| PEICS: towards HCI patterns into engineering of interactive systems | | BIBAK | Full-Text | 1-3 | |
| Kai Breiner; Marc Seissler; Gerrit Meixner; Peter Forbrig; Ahmed Seffah; Kerstin Klöckner | |||
| Despite intense research activities in the last years, HCI patterns still
lack in a standardized description and organization. This makes it difficult
for the developers to identify the relevant patterns for solving a problem as
well as to apply them accordingly to the problem context. To fully benefit from
HCI patterns within the engineering of interactive computer systems they have
to be prepared for integration into a model-based user interface development
process. This workshop on Pattern-driven Engineering of Interactive Computer
Systems (PEICS) focuses on bringing together various research approaches in
order to be conjointly conductive to the state of the art. We present
contributions according to semantics, formalization, languages, support,
research directions as well as tools. Keywords: HCI pattern, MBUID, MDA, descriptive pattern, ergonomics, generative
pattern, model-based user interface development, model-driven engineering,
usability, user interface patten | |||
| The evolution of design patterns in HCI: from pattern languages to pattern-oriented design | | BIBAK | Full-Text | 4-9 | |
| Ahmed Seffah | |||
| User interface design patterns also called HCI or interaction or usability
patterns have been introduced first as a medium to capture and represent
solutions to users' problems. Patterns have been used also as a medium for
transferring the expertise of HCI designers and usability professionals to
software engineers, who are usually unfamiliar with UI design and usability
principles. Design patterns have been considered also as a lingua franca for
crossing cultural and professional barriers between different stakeholders.
Several HCI professionals have introduced their own pattern languages with
specific terminology, classification and meanings. Patterns have also been
presented as building reusable blocks at different levels of granularity, which
can be combined to compose new interactive systems. Despite the obvious and
acclaimed potential of these pattern-driven design approaches, patterns usage
has not achieved the acceptance and widespread applicability envisaged by
pattern pioneers such as Christopher Alexander. This paper provides an analysis
of the facts about patterns usages, pattern languages and pattern-based design
approaches. Some shortcomings in the presentation and application of HCI
patterns are identified and discussed under the prevailing fallacies. Based on
the analysis of how patterns have used so far, we draw some recommendations and
future perspectives on what can be done to address the existing shortcomings.
Making patterns more accessible, easily understandable, comparable and
integratable in software and HCI design tools can promote HCI patterns to claim
the usability, usefulness and importance originally envisaged for the
pattern-oriented design approach. Keywords: design methods, design patterns, human-computer interaction,
pattern-oriented design | |||
| Model based user interface development with HCI patterns: variatio delectat | | BIBAK | Full-Text | 10-11 | |
| Roland Petrasch | |||
| This paper focus on the variety and the necessity of flexibility when it
come to model driven or model based user interface design (MBUID) in
conjunction with HCI patterns. Many approaches for user interface design that
use graphical models or (semi-)formal textual notation have been developed in
recent years and HCI or usability patterns are also well known (at least in
theory), but in practice this combination still waits for its breakthrough.
