| Qu'est-ce qu'une surface d'affichage?: une analyse rétrospective | | BIBAK | Full-Text | 3-12 | |
| Pierre Bucher; Stéphane Chatty | |||
| The use of display surfaces, that is windows as well as monitors or
projection surfaces, is growing in diversity and complexity. Designers and
programmers need a conceptual model of display surfaces to describe this
diversity. We show how the conceptual models of windows and monitors have
evolved during the last decades up to the current situation where the two
concepts are converging. We analyse this evolution along three axes that
provide the basic requirements for a unified model: the geometrical attributes
of surfaces, their relationships with other display elements, and their
position in space. Keywords: display, projection, representation, surface, transformation, window | |||
| Un espace de conception fondé sur une analyse morphologique des techniques de menus | | BIBAK | Full-Text | 13-22 | |
| Mathieu Nancel; Stéphane Huot; Michel Beaudouin-Lafon | |||
| This paper presents a design space based on a morphological analysis of menu
techniques. The goal of this design space is to facilitate the exploration of
novel menu designs, in particular to increase menu capacity without sacrificing
performance. The paper demonstrates the generative aspect of this design space
with four new menu designs based on poorly explored combinations of input
dimensions. For two of these four designs, the paper presents controlled
experiments that show that they perform on a par with other menus from the
literature. Keywords: design space, menus, morphological analysis | |||
| Étude de la performance de quatre modèles de présentation de formulaires sur un assistant numérique personnel | | BIBAK | Full-Text | 23-30 | |
| Sami Baffoun; Jean-Marc Robert; Inès Gargouri | |||
| The goal of this study is to compare the performance of four models of
presentation of forms on PDA, in terms of information search time by subjects,
as a function of the length of these forms. We developed two models of form
presentation on PDA, namely flip zooming and arborescence. We compared their
performance in terms of information search time with that of widely used
models, namely scrolling and menus, while taking into consideration the length
of these forms. Thirty-six subjects participated to an experiment where their
task consisted in searching for information as rapidly as possible in forms of
three different lengths on PDA. Results show that all lengths of forms
together, the arborescence model is the most rapid one and the most appreciated
by subjects, followed by the menu model, the scrolling bar model, and the flip
zooming model. They also show that the more the form is long, the more the
relative performance of the scrolling bar model diminishes, and the more that
of the arborescence model augments. Even though results of the flip zooming
tests were mediocre, this model has great potential since the expert results
confirmed its superiority relative to the menu and scrolling models. Keywords: PDA, arborescence, e-form, flip zooming, information presentation, menu | |||
| Représentations écologiques de données temporelles: exemples et apports | | BIBAK | Full-Text | 33-42 | |
| Christophe Hurter; Stéphane Conversy; Jean-Luc Vinot; Yannick Jestin | |||
| In this paper, we focus on the specific design space of temporal data
visualizations. Whereas most visualizations do not take into account the
special semantic of temporal data, we depict ecological representations of the
time that may be reuse by practitioners and we explain why their specific
semantic helps users perceiving information. Furthermore, ecological designs
create emerging data. Thanks to our characterization model, we show how to
analyze such visualization and how to assess its efficiency in term of a number
of the emerging information. This model and this assessment help designer to
understand their design space, to compare designs. Keywords: characterisation, temporal data, visualization | |||
| Les « arbres empilés »: une nouvelle approche pour la visualisation des grands dendrogrammes | | BIBAK | Full-Text | 43-49 | |
| Gilles Bisson; Ludovic Patey | |||
| In this paper, we describe a new visualisation method for hierarchical
clustering named "stacked trees". Our goal is to display, at the same time, the
relational structure of the top classes of a tree and a large number of
information about its leaves. Thanks to this approach, one can visualize on a
standard screen a dendrogram containing ten of thousands of nodes. Although
this method has been imagined to explore the content of molecular libraries in
chemoinformatic, our approach is generic enough to be used in many other
domains. A prototype named STV (Stacked Trees Viewer) has been implemented as a
Web application that is freely usable from our Web site. Keywords: chemoinformatic, hierarchical clustering, large classification, stacked
trees | |||
| Visualisation hybride des liens hiérarchiques incorporant des treemaps dans une matrice d'adjacence | | BIBAK | Full-Text | 51-54 | |
| Sébastien Rufiange; Michael J. McGuffin; Christopher Fuhrman | |||
| Compound graphs are often useful for modeling components of hierarchical
systems. While node-link diagrams can be used to visualize these graphs,
adjacency matrices have the advantage of eliminating occlusion between edges,
even in dense networks. However, matrices do not reveal the hierarchy in a
compound graph. To address this issue, we propose a novel hybrid visualization
technique that combines an adjacency matrix with treemaps displaying portions
of the hierarchy. A prototype is presented that illustrates these ideas and
supports visualization of digraphs with weighted edges. Interaction techniques
allow the user to reorganize the hierarchical groupings of elements and
facilitates the exploration of links within the network. For example, in
software engineering, the prototype enables browsing of links between source
code modules to help discover the architecture of the software. Keywords: aggregation, compound graphs, information visualization, interaction,
