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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Consistency in use through Model based User Interface Development</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Marcus Trapp University of Kaiserslautern</institution>
          <addr-line>Gottlieb-Daimler-Straße67653 Kaiserslautern</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Martin Schmettow</institution>
          ,
          <addr-line>Fraunhofer IESE Fraunhofer-Platz 167663 Kaiserslautern</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2006</year>
      </pub-date>
      <abstract>
        <p>In dynamic environments envisioned under the concept of Ambient Intelligence the consistency of user interfaces is of particular importance. To encounter this, the variability of the environment has to be transformed to a coherent user experience. In this paper we explain several dimension of consistency and present our ideas and recent results on achieving adaptive and consistent user interfaces by exploiting the technology of model driven user interface development.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
    </sec>
    <sec id="sec-2">
      <title>DIMENSIONS OF CONSISTENCY</title>
      <p>Several dimensions of consistency in user interfaces can be identified which have different
importance in specific usage situations.</p>
      <p>The first consistency dimension addresses the Look &amp; Feel of an application's user interface. This
refers, for instance, to wording, used colors, shapes, layout, typefaces, etc., and the behavior of
dynamic elements such as buttons, boxes, and menus in GUIs.</p>
      <p>The Look &amp; Feel is a characteristic of a specific interaction device. We characterize an interaction
device as a combination of computer hardware, an operating system, and a user interface toolkit.
Therefore, this consistency dimension is most import if many different tasks can be performed on a
single device (rows 2 and 6 in Table 1). Independent from the kind of task a user wants to perform, a
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consistent and thus, familiar Look &amp; Feel should be provided. User interface guidelines like [2] and
user interface development tools like GUI builders [4] try to support user interface designers in
achieving this consistency dimension at development time.</p>
      <p>If one specific task can be performed using many different devices (rows 3 &amp; 7 in Table 1), the Look
&amp; Feel of the task's user interface should be as consistent as possible with respect to the device
characteristics. For example, if a button is labeled "Submit order" in a GUI, the command that
initiates the submission of an order should also be "Submit order" in a speech user interface.
As mentioned above, ambient systems are characterized by openness and dynamics. Thus, it is very
likely that it is unknown at development time what specific device will be used to perform a specific
task a runtime. Under these circumstances a user interface designer has to face the huge problem of
developing a user interface that uses the appropriate Look &amp; Feel for all devices that may be used to
perform the task.</p>
      <p>The second consistency dimension deals with the performance of the tasks itself, independent from
the kind of interaction device a user uses to perform a specific task. The temporal order of the steps
needed to perform the task should be in principle as consistent as possible with respect to the device
characteristics (rows 3 and 7 in Table 1). For example, before you can playback a video you first
have to select a video file. This temporal order of steps should be the same in a GUI and in a speech
user interface.</p>
      <p>The third consistency dimension deals with the spatial order of available tasks at the same time and
thus, the navigation to and selection of a specific task. This is especially important for ambient
systems as the number of available tasks at the same time is very large as a result of their strong
networking capabilities (row 2,4,6, and 8 in Table 1).</p>
      <p>Today's user interface development approaches typically focus on the temporal ordering of tasks,
leaving as unaddressed question of how we manage the spatial arrangement of tasks around us.
"Thereby, we are spatially located creatures: we must always be facing some direction, have only
certain objects in view, be within reach of certain others. How we manage the spatial arrangement of
items around us is not an afterthought: it is an integral part of the way we think, plan, and behave"
[8]. We use the available space to structure actions and to facilitate the selection of interactions and
information.</p>
      <p>We propose to structure the available tasks in three categories: personal tasks, role tasks, and room
tasks.</p>
      <p>•
•</p>
      <p>Personal tasks are associated with a specific user. These are tasks that s/he wants to be
able to perform anytime independently from her/his current role or her/his current location
(for example, information about the current time).</p>
      <p>Role tasks are associated with the current role of a user. For example, the tasks useful for a
company's facility manager are different from the tasks useful for the company's CEO.