What obstacles stand in the way of an intensive usage of MBUID and HCI
patterns? Some answers to this questions are given. Keywords: HCI patterns, MBUID, MDA, ergonomics, model based user interface design,
model driven development, usability | |||
| Generative pattern-based design of user interfaces | | BIBAK | Full-Text | 12-19 | |
| Jean Vanderdonckt; Francisco Montero Simarro | |||
| This paper suggests a method for developing graphical user interfaces based
on generative patterns. A generative pattern contains portions of previously
designed user interfaces are expressed through models that are either partially
or totally instantiated. These portions could be identified and re-applied to a
new design case study by generating code by instantiating the specifications
contained in the models. The method involves typical models found in user
interface development life cycle such as task, domain, abstract user interface,
concrete user interface, final user interface, context model, and mappings
between them. Any model could virtually be the source of a pattern and could be
described, searched, matched, retrieved, and assembled together so as to create
a new graphical user interface. For this purpose, a software has been developed
that manages generative patterns by combining an existing user interface
description language (UsiXML -- user interface extensible markup language) with
concepts addressing problems raised by pattern description and matching in a
pattern-based language (PLML -- Pattern Language Markup Language, a language
was introduced to uniformly represent user interface patterns). Once
instantiated from the generative patterns, the models give rise to a
model-driven engineering based on model-to-model transformation and
model-to-code compilation. Keywords: descriptive pattern, generative pattern, model-driven engineering, user
interface pattern | |||
| Bringing formalism and unification to human-computer interaction design patterns | | BIBAK | Full-Text | 20-23 | |
| Christian Kruschitz; Martin Hitz | |||
| In this paper we describe a concept to formalize and unify Human-Computer
Interaction (HCI) design patterns which is currently in a work-in-progress
status. The framework, called XPLML (eXtended Pattern Language Markup
Language), which we want to provide to the HCI community, should help pattern
authors, pattern users and software engineers in their daily work with HCI
design patterns. XPLML fills the gap between the prose form of HCI patterns and
software applications. The framework provides formal specifications of the
content elements, the relationships and user interface (UI) primitives of HCI
patterns, where UI primitives are the smallest ("atomic") parts of the solution
part of an HCI pattern. Keywords: design patterns, formalization, human computer interaction, pattern
language, semantics, standardization | |||
| Tool-support for pattern-based generation of user interfaces | | BIBAK | Full-Text | 24-27 | |
| Jürgen Engel; Christian Märtin; Peter Forbrig | |||
| This paper introduces the structural and functional architecture of a
framework for pattern and model-based automated design of interactive systems.
It discusses the various steps and the pattern and modeling resources used by
the development process. The framework exploits a broader than usual view on
software patterns and provides comprehensive tool support for designing generic
and context-specific pattern languages containing pattern categories for all
phases and abstraction levels of the life-cycle for the usage-centered design
of user interfaces. Keywords: HCI pattern languages, UI generation, interactive system, model-driven
development, pattern-based development, task-models, user interface | |||
| Research directions for the application of MVC in ambient computing environments | | BIBAK | Full-Text | 28-31 | |
| Andreas Lorenz | |||
| To fulfil the requirements of emerging trends in mobile interaction, common
patterns for system design need adaptations and extensions. The realization of
explicit interaction in ambient or pervasive computing environments introduces
a physical distribution of input devices and technology embedded into the
environment of the user. This paper presents the extension of the
Model-View-Controller approach to separate the user interface implementation
from the physical host of the application to control. Keywords: mobile interaction devices, remote interaction, system design of mobile and
ubiquitous application | |||
| Formalising design and interaction patterns and their relationships | | BIBAK | Full-Text | 32-35 | |
| Paolo Bottoni; Esther Guerra; Juan de Lara | |||
| We exploit a recent, domain-independent, formalisation of patterns to
specify the solution components of both design and interaction patterns and to
relate them via graph-based models built on the union of their respective
meta-models. Keywords: category theory, interaction patterns | |||
| Different kinds of pattern support for interactive systems | | BIBAK | Full-Text | 36-39 | |
| Peter Forbrig; Andreas Wolff | |||
| This paper discusses two different approaches for using different kinds of
patterns and the corresponding tool support aiming at pattern-supported model
transformations. The patterns include GoF design patterns and task patterns. Keywords: HCI patterns, design patterns, task models | |||
| Semantically relating user interface design patterns | | BIBAK | Full-Text | 40-43 | |
| Jordan Janeiro; Simone D. J. Barbosa; Thomas Springer; Alexander Schill | |||
| Despite being a set of proven, well-documented, contextualized
recommendations for solving frequently occurring user interface design
problems, user interface design patterns are still not widely used. We believe
this is due to the lack of tools to help designers find patterns and identify
how they can be combined to solve user interface design problems. This paper
proposes to classify and make explicit the relationships between user interface
design patterns. We conducted a small-scale study that indicated that this
proposal is more efficient and better accepted by the participants than
browsing through a user interface design library. Keywords: MoLIC, glue language, interaction design patterns, semiotic engineering | |||