networks | |||
| Génération et placement de couleurs sur une vue de type métro | | BIBAK | Full-Text | 55-58 | |
| Christophe Hurter; Mathieu Serrurier; Tabart Gilles; Jean-Luc Vinot | |||
| The schematic views for metro maps are used to maximize the transmision of
relevant information (lines, metro stops) of network visualization. Automatic
generation of metro maps focus primarily on the physical structure of the
network, but little on the choice of colors which is an accurate visual
discrimination. In this article, we propose to investigate the generation and
placement of colors to be assigned to lines of a network. The first step is to
find as many colors as lines of the network. These colors must be perceptually
as distant as possible, and available in the vocabulary of colors. The second
step is to place these colors so that the closest lines have the more distant
color. The positioning of colors is a NP-complete problem, thus we use a
meta-heuristic approach to solve it. To validate our method, we apply it to the
field of air traffic control with the maps of Flight Routes. Keywords: air traffic controller, metro map, visualization | |||
| Composition dynamique d'interfaces homme-machine: besoin utilisateur ou défi de chercheur? | | BIBAK | Full-Text | 61-64 | |
| Yoann Gabillon; Gaëlle Calvary; Nadine Mandran; Humbert Fiorino | |||
| Most of the time both the context of use (<user, platform,
environment>) and the user's task (<goal, procedure>) are supposed to
be specified at design time before designing a User Interface (UI). In
ubiquitous computing, the context of use may dynamically vary, as a result
making it possible for user's goals to emerge opportunistically. This calls for
being able to dynamically compose UIs. This paper relates a social study that
aims at understanding to which extent dynamic composition of UIs is a push vs a
pull technology. The study is made of 26 qualitative surveys and 3 focus
groups. Even if the study could be further conducted, it provides interesting
results to feed in software developments. Keywords: ambient computing, dynamic composition, focus group, qualitative survey,
social study, user interface | |||
| De la composition de services à la composition d'interfaces homme-machine | | BIBAK | Full-Text | 65-74 | |
| Benjamin Caramel; Cédric Joffroy; Michael Laguerre | |||
| Enabling UIs composition driven by services composition is one of the goals
of the ALIAS model. This paper describes such a UI composition according to
ALIAS through a concrete case study on composition of mobile phone
applications. Keywords: composition, metamodeling, user interface | |||
| Ethylene: composants dynamiques pour la mise en oeuvre d'IHM plastiques en informatique ambiante | | BIBAK | Full-Text | 75-84 | |
| Lionel Balme; Joëlle Coutaz | |||
| Ubiquitous computing introduces new constraints on the way we build
interactive systems. Traditionally centralized, user interfaces (UI) can be
distributed across a dynamic set of heterogeneous devices. In this article, we
examine these new kinds of UIs, named plastic UIs, from a software engineering
perspective. They are dynamic adaptable distributed software, and they able to
deal with device heterogeneity at multiple levels of abstraction. However, the
generic solutions from distributed software do not take into account the
specificity of human-computer interaction. To address these limitations, we
propose Ethylene, a conceptual and technical framework to develop UIs for
ubiquitous computing. Our solution is based on the integration of model driven
engineering with a particular combination of component and service oriented
approaches, as well as an original way to overcome the heterogeneity of
communication models between components. Keywords: HCI, UI dynamic adaptation, UI plasticity, adaptation at runtime, assembly
of heterogeneous software components, service oriented component, ubiquitous
computing | |||
| Une interface de programmation visuelle pour la composition de services de visualisation d'information | | BIBAK | Full-Text | 85-88 | |
| Romain Vuillemot; Béatrice Rumpler | |||
| In this article, we are interested in information visualisations creation
and sharing. Our approach is to consider information visualisation as a
dataflow, issued from web services compositions which held both syntaxic and
semantic rules. To ease service composition, we introduce mashviz, a visual
programming interface aimed to both designers and users, to share and annote
visualisations. We discuss our early created visualisations, and give clues
about our next steps, such as evaluation by usage. Keywords: information visualisation, user visual profile, visual programming, web
services | |||
| Une approche générique pour l'adaptation dynamique des IHM au contexte | | BIBAK | Full-Text | 89-96 | |
| Safa Hachani; Sophie Dupuy-Chessa; Agnès Front | |||
| The contexts of use vary a lot. It becomes fundamental to adapt user
interfaces (UI) to the context. In this article, we choose an approach based on
models for UI adaptation. Our approach facilitates the adaptation through a
generic and flexible specification of the task tree model. This specification
takes into account both similarities and existent variations between different
users contexts of the same application. Such models are afterwards adjusted by
model transformation such as the Model Driven Engineering (MDE [6]), according
to the user situation. Keywords: MDE, adaptation, context of use, task tree model, variability | |||
| OpenWizard: une approche pour la création et l'évaluation rapide de prototypes multimodaux | | BIBAK | Full-Text | 101-109 | |
| Marcos Serrano; Laurence Nigay | |||
| We present OpenWizard, a wizard of oz component-based approach for rapidly
prototyping and testing multimodal applications. OpenWizard allows the designer
and the developer to rapidly test a non-fully functional multimodal prototype
by replacing one modality or a composition of modalities that are not yet
available by wizard of oz techniques. We illustrate OpenWizard using a
