<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Interaction Semantics Consistency in Cross-Platform Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fabio Paternò</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ISTI-CNR</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Via G.Moruzzi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>fabio.paterno@isti.cnr.it</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Giulio Mori, ISTI-CNR</institution>
          ,
          <addr-line>Via G.Moruzzi 1, 56126 Pisa</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2006</year>
      </pub-date>
      <abstract>
        <p>In this position paper we discuss some issues related to continuity in cross-platform design, including when it addresses platforms supporting different modalities. We argue that one key aspect is to be able to support continuity in terms of interaction semantics for those tasks that are deemed meaningful in the target platforms. We also discuss a method for interface transformation from desktop to mobile platform following this approach Cross-platform design raises interesting issues. On the one hand there is a need for adaptation, and thence for change, to the features of the changing platform in order to take into account the available resources and exploit them at best for obtaining usable results. On the other hand, users always access the same application, albeit through different platforms, and thus they prefer to reuse the knowledge of the system interaction that they have acquired while accessing through one device also when they access through another. Design of multi-device interfaces and migration in such environments has been one of the main research areas considered in my group over the last four-five years. We have been working both on authoring environment for designing multi-device interfaces [1] and on migratory interfaces and related environments [2]. The latter are interfaces that are able to dynamically migrate from one device to another and allow the user to continue their task from the point in which they left off in the source device. To address such issues we have developed a XML-based language for conceptual user interface description based on the semantics of the user interactions and how designers aim to structure the user interface. Such elements are general and can be applied for any interactive device we want to address. Consistency in user interfaces in general means that in similar situations the same design solution is adopted. Thus, there is logical coherence in applying design criteria. This can involve design at various levels (choice of the graphical attributes, interaction techniques, navigation structure, …). We consider a platform as a set of devices that share similar interaction resources (such as the desktop, the PDA, the vocal one). Thus, when we want access the same application through a different platform we have to consider that there is a substantial change in terms of available interaction resources and modalities and, consequently, we have to change something in the user interface.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
    </sec>
    <sec id="sec-2">
      <title>TASKS AND CROSS-PLATFORM DESIGN</title>
      <p>One issue is that one-fits-all does not work. This means that it is not meaningful to try to support all
tasks for all platforms. The big push for cross-platform design comes with the advent of mobile
devices, which people can use when they are on the move. This means that there is a clear
distinction regarding what it is meaningful to do with a desktop and with a mobile device. For
example, people can use a desktop to compare airfares and make reservations, while the mobile
device can be used to check the real-time status of a particular flight. Likewise, the desktop is
wellsuited to reading a movie review and/or watching a trailer but not to purchasing a cinema ticket to
avoid the line. There are many tasks that are not suitable at all for a mobile device. For example,
currently in Europe with the advent of UMTS there is an interest in proposing football matches over
phones. This seems senseless even with the last generation mobile phones, which have large
© 2006 for the individual papers by the papers' authors. Copying permitted for private and
scientific purposes. Re-publication of material on this page requires permission by the
copyright owners.
displays and better connectivity. People like watching football matches but generally only when they
are comfortable sitting and watching a large display in front of them. This allows them to appreciate
how the footballers play, the details of the action, the tactics adopted and so on. Few people would
ever do this through a mobile phone, even if it is technically possible, because of the small display
and discomfort of using it on the move. Also considering that a football match lasts 90 minutes, this
would be a terrible experience. What they could appreciate with a mobile device is a different task:
receiving real-time updates regarding the match score. Another useful option is to have just the vocal
description of the match that can be followed while driving the car or on the move. Thus, they could
do this in parallel with other activities.</p>
    </sec>
    <sec id="sec-3">
      <title>TERESA XML</title>
      <p>Once we have identified the tasks that are meaningful to support for each platform then we have to
identify how they performance can vary according to the target platform. The idea is to first identify
potential interactors in terms of their semantics (how they can change the state of the application)
and then to generate corresponding interfaces depending on the platform features. All devices
belonging to a given platform will receive an interface with consistent implementation.
An abstract user interface is structured into presentations and connections indicating how it is
possible to move from one presentation to another. Each presentation is structured into interactors
and composition operators. We have defined a number of composition operators, which aim to
capture communication effects that often designers want to achieve when they structure their user
interfaces. The purpose of the composition operators is to indicate how to put together interactors.
Each composition operator is associated with a communication goal. Depending on such goals,
different implementation techniques will be used to support the composition operator. Figure 1 shows
an example of a Web page taken from a frequently accessed Web site. We can note how the
designer used various techniques to highlight groups of related interface elements. On the top there
are elements that are ordered according to the potential user interest. Some elements are grouped
using implementation techniques such as same background, same structure, bullets and so on.
There are elements that are related to the rest of the Web site, such as the search element. Other
elements are highlighted using large image and fonts because they are considered important.
In general, the composition operators can involve several interactors or even compositions of
interactors. In addition, their definition is modality-independent. They are:
•
•
•
•</p>
      <p>Grouping (G): indicates a set of interface elements logically connected to each other;
Relation (R): highlights a relation (usually one-to-many) among some elements; one element
has some effects on a set of elements;
Ordering (O): some kind of ordering among a set of elements can be highlighted;</p>
      <p>Hierarchy (H): different levels of importance can be defined among a set of elements.
There are different types of interaction elements depending on the type of task supported. We have
selection elements (to select between a set of elements), edit (to edit an object), control (to trigger an
event within the user interface, which can be useful to activate either a functionality or the transition
to a new presentation). There are different types of only_output elements (text, object, description,
feedback) depending on the type of output the application provides to the user: a textual one, an
object, a description, or a feedback about a particular state of the user interface.</p>
    </sec>
    <sec id="sec-4">
      <title>SEMANTIC PLATFORM REDESIGN</title>
      <p>The problem of adapting the interface to different platforms can be addressed in many ways.
Lowlevel syntactical transcoding or just resizing elements do not seem able to provide general solutions:
they often generate poor results in terms of usability because they follow rigid rules and mainly try to
fit the same design into different devices. We have developed a solution [3], which is based on
platform-dependent semantic redesign. Semantic redesign means that transformation from one
platform to another is based on the use of semantic information and not only on the analysis of the
low-level implementation. In our case, such semantic information is contained in logical descriptions
of the user interfaces that also capture the possible tasks users intend to accomplish.
In this section we discuss how our platform-dependent redesign transformation works considering the
concrete /abstract description of the user interface. Given the limited resources in screen size of
mobile devices, desktop presentations generally must be split into a number of different
presentations for the mobile devices. The logical levels provide us with some semantic information
that can be useful for identifying meaningful ways to split the desktop presentations along with the
user interface state information (the actual implemented elements, such as labels, images, …). The
redesign module analyses the input from the logical descriptions and generates an abstract and
concrete description for the mobile device from which it is possible to automatically obtain the
corresponding user interfaces. The redesign module also decides how abstract interactors and
composition operators should be implemented in the target mobile platform.</p>
      <p>In order to automatically redesign a desktop presentation for a mobile presentation, we need to
consider semantic information and the limits of the available resources. If we only consider the
physical limitations we may end up dividing large pages into small pages that are not meaningful. To
avoid this, we also consider the composition operators indicated in the logical descriptions. To this
end, our algorithm tries to maintain interactors that are composed through some operator at the
conceptual level in the same page, thus preserving the designer’s communication goals. However,
this is not always possible because of the limitations of the target platform. In this case, the algorithm
aims (when possible) to equally distribute the interactors into mobile device presentations. In
addition, splitting the pages requires a change in the navigation structure with the need for additional
navigator interactors that allow access to the newly created pages. More specifically, the
transformation follows these main criteria:
•</p>
      <p>The presentation split from desktop to mobile takes into account the composition operators
because they indicate semantic relations among the elements that should be preserved in
the resulting mobile interface. Another aspect considered is the number and cost of
•
•
•
•
•
•
interactors. The cost is related to the interaction resources consumed, so it depends on
pixels required, size of the fonts and similar aspects.</p>
      <p>The implementation of the logical interactor may change according to the interaction
resources available in the target platform.</p>
      <p>The connections of the resulting interface should include the original ones and add those
derived from the presentation split.</p>
      <p>The images should be resized according to the screen size of the target devices keeping the
same aspect ratio. In some cases they may not be rendered at all because the result is too
small or the mobile device does not support them.</p>
      <p>Text and labels can be transformed as well, because they may be too long for the mobile
devices. In converting labels we use tables able to identify shorter synonyms.</p>
      <p>In particular, regarding the creation of new connections the following rules are applied:
original connections of desktop presentations are associated to the mobile presentations that
contain the interactor triggering the transition. The destination for each of these connections
is the first mobile presentation obtained by splitting the original desktop destination
presentation;
composition operators that are allocated to a new mobile presentation are substituted in the
original presentation by a link to the new presentation containing the first interactor
associated with the composition operators.
when a set of interactors composed through a specific operator has been split into multiple
presentations because they do not fit into a single mobile presentation, then we need to
introduce new connections to navigate through the new series of mobile presentations.
In the transformation process we take into account semantic aspects and the cost in terms of
interaction resources of the elements considered. We define for each mobile device class identified
(large, medium or small) a maximum acceptable overall cost in terms of the interaction resources
utilizable in a single presentation. So in this approach, each interactor and (even each composition
operator) has a different cost in terms of interaction resources. The algorithm inserts interactors into
a mobile presentation until the sum of individual interactor and composition operator costs reaches
the maximum global cost supported.</p>
    </sec>
    <sec id="sec-5">
      <title>A SMALL EXAMPLE</title>
      <p>In order to explain the transformation, we can consider a specific example of a desktop Web site and
see how one of its pages (see Figure 3) can be transformed using our method.</p>
      <p>The automatic transformation starts with the XML specification of the Concrete Desktop User
Interface and creates the corresponding DOM tree-structure (Figure 2). The concrete user interface
description contains interactors (such as text, image, text_edit, single_choice, multiple_choice,
control, etc) and composition operators (grouping, ordering, hierarchy or relation) which define how to
structure them. A composition operator can contain other interactors as well as other composition
operators.
In the example, there is a relation operator, which involves all the elements of the page: the
elementary description interactor “Download Software”, the elementary text interactor “Please fill in
the form…” and the elements made up of three grouping operators. In general, the relation operator
identifies an association between the last element and all the other elements involved in the operator.
In this case, the last element is represented by the composition operator G2, which groups the
“Submit” and “Cancel” buttons. Indeed, they are related to all the remaining content of the Web page
because they allow to transmