opening the way to new prospects in terms of HCI design.
    Keywords: human computer interaction, model driven engineering, modeling
    Conception du dialogue d'une application interactive BIBAKFull-Text 225-228
      Sybille Caffiau
    The dialog is a crucial part of interactive software. Designing this part is time-consuming and error-prone. As a consequence, the automation of the dialog part design is of major interest for the software industry. However the complete generation of the dialog can not be achieve with existing tools. The aim of the study presented in this paper is to identify and analyze the difficulties of such automation. Our results are first based on a study we have conducted on different approaches proposed to generate user interfaces (and thus the dialog). They are also based on case studies analysis aiming at highlighting choices during the dialog design, which impose non-trivial transformations. This paper exposes conclusions of these studies.
    Keywords: conception methods, models and formalisms, task models, user centered design/software engineering
    Modèle d'interaction pour les systèmes mixtes BIBAKFull-Text 229-232
      Céline Coutrix
    My doctoral research deals with the design of mixed interactive systems. These systems seek to smoothly link the physical and data processing (digital) environments. Facing a lack of capitalization and help when designing such systems, my work address this problem and propose a model of interaction focusing on objects interacting with users. This model allows description, characterization and generation of interaction techniques. It aims at capitalizing existing research results. Practical realisations in this doctoral study allow to test this model on concrete situations.
    Keywords: HCI, augmented reality, linking modality, mixed systems, multimodality, physical digital coupling
    Taxinomie de représentations graphiques dynamiques BIBAKFull-Text 233-236
      Christophe Hurter
    The displays used by the air traffic controllers involve many animated visual entities. They are constrained by precise rules of representation. The richness of these representations highlights the lack of tools that may characterize them. The increments of such an instrument are numerous, in terms of validation, design and safety. The objective of the thesis is to study representations, to find out methods of characterization that would allow comparisons between representations, and eventually to check their interests.
    Keywords: conception, design, information visualization, taxonomy
    DagMap: un outil d'exploration adapté aux relations d'héritages multiples BIBAKFull-Text 237-240
      Pierre-Yves Koenig
    This paper presents a novel technique for exploring hierarchical data set including DAGs. With the aid of a node-link view, a TreeMap adapted to directed acyclic graphs (DAGs) and a filtering mechanism, the user can navigate the data at different level of details.
    Keywords: DAG, hierarchies, treemap
    Une approche de l'instrument augmenté: le cas de la guitare électrique BIBAKFull-Text 241-244
      Otso Lähdeoja
    This paper describes an ongoing PhD research on augmented instruments, focusing especially on a digital enhancement of the electric guitar. An analysis of the gesture-object relationship as a series « contact points » creates the theoretical frame where an experimentation with sensor and signal analysis takes place, producing a prototype of an augmented guitar described here.
    Keywords: augmented instrument, electric guitar, hyperinstrument, sound and gesture relationship
    Conception d'un middleware pour rendre interopérables des communication appliances BIBAKFull-Text 245-248
      Nicolas Masson
    This paper presents our thesis work on the interoperability of communication devices called Communication Appliances. The goal of this interoperability is to provide for more flexibility in the user's choice of communication device. We suggest the consideration of several criteria of Communication Appliances and their use to design a middleware.
    Keywords: communication appliances, interoperability, middleware
    Validation directe de la conformité d'une application interactive à son modèle de tâches BIBAKFull-Text 249-252
      Loé Sanou
    This article presents a technique of development that allows to check the conformity of user interactions on an interactive application interface by its task model. By establishing a bond between the interface elementary actions and the task model elementary tasks (K-MAD tasks model), one generates scenarii according to the DTD of K-MADe scenarii. These scenarii, obtained during the execution, can be transferred in the K-MADe simulation environment for checking with the interactive application task model.
    Keywords: human computer interaction, human computer interface, interface testing, programming by demonstration, swing events, task model, toolkit
    Ingénierie dirigée par les modèles pour la plasticité des interfaces homme machine BIBAKFull-Text 253-256
      Jean-Sébastien Sottet
    In ubiquitous computing, context of use (user, platform, environment) may be multiple, dynamic and unpredictable. As a result, it is necessary to make it possible for the system to reason about its own design at run-time. My hypothesis is that transferring human know-how in HCI into the system may solve the problem. As models have been recognized as powerful for reasoning in HCI for long, I promote a Model Driven Engineering Approach. A User Interface (UI) is a graph of models alive at runtime. Models are compliant to explicit metamodels. Adapting, the UI means transforming the graph. When properties are preserved then the UI is said to be plastic.
    Keywords: metamodel, model, model driven engineering, plasticity of user interfaces, transformation
    Interfaces réflexives, faciliter la co-adaptation avec des historiques d'interaction BIBAKFull-Text 257-260
      Aurélien Tabard
    This article presents the notion of reflexive interface which allows users a better appropriation of their activity and data they handle, thanks to the capture and the visualisation of their interaction history. The article then studies how to validate this concept with field studies, prototypes (PageLinker, Reactive Notebook) and a history management toolkit.
    Keywords: WWW, evaluation, history, mixed reality, participatory design, reflexivity
    Méthodes et outils pour la conception et la vérification du rendu des IHM BIBAKFull-Text 261-264
      Gilles Tabart
    Critical user interfaces systems, such as aeronautics, use manifold graphical objects to code for an ever increasing amount of information. This set of graphical representation builds the rendering of user interface. Because there are many graphical properties interactions, it's difficult for designer to check if the final rendering corresponds with the eager functionalities. My thesis work focuses on providing tools and methods to help software designers in the user interface rendering design and validation process.