•</p>
      <p>Room tasks are associated with a specific location. For example, the tasks that can be
reasonably performed in a kitchen are different from the tasks that can be reasonably
performed in a home cinema.</p>
      <p>Therefore, we propose to order all tasks that are available at the same time spatially from personal
tasks over role tasks to room tasks. To ensure consistency the spatial order of available task for all
user interfaces should always follow this order. Thus, a user has always the same natural navigation
to available tasks.</p>
    </sec>
    <sec id="sec-3">
      <title>PREVIOUS WORK</title>
      <p>
        We gained a lot of experience in developing user interfaces for ambient systems during the
development of an ambient system that assists cycling groups during their training [7]. The cyclists
can interact with the system in several ways using different graphical user interfaces (using several
bike computers with small to large displays), or a speech user interface (using headsets).
Additionally, they could change the interaction device during the training dynamically [
        <xref ref-type="bibr" rid="ref2">3</xref>
        ]. We also
developed an adaptive speech user interface that provides dynamic self adaptation according to the
physical stress condition of the cyclist [9]. Thus, the cyclist's voice can be recognized even if s/he is
nearly breathless.
      </p>
      <p>We realized that it is an essential prerequisite for building usable interfaces for ambient systems to
change from object orientation (devices) to task orientation. Additionally, as consequence of the
complex diversity of possible usage situations it is obvious that it is unscalable to implement a user
interface for each usage situation by hand. Thus, an automated solution like multiplatform generation
is necessary.</p>
      <p>In order to cover these facts we are using a model based user interface generation approach. We
base our work mainly on the UsiXML approach, a modern user interface specification transformation
language [11].</p>
      <p>Our vision is to bring the user interface construction completely to run time. In a first step we set up a
tool chain for generating XHTML user interfaces completely from models on a “requirements” level. In
order to ensure the ergonomic quality (usability) of generated user interfacess, we enhanced the
UsiXML default transformation path [11]
with formalized usability patterns [1]. One of our findings is that adding ergonomic rules to the
transformation path not only enhances the usability of the generated user interfaces, but also results
in truly adaptive user interfaces, which optimize themselves to the environmental context and user
characteristics.
Another related work yet started is to bring the changing functionality of dynamic service
environments into a single and consistent user interface. This can be achieved by enhancing the
transformation path upfront by computing a situational valid task model based on the current and
local availability of services. This approach will be outlined in the following.</p>
    </sec>
    <sec id="sec-4">
      <title>DYNAMIC TASK MODELS</title>
      <p>The basic idea in our approach is that task models, which are originally meant for describing the
user-system interaction, will also serve for describing the functionality a single service provides to a
service ensemble.</p>
      <p>When a new device is installed in or becomes otherwise available to the environment, it is registered
by an infrastructural service and announces its functionality by a task model fragment (we call this
the device functionality model (DFM)). These tasks are then added to the current task model, which
we call room task model (RTM), and will be made available to the user by the user interface
generation engine outlined above. We call this the additive approach, because it already brings
dynamic functionality to the user interface generation, but in a mere additional sense.