multimodal map navigator. Keywords: Wizard of Oz, component-based approach, design and implementation tool,
multimodal interaction model | |||
| L'environnement de développement dynamique (EDD) pour le prototypage rapide d'interfaces graphiques | | BIBAK | Full-Text | 111-117 | |
| André Jodoin; Michel Desmarais | |||
| We present an interactive development environment (IDE) designed and
implemented at the Canadian Space Agency (CSA) to assist expert users in
rapidly developing graphical user interface prototypes for the control of
robotic systems. The Dynamic Development Environment (DDE) offers a highly
flexible tool for interface design and development. The environment allows the
direct manipulation and integration of running widgets to rapidly build a live
interface. New widgets can be readily integrated and their behaviour tested
within this environment, skipping code compilation and freeing the interface
designer from most of the programming effort. Other IDE's such as Netbeans,
.Net and Eclipse require separate compilation and execution steps. The DDE
offers a new possibility by allowing the user to test the interface while it is
being built without the need to launch the platform again. Keywords: IDE, UIML, XML, distributed environments, interface description languages,
visual programming | |||
| FlowStates: prototypage d'applications interactives avec des flots de données et des machines à états | | BIBAK | Full-Text | 119-128 | |
| Caroline Appert; Stéphane Huot; Pierre Dragicevic; Michel Beaudouin-Lafon | |||
| This article introduces FlowStates, a user interface toolkit compatible with
Java Swing that combines two models for managing events: dataflow and state
machines. The dataflow model makes it easy to support non-standard input
devices and to reconfigure interactions according to the available devices,
while state machines support the programming of complex interactions. The
article illustrates the power and expressivity of this hybrid approach and the
flexibility afforded by the explicit decision to not set strict limits between
the roles of each model. Keywords: dataflow, state machine, user interface toolkit | |||
| Malai: un modèle conceptuel d'interaction pour les systèmes interactifs | | BIBAK | Full-Text | 129-138 | |
| Arnaud Blouin; Olivier Beaudoux | |||
| Despite the evolution of interaction, implementation frameworks for the
development of Interactive Systems (IS) still focus on user interfaces (UI)
where the notion of action and instrument are still ignored. This paper
introduces Malai, a conceptual interaction model dedicated to the development
of interactive systems. Malai aims at gathering principles of the Norman's
action model, the instrumental interaction, the direct manipulation, the
interactor concept and the DPI model. It completes works on data manipulation
techniques used to link source data to UI. With the help of a use case, we
present the four models that compose Malai: the interface model, the action
model, the interaction model and the instrument model. Using these models, the
SI code can be generated within an MDE approach (Model-Driven Enginnering). Keywords: MDE, action, instrument, interaction | |||
| Une approche formelle pour i'evaluation de la tolérance aux interruptions des système interactifs | | BIBAK | Full-Text | 141-150 | |
| Philippe Palanque; Jean-François Ladry; Eric Barboni; David Navarre; Marco Winckler | |||
| This paper presents an approach for investigating potential disruptive
effects of interruptions on task performance in a multitasking environment. The
approach combines previous work in the field of interruption analysis, formal
description techniques for interactive systems and stochastic processes to
support performance analysis of user tasks constrained by the occurrence of
interruptions in the working environment. The approach uses formal description
techniques to provide a comprehensive description of user tasks, system and
interruption behaviour. The detailed mechanism by which systems and
interruptions behave is presented using a Petri nets-based formal description
technique called Interactive Cooperative Objects (ICO). The use of a formal
modeling technique for the description of these three components makes it
possible to compare, analyze and integrate them. In particular, it allows us to
determine which of the system states are actually affected by the occurrence of
interruptions. The approach is exemplified by a case study that implements two
interaction techniques for manipulating icons in a desktop environment. Keywords: formal description techniques, interruptions, model-based approaches,
performance evaluation | |||
| Une infrastructure d'évaluation pour des techniques de représentation de l'information non-géométrique dans les environnements virtuels 3D | | BIBAK | Full-Text | 151-154 | |
| Kaveh Bazargan; Gilles Falquet; Claudine Métral | |||
| Augmenting 3D virtual environments with non-geometrical information improves
our understanding of geometrical objects and links between objects in order to
perform tasks which require non-geometric information and a 3D scene at the
same time. Many interactive presentation techniques have been devised to
incorporate non-geometric information into 3D virtual environments. Our main
objective is to create an evaluation grid to be used for comparing the
usability of techniques according to the information to display, the
geometrical context and the task. In this article, we present an evaluation
framework that we have developed in order to perform usability tests. These
tests will let us fill-in the evaluation grid for the representation techniques
of non-geometric information. Keywords: 3D user interface, information representation, usability evaluation, user
experience, virtual environment | |||
| Apport du system usability scale à l'activité d'ergonomie d'évaluation | | BIBAK | Full-Text | 155-161 | |
| Vanessa Larue | |||
| Today telecommunications' market has to face an great competition. This
stresses the delays of commercial launches, as it is necessary to be quickly
able to position on the market.
Simplicity and utilisability evaluations of products or services is crucial to bring fast answers to decision-makers. Good assessment scores will allow to minimize the risks. To answer this problem, I describe in this article a test methodology that integrates on-line questionnaire sending to users' large number, and proposes the System Usability Scale's questionnaire to produce a utilisability final score directly understandable by the decision-makers. The aim of this paper is to argue about the SUS choice, and give an example of implementation in this context. Keywords: online survey, system usability scale, usability evaluation | |||
| Simulations cognitives de trajets oculomoteurs lors d'une recherche d'information sur des pages numériques | | BIBAK | Full-Text | 163-172 | |
| Myriam Chanceaux; Anne Guérin-Dugué; Benoit Lemaire; Thierry Baccino | |||
| One of the most important tasks on the Web is foraging information. In this
study, we present a computational model that simulates human movements of a web
user during an information seeking task. Eye movements are guided by the need
for information, by the visual characteristics of the stimuli and by what has
already been processed and stored. Our model takes into account both semantic
(top-down) and visual (bottom-up) information and includes a memory model to
predict direction of attention. This model operates at the text block level,
and at the word level. To validate this model, we asked participants to search
information in a pseudo online newspaper, and we compared their scanpaths with
those of the model. We observed a good correspondence between simulation and
empirical observation. Keywords: cognitive model, eye movements, information search, memory, semantics,
visual, web pages | |||
| Calibration rapide pour I'Eye tracking | | BIBAK | Full-Text | 173-176 | |
| Sacha Bernet; Damien Lefloch; Christophe Cudel; Michel Basset | |||
| Our research aims to know where a person is looking at. This information is
also used for training purposes. Our eye tracker system can be used in various
fields such as learning to drive, support for physically handicapped or as an
interface command. Our system consists of a pair of glasses equipped with two
cameras: one for the pupil and one for the scene. It can obtain the point of
regard in the scene. Starting from the position of the center of the pupil it
is possible via a calculation to estimate the point of regard (POR). We have
developed a fast method of calibration with a single point. This allows to
easily integrate this type of system in training sessions or audit since the
calibration takes only a few seconds. Keywords: POR, RANSAC, calibration, eye tracking, gaze estimation, parallax | |||
| Y a-t-il de l'ergonomie dans les ordinateurs de vote français?: evaluation ergonomique des ordinateurs de vote français | | BIBAK | Full-Text | 179-182 | |
| Gabriel Michel; Christian Bastien; Eric Brangier | |||
| There is, in many countries, the lack of usability of voting machines, can
prevent vulnerable people to vote, especially the senior citizens. This
awareness is not present in France where these voters have been totally
neglected. To demonstrate that problem, we describe the problems of usability
of three different voting systems used in France. We compared the interface of
one of these voting computers with an interface that we have created with some
usability guidelines. This comparison was made with users tests carried out on
16 elderly users. The results demonstrate the exclusion of the majority of
these voters. Keywords: HCI and society, accessibility, blind people, disabled people, ergonomics,
exclusion, seniors, technological discrimination, voting machines | |||
| Mesurer les émotions de l'utilisateur: quels fondements pour une démarche d'évaluation des systèmes interactifs? | | BIBAK | Full-Text | 183-192 | |
| Nadia Gauducheau | |||
| For the past 10 years, numerous authors have considered necessary the
extension of the evaluation of interactive systems to user experience
dimensions, with a special interest on emotions. Nevertheless, measuring
emotions raises conceptual and methodological issues. This paper presents a
synthesis of studies performed in the domain; as well as the issues raised and
makes some suggestions in order to overcome them. Keywords: emotions, evaluation, user experience | |||
| Classification des émotions et des données pour la « sonification » étude de cas: événements d'un jeu vidéo | | BIBAK | Full-Text | 193-196 | |
| Maher Chemseddine; Monique Noirhomme-Fraiture | |||
| Our ultimate goal is to "sonify" different applications, particularly video
games. To achieve this aim we choose to rely on user emotion experience with
some applications. In this paper we present a classification of emotions and
game events (scenarios) of a classic arcade video game (attack, enemy
approaching, destroying etc.) in a two-dimensional space. We selected 18 words
of emotion in different languages (Arabic, English and French) and 14 events.
Our statistical analysis showed a distribution of emotions in 8 major classes
in the two-dimensional space (valence, arousal). We associated each class with
a set of game events based on 72 user's own emotional experience. Keywords: classification, emotion, game event, sonification | |||
| Évaluation du modèle computationnel d'émotions iGrace | | BIBAK | Full-Text | 197-202 | |
| Sébastien Saint-Aimé; Brigitte Le Pévédic; Dominique Duhaut | |||
| This article presents research in Robotherapy, in the form of the EmotiRob
project which aims at comforting children with various disabilities by the
means of an emotional robot companion. We propose a computational model for
emotional experiences using non-verbal emotional interactions between a child
and its robot-companion. The iGrace model was defined for the EmotiRob project
and allows the generation of behaviors using data from speech understanding. We
will present the information processing steps and the first results obtained
from using a simulator for facial expressions, appropriate to the model. Keywords: computational model, emotional interaction, evaluation, robotics | |||
| Espace de caractérisation des interactions gestuelles physiques sur dispositifs mobiles | | BIBAK | Full-Text | 203-212 | |
| Mathias Baglioni; Eric Lecolinet; Yves Guiard | |||
| Mobile interaction has become one of the most prominent fields in HCI.
Because interaction resources are limited (small sized screen, no physical
keyboard), and due to the specific constraints involved in mobile usage, many
new interaction techniques have been proposed for handheld devices in recent
years. This paper reviews the state of the art for gesture-based physical
interaction and the techniques that rely on this concept. We also propose a
design space aimed at classifying the existing techniques in regards to the
specific issues involved in mobile interaction. Keywords: embodied interaction, gestural language, interaction technique, mobile
device, physical interaction | |||
| Intuitivité et incorporation des interactions gestuelles chez les utilisateurs de jeux vidéo | | BIBAK | Full-Text | 213-221 | |
| Nicolas Nova; Timothée Jobert | |||
| The recent and massive introduction of gestural interface in the video game
industry bring out new issues related with their potential intuitivity. The
qualitative study described in this paper compares classical and gestural
gaming interfaces in terms of preferences and user experience. We carried out a
contextual enquiry focused on players with different expertise levels and
physical skills. The results we present here highlight the complexity of the
situation and the difference of preferences depending on the user profiles. The
paper then concludes with a mapping of design issues in the video game domain. Keywords: Wii, embodiment, gestural interface, video-game | |||
| Comparaison de périphériques d'entrée physique versus périphériques d'entrée tactile virtuel | | BIBAK | Full-Text | 223-226 | |
| Guillaume Lepicard; Nadine Vigouroux | |||
| We introduce on this paper a comparison between four interactions during an
input task on a four keys virtual keyboard. This keyboard is controlled by the
same methods with the four interactions. Two interactions base on existing
input devices while the two others simulate the functioning of those same
peripherals but on a touchscreen. This study aims to define the adaptative
faculty to a new input device and to give few numbers on the performance
modification by the transfer of the physical interaction into the virtual
interaction. Keywords: assessment, input device performance, tactile interaction | |||
| WordTree: nouvelle technique d'interaction avec une liste de prédiction | | BIBAK | Full-Text | 227-233 | |
| Georges Badr; Mathieu Raynal | |||
| For mobility and portability reasons, written communication devices are
getting smaller and physical keyboards are replaced with virtual or on-screen
one (PDA, pocket pc, GPS, etc.). Text entry has become a tiring job for people
(ordinary and motor disabled people) because of the low entry speed. A list of
predicted words can be presented to reduce the number of clicks to complete the
word. However, these techniques present a disadvantage: consider the situation
where the word the user wants to enter is not presented in the list. He has
then to continue his writing manually. The prediction system narrows the
possibilities in order to display the wanted word. In this paper we present a
new interaction technique in which the user can select a substring of the word.
The user clicks on any letter, and the substring to this letter is inserted in
the text. We also present the experiments carried out to compare our system to
the classical list. Keywords: disabled, interaction, list, prediction, software keyboard, word | |||
| Etude de l'impact d'une pré-visualisation des résultats d'un système de prédiction de caractères | | BIBAK | Full-Text | 235-238 | |
| Nathan Godard; Mathieu Raynal; Benoît Martin; Jean-Luc Vinot | |||
| Last decade has seen the democratization of small sensitive devices. But
text entry solutions remain faithful to the AZERTY/QWERTY layout or to the
12-key mobile phone keypad. We propose SlideKey which is based on FOCL from
Scott MacKenzie. The technique uses a linear keyboard whose layout changes
according to probabilities. Key selection is operated thanks to four
directional keys. SlideKey integrates a pre-visualisation of the two-next
layouts to ease user to plan his next interactions. Preliminary tests show a
not significant gain in performance when pre-visualisation is used. Keywords: SlideKey, pre-visualisation, prediction, soft-keyboard | |||
| Influence d'images évocatrices et distractrices sur une tâche de jugement en acoustique des salles | | BIBAK | Full-Text | 241-248 | |
| Aurore Defays; Stéphane Safin; Alexis Billon; Christine Decaestecker; Nadine Warzée | |||
| In the context of the design of a multimodal environment for room acoustics
evaluation, we investigate the link between a projected image and the sound of
an acoustic simulation. 54 subjects have been tasked to judge the level of
reverberation of a sound in a control situation (without image) and in an
experimental situation. In this experimental condition, half the subjects were
presented a coherent image aiming at supporting the evaluation task and the
other half, a disturbing image. Our results show a positive influence from the
evocative images, and no influence from the distractive images. Keywords: experimentation, multimodality, room acoustics | |||
| Exploration de formes géométriques par le toucher | | BIBAK | Full-Text | 251-254 | |
| Thomas Pietrzak; Andrew Crossan; Stephen A. Brewster; Benoît Martin; Isabelle Pecci | |||
| We propose a new technique to help people to explore geometric shapes
without vision. This technique is based on a guidance using directional cues
with a pin array. This is an alternative to the usual technique that consists
of raising the pins corresponding to dark pixels around the cursor. In this
paper we compare the exploration of geometric shapes with our new technique in
unimanual and bimanual conditions. According to our results, the users made few
errors in both conditions. Moreover the results show an equivalence for both
techniques in answer time and users' confidence in their answer. Keywords: geometric shapes, non-visual interaction, tactile interaction, tactons | |||
| U-Note: classe augmentée et stylo numérique | | BIBAK | Full-Text | 255-258 | |
| Sylvain Malacria; Eric Lecolinet | |||
| Nowadays, classrooms are equipped with digital devices (such as computers,
video projectors, etc.) that teachers can use in order to share digital
documents with their students. Nevertheless, students keep taking notes by
using pen and paper notebooks. Thus, there is a wide gap between this different
kind of documents. This paper presents a software prototype of augmented
note-taking (named U-Note) that tries to answer this problem by using digital
pen technology. Keywords: augmented note-taking, digital classroom, digital pen, interactive paper | |||
| Educational software for children: analysis of interaction techniques for direct manipulation | | BIBAK | Full-Text | 259-262 | |
| Sylvie Girard; Hilary Johnson | |||
| This paper is concerned with the investigation of children's use of direct
manipulation mouse interaction styles when using educational software. The
results of an experiment comparing two interaction styles (point-and-click and
point-and-select) are presented. The context for the study relates to OLM
educational software, 'Multipliotest', aimed at assisting children's learning
of multiplication in French primary schools. A class of 24 children (aged 7 to
9 years old, level CE2) played two versions of this multiplication game, each
version utilizing a different interaction style. Keywords: children, computers in education, input techniques, interaction styles,
interface design, mouse interaction, point-and-click | |||
| Collecticiels: neuf degrés de couplage | | BIBAK | Full-Text | 265-272 | |
| Frédéric Jourde; Yann Laurillau; Laurence Nigay | |||
| This paper is about the coupling of collaborative activities and the goal of
this work is to refine the existing definition of coupling, based on an
experimental and exploratory approach. Indeed, we suppose that the coupling may
be characterized with nine degrees in a two dimension space. To do this, we
have considered multimodal interfaces applied to groupware interfaces. Then, we
have developed two applications, which one is detailed in this paper, in order
to experimentally highlight the existence of these nine degrees. This first
step seems to confirm our hypothesis. Keywords: coupling, experimentations, groupware, interaction modalities | |||
| Pêle-Mêle, une étude de la communication multi-échelles | | BIBAK | Full-Text | 273-282 | |
| Sofiane Gueddana; Nicolas Roussel | |||
| The communication infrastructure around us is a rich but fragmented
environment made of separated services corresponding to different levels of
engagement. The multiscale approach to communication alternatively proposes to
create systems that support a variable degree of engagement and smooth
transitions between degrees. This paper reports on the design and evaluation of
such a system called Pêle-Mêle. We present a longitudinal study of
its use that notably illustrates the importance of providing gradual attention
management mechanisms to support transitions between background and foreground
communications. Our results suggest that control over information salience can
help users of communication systems adjust both their local distraction and
remote attractiveness. Keywords: attention, computer-mediated communication, engagement, peripheral
communication | |||
| Conception de l'interaction homme-machine et partage d'autorité: application aux systèmes de drones | | BIBAK | Full-Text | 283-290 | |
| Angélica Leal; Jullien Bouchet; Gaëlle Langlois; Frédéric Jourde | |||
| This paper presents a systematic method for designing the Human-Computer
Interaction for a variety of contexts. Elaborated for future Unhabited Air
Systems (UAS), this method is based on the "authority sharing" concept (tasks
allocation dynamically between the user and the computer system). Most of UAS
consider only two modes for controlling and commanding the air vehicles: "full
manual" or "full automatic". Several modes in-between can be defined. These
modes, called "operative modes", are implemented in the system and activated
depending on the evolutions of the context (e.g. breakdown management, dynamic
re-planning or an increasing workload). Our method is the result of a classic
task analysis for the HCI design and an analysis of the user/automaton
capabilities ensuing from the automation domain. This paper details this method
applied to a real use-case based on a feedback from past experience on the
trajectory management in UAS. Keywords: HCI engineering, adaptive interfaces, task modelling and analysis | |||
| Conception de systèmes interactifs mixtes: articulation d'une méthode informelle et d'un modèle d'interaction | | BIBAK | Full-Text | 293-302 | |
| Christophe Bortolaso; Emmanuel Dubois; Cédric Bach; Laurence Nigay; Céline Coutrix | |||
| To face the difficulties encountered by the mixed interactive systems
designers during the design step, we propose a new approach for the design
phase. This article introduces the articulation of an informal method, which is
the focus-group, with a formal mixed interaction model. The articulation allows
a better integration of the design step into the process and a more systematic
exploration of the mixed interactive system domain. We illustrate this
articulation by considering two mixed interaction models: ASUR and Mixed
Interaction Model. Based on these two implementations of our approach, we carry
out a comparative analysis in order to identify the strengths and weaknesses of
our approach. Keywords: creativity, interaction models, mixed interactive systems, user centered
design | |||
| Outils d'aide à la conception de rendus graphiques | | BIBAK | Full-Text | 303-312 | |
| Gilles Tabart; Stéphane Conversy; Jean-Luc Vinot; Sylvie Athènes | |||
| This paper describes tools for the design and assessment of graphical
rendering of complex interactive systems interfaces. More precisely, the tools
help controlling graphical properties of actual sample scenes. The graphical
properties pertain to the three dimensions of color: luminosity, chroma and
hue. Our tools enable designers to set and check the graphical rendering
properties in a more accurate and efficient way. We illustrate the benefits of
our tools by giving actual scenarios of graphical rendering parameterization. Keywords: color, constraints, design, graphical rendering, tools, visual properties | |||
| Conception de jeux interactifs temps réel sur tabletop | | BIBAK | Full-Text | 313-322 | |
| Jonathan Chaboissier; Frédéric Vernier | |||
| Graphical interfaces on tabletop displays have the strengths to bring the
next generation of games taking advantages of technical computing and high
sociability of board games. This article examines the constraints of real-time
gaming in this context. We propose a design approach and present RealTimeChess:
a real-time strategy game for 2 to 4 players freely inspired by Chess. The
design, influenced by the co-design of end users, has highlighted some
interaction problems related to real-time applications for tabletop displays.