    Keywords: critical GUI, design, graphical rendering, methods, tools, validation
    Un bureau basé sur les instruments et des graphes BIBAKFull-Text 265-267
      Johann Vandromme
    Current graphical interfaces offer more and more functionalities. These functinalities are symbolized by tools which are grouped and ordered in menus or toolboxes without any convention. In order to simplify these interfaces, we propose to use a generic toolbox. This box will be made of tool that can be used on any kind of document. To make it possible, we will use a generic structure for documents, by using graphs.
    Keywords: GUI architectures, graphs, interfaces, tools

    Démonstrations

    Redirection d'applications existantes et nouvelles interactions pour des usages collaboratifs co-localisés sur une table interactive BIBAKFull-Text 271-274
      Guillaume Besacier; Frédéric Vernier; Olivier Chapuis; Nicolas Roussel
    This paper describes a software component and several interaction techniques enabling existing non-modified desktop applications to be used by several users on a tabletop system. We describe our software implementation, design to redirect X Window applications to tabletop using the Metisse server and the DiamondSpin toolkit. We then present some co-located collaborative work problems, and suggest several interaction techniques that can be used to allow collaborative use of these single-user single-pointer applications.
    Keywords: X window, tabletop, toolkit
    ENIGMES: la partition navigable BIBAKFull-Text 275-278
      Roland Cahen
    This paper describes the main ideas developed in the ENIGMES (Experimentation of New Gestual Interfaces for Electroacoustic Music and Sound. It took place in 2006 at the ENSCi (National Superior School of Industrial Creation) and gathered students, teachers, artists and researchers on the theme of "navigable scores".
    Keywords: auditory feedback, design, ergonomics, graphical user interfaces (GUI), haptic input devices and mapping strategies, interaction modes and methaphors, interaction styles direct manipulation, multimodality, music performance, prototyping, sound navigation experimentation, theory and methods, user interface management systems, user-centered design
    LScanner: une interface de type « peephole » pour le contrôle de la spatialisation BIBAKFull-Text 279-281
      Olivier Delerue; Etienne Corteel
    This note describes the prototype named "LScanner", a "peephole" type graphical user interface to control sound sources localization in an augmented reality environment. We put here the focus on technical aspects of the implementation. The corresponding demo will illustrate its use while controlling a wave fiel synthesis spatialization system.
    Keywords: audio augmented realities, audio mixing, mobile devices, spatialization
    Pogany: une interface céphalomorphe pour la communication sensible en entrée BIBAKFull-Text 283-285
      Christian Jacquemin
    The design of a tangible interface for expressive interactions is presented. It is based on a head shaped resin with several holes and equipped with a camera inside the shape. Interaction recognition is based on image analysis and is preceded by a geometry and video calibration procedure. Three experiments of using the interface for facial expression synthsis are described: they rely on a mapping between face zones and expressions.
    Keywords: expressive communication, facial animation, tangible interfaces
    IRIS: identification d'utilisateurs par badges infrarouges BIBAKFull-Text 287-290
      Christophe Jacquet
    The purpose of the IRIS system is to be a simple and cheap solution for detecting and identifying users through infrared beacons. The system is designed for HCI researchers who want to carry out experiments in which the proximity of given users has to be detected.
    Keywords: experimentation devices
    Un logiciel d'exploration de schémas de circuits électriques basé sur l'API MICOLE BIBAKFull-Text 291-294
      Thomas Pietrzak; Isabelle Pecci; Benoît Martin
    New technologies allow to propose new interactions, in particular for disabled people. For example, thanks to new technologies, sighted users can collaborate with visually impaired ones, like in classroom situation. The goal of the european project MICOLE is to provide a development API for multimodal and multi-users applications intended for visually impaired users. The choosen architecture is built around a multi-agent system that communicates with a software bus. The API supports several haptic devices: PHANToM, VTPlayer mouse, input devices like keyboard, mouse or SpaceMouse and manages sound rendering. We show here an electric circuit schematic exploration software that is built with this API.
    Keywords: electric circuits schematic, force feedback, haptique rendering, multi-agent system, visually impaired users
    Une horloge communicante pour les séniors BIBAKFull-Text 295-298
      Yann Riche; Wendy Mackay
    This paper presents markerClock, an augmented clock for seniors (60 y.o. and over) designed to serve as a simple and intuitive communication device. MarkerClock is designed to allow seniors to be more connected with their peer care networks. It aims at leveraging the need for institutionalized care in non critical situations. We first present the results of our preliminary user study that guided the design of markerClock. We then describe markerClock and its expected benefits. MarkerClock is designed particularly to facilitate the creation and maintenance of a shared-awareness between seniors.
    Keywords: ambient communication, clock, communication appliance, elderly, home, seniors, ubiquitous
    Etude d'interacteurs pour la sélection d'une ligne de coupe depuis une carte BIBAKFull-Text 299-302
      Nadine Couture; Guillaume Rivière
    In this paper, we discuss a choice of props for a dedicated task: selecting a cutting line from a top map. We present GeoTUI, a tabletop and a Tangible User Interface intended to geosciences. Several props have been evaluated for both usability and task performance. We begin with an analysis of the advantages of addressing a specific domain in this kind of study.
    Keywords: geosciences, tabletop, tangible user interface (TUI)