As outlined above, we expect dynamic service environments to exploit synergies between services,
which basically means that adding two services A and B could result in a (maybe not earlier thought
of) service C. For today we have to assume, that there exists a comprehensive model, which covers
all available services (here: A and B) and their compound services (here: C). This seems to be
realistic when thought of as a domain specific but vendor independent standard. Indeed, something
similar already exists for the domain of home entertainment, namely the UPnP AV standard [12].</p>
      <p>The domain model in our approach also has the form of a task model, accordingly it is called domain
task model (DTM). The RTM is then computed by deleting all branches out of the DTM, which can
not be fully instantiated by DFM fragments. In this subtractive approach of dynamic task models the
DTM can also describe compound services that can be activated, when all components are
instantiated by services.</p>
      <p>After this procedure a single task model with all available services is fed to the user interface
generation engine. Since every task is transformed by the same transformation rules (enhanced by
ergonomic rules) user interfaces can be expected that are consistent in Look &amp; Feel, temporal order,
and spatial order.</p>
      <p>In the following example, we show that the computation of the RTM is quite straight forward using the
standard means of model based user interface development with UsiXML.</p>
    </sec>
    <sec id="sec-5">
      <title>EXAMPLE</title>
      <p>In our example we imagine a home entertainment environment, which consists of several services,
which are localized and which announce their functionality with DFMs:
•
•
different multimedia sources
output devices
The whole environment is controlled by a personalized control device (CD), where the generated
user interface is rendered (e.g. a PDA). The user interface is generated by the model-driven UI
generation engine outlined above. But here the engine is fed with a dynamically generated RTM.
More concrete the environment consists of the following service devices (SD): a video player, a high
definition wall mounted screen and active speakers in the living room and active speakers and a
radio tuner in the kitchen. The DTM states the two main tasks (see Figure 1): (1) "Watch video" or (2)
"Listen radio". Both tasks require a source device (e.g. tuner or video recorder) and an audio
renderer (active speakers) to be available. This is stated in the DTM by system tasks. Given that the
above mentioned devices announce their functionality as DFMs (see Figure 2), the room task model
can be computed for both rooms.</p>
      <p>We implemented the transformation rules using attributed graph grammar (AGG) [5], the preferred
transformation language for UsiXML models. Our transformation follows the following five steps from
DTM and DFM to RTM:
• InstantiateTasks: Tasks where a matching SD functionality exists in the same location like
the CD are mapped to this functionality and enabled
•
•
As a result the main task “Watch video” is activated in the living room and “Listen radio” in the
kitchen. We also exploited the support of compound services in the subtractive approach since the
task “Watch video” is instantiated by two different devices for video and audio rendering.
These localized task models can then be fed to the user interface generation engine, which will then
send the generated user interface to the users CD (e.g. a PDA). In this scenario at least two vendor
specific CDs (e.g. remote controls) are substituted by one integrated.</p>
    </sec>
    <sec id="sec-6">
      <title>CONCLUSION</title>
      <p>After explaining several dimension of consistency and their importance for ambient systems, we have
argued that the model based user interface development can be exploited for such dynamic service
environments, where the consistent integration of different services becomes very critical for the user
experience. This is an interesting fact, because the model driven approaches are often motivated by
the idea of adaptivity, for instance, changing the appearance of the user interface dependant on
characteristics of user and context. There even exists some findings that adaptivity of user interfaces
is sometimes harming consistency by resulting in too variable behavior [6].</p>
      <p>We believe that with dynamic user interfaces the use of elaborated ergonomic rules will result in
adaptive interfaces that are pleasant for the user and not confusing. We also demonstrated that
harmful variability can be made consistent by means of model based user interface development.</p>
    </sec>
    <sec id="sec-7">
      <title>ACKNOWLEDGMENTS</title>
      <p>This work was supported in parts by the BelAmI project of Fraunhofer IESE - which in turn is funded
by the German Federal Ministry of Education and Research (BMBF), the State of
RhinelandPalatinate's Ministry of Science (MWFFK), and the Fraunhofer Gesellschaft e.V.</p>
      <p>Apple Human Interface Guidelines http://developer.apple.com/documentation/UserExperien
ce/Conceptual/OSXHIGuidelines/index.html</p>
      <p>Eclipse Visual Editor Project http://www.eclipse.org/vep/WebContent/main.php
Ermel, C. and Schultzke, T. The Agg Environment: A Short Manual. TU Berlin,
http://tfs.cs.tuberlin.de/agg/ShortManual.ps
M e d i a R e n d e r e r</p>
      <p>V
1 . 0 .</p>
    </sec>
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