We propose several solutions and are questioning the paradigm of direct
manipulation of touch interfaces. Keywords: interaction techniques, real-time applications, tabletop gaming | |||
| Hayaku: maximiser le pouvoir d'expression du concepteur et l'efficacité de rendu de scènes graphiques interactives | | BIBAK | Full-Text | 325-328 | |
| Benjamin Tissoires; Jean-Luc Vinot; Stéphane Conversy | |||
| Designing a general toolkit for interactive software implies to make a
choice between the speed of the renderer and the power of expression of the
user. We propose an instrumented method to concieve interactive software based
on the use of graphical editors, conceptual languages and a toolkit, Hayaku,
that encapsulates a graphical compiler. Hayaku allows to maximize the graphical
performances of the application, thus authorizing to have a better graphical
renderer, and authorizing the user to use all of his editor tools. The truth of
the graphics, the control easyness, the power of expression and the efficiency
of the use of the designer's tools allows the conceptor to efficiently explore
new dynamic graphical representations that are easy to control. Keywords: GUI architectures, GUI toolkits, graphical compiler | |||
| Le mitigeur: principe de conception pour la mise en valeur des objectifs de l'utilisateur | | BIBAK | Full-Text | 329-332 | |
| Mathieu Petit; Meriam Horchani | |||
| This paper introduces a "design mixer" approach to user-centred interactive
software design. This method overcomes the limits of a design process that
favours the handling/management of a task over the understanding of the users
objectives. In the following, a design case for a navigation software is
outlined. The limits of the classical UCD approach are then analysed. Finally,
the "design mixer" method is proposed as an improved designing tool. Keywords: digital / computational interaction, mixing tap, user-centred design | |||
| Persona comme outil de design de services interactifs: principes et exemple en e-maintenance | | BIBAK | Full-Text | 333-336 | |
| Ahmed Seffah; Christophe Kolski; Djilali Idoughi | |||
| This research investigates the role of using persona, as a tool for modeling
and analyzing user experiences (UX). Persona was first introduced in marketing
research. Its main goal is a better understanding and of the user experiences.
Customer or user experiences is a generic term referring here to a collection
of information on user behavior, expectations, and perceptions as well as the
service and user characteristics. User characteristics include knowledge,
expertise, personality and demographics information. A case study on
e-maintenance services illustrates how to use persona in the context of
Software as a Service (SasS) engineering. SasS is a new type of packaging and
deploying on demand software via the web instead of desktop or client-servers. Keywords: design, persona, services, user expérience | |||
| Comment concilier agilité et conception centrée utilisateurs dans un projet de développement? | | BIBAK | Full-Text | 337-340 | |
| Lou Schwartz; Laurent Vergnol; Guillaume Gronier; Alain Vagner; Thomas Altenburger; Sophie Battisti | |||
| User-Centered Design and Agile Methods both share the objective of
maximizing end-user satisfaction and the use of an iterative lifecycle. While
Agility entirely focuses on features and addressing in part the notion of
utility, it omits to deal with usability issues. In this present paper, we
propose a project management methodology in an attempt to reconcile usability
and functionality through User-Centered Design and Agile Methods. Keywords: agile methods, iterative process, methodology, usability, user-centered
design | |||
| Premiers pas dans l'expression d'émotions par le robot Nao: démonstration | | BIBAK | Full-Text | 343-346 | |
| Jérôme Monceaux; Joffrey Becker; Céline Boudier; Alexandre Mazel | |||
| We created a library of emotional expressions, and not an emotional system,
for the humanoid robot Nao from Aldebaran Robotics. This set of expressions
could be used by robot behavior designers to create advanced behaviors, or by
an emotion simulator. It is an insight into a conjoint work between an invited
anthropologist and robotics researchers which resulted in about a hundred
animations. Keywords: Nao, choregraphe, demonstration, emotional expression, expressive robot
behaviors, humanoid robot | |||
| Un kiosque interactif pour Espaces publics | | BIBAK | Full-Text | 347-350 | |
| Nicolas Gourier; Julien Letessier; Jerôme Maisonnasse; Stan Borkowski | |||
| In this demo, we present a new integrated, multi-touch and presence-aware
kiosk, designed for public spaces. Existing public interactive systems offer
limited interactions, which hinders their utility, usability and attractivity.
To overcome these obstacles, we propose a computer vision-based approach to
fluid tactilisation and context perception. This is coupled with an interaction
toolkit inspired from PAC agents achitectures. An interactive application is
described much like a web application -- using asynchronous XML, CSS, and a
Javascript-like language. GUI rendering performance is achieved by using the
OpenGL-based canvas GML. Commercial installations show that naive users
appropriate and use our kiosk. Keywords: PAC model, detection, interactive surface, multi-touch | |||
| TangiSense: présentation d'une table interactive avec technologie RFID permettant la manipulation d'objets tangibles et traçables | | BIBAK | Full-Text | 351-354 | |
| Sébastien Kubicki; Sophie Lepreux; Christophe Kolski; Christian Perrot; Jean Caelen | |||
| We present in this article a new platform for interaction using an
interactive table coupled with tangible objects. The interactive table is
composed with RFID antenna to track objects, to store data in these objects
(particularity of RFID technology), and to detect the superimposed objects. The
first section presents the project and its partners. It continues with an
hardware description, the objects involved and a presentation of the framework
chosen. We propose in the second section a simple application to illustrate
this architecture while focusing on the principle of operation and
implementation. The article ends with a conclusion and perspectives. Keywords: RFID, interactive table, multi-agent system, tangible object | |||
| PIAFF: un outil d'aide à la saisie d'informations personnelles pour les formulaires électroniques | | BIBAK | Full-Text | 355-358 | |
| Dong-Bach Vo; Marco Winckler | |||
| Many online applications such as online shopping, e-learning, or
e-government, share data with users thanks to web forms. The growth of data
sharing brings cognitive load by constantly filling and verifying information
that are shared by users. The aim of this paper is to show the need to assist
users in managing and sharing personal information. In order to illustrate this
purpose, we propose PIAFF (Personal Information Assistant for Filling Form), a
tool aimed at assisting users in filling web application forms by handling
personal informations by groups. PIAFF will be discussed through a case study
based on e-government application. Keywords: information group, personal information, web form | |||
| La plasticité des IHM en action: un exemple de téléprocédure plastique | | BIBAK | Full-Text | 359-362 | |
| Audrey Serna; Sébastien Pinel; Gaëlle Calvary | |||
| The plasticity property has been defined ten years ago in Human-Computer
Interaction. It denotes the capacity of User Interfaces (UI) to adapt to the
context of use (<user, platform, environment>) while preserving
user-centered properties. This paper presents a first real application: a
plastic e-service for declaring incidents in public areas. The development has
been funded by the french ANR MyCitizSpace (2007-2010) project devoted to the
dematerialisation of the french government. All the dimensions of plasticity
are exemplified. Keywords: adaptation, citizen e-services, context of use, user interface plasticity | |||
| L'écriture augmentée: enregistrer des explorations interactives avec une feuille de données scientifiques | | BIBA | Full-Text | 363-366 | |
| Catherine Letondal; Wendy E. Mackay | |||
| Pour les biologistes, les techniques d'interaction et de visualisation de données permettent de décrypter les informations issues des banques de données et des résultats de laboratoire. Cependant, les outils interactifs sont rarement conçus pour tracer les interactions et permettre au scientifique de suivre a posteriori les étapes de leurs explorations, et notamment d'en rendre compte dans leur cahier de laboratoire. Les techniques de papier interactifs traitent bien ce problème puisque l'instrument d'interaction -- le stylo -- est en même temps un instrument d'enregistrement "naturel" et tangible, souvent secondé par un enregistrement informatique automatique. Dans cet article, nous rappelons le contexte de cette étude puis nous décrivons le prototype ainsi que sa conception progressive. Nous discutons ensuite les implications de cette approche. | |||
| Wavelet menu: une adaptation des marking menus pour les dispositifs mobiles | | BIBAK | Full-Text | 367-370 | |
| Jérémie Francone; Gilles Bailly; Laurence Nigay; Eric Lecolinet | |||
| Exploration and navigation in multimedia data hierarchies (e.g., photos,
music) are frequent tasks on mobile devices. However, visualization and
interaction are impoverished due to the limited size of the screen and the lack
of precise input devices. As a result, menus on mobile devices do not provide
efficient navigation as compared to many innovative menu techniques proposed
for desktop platforms. In this paper, we present Wavelet, the adaptation of the
Wave menu for the navigation in multimedia data on iPhone. Its layout, based on
an inverted representation of the hierarchy, is particularly well adapted to
mobile devices. Indeed, it guarantees that submenus are always displayed on the
screen and it supports efficient navigation by providing previsualization of
the submenus. Keywords: marking menu, menu techniques, mobile devices, wave menu, wavelet menu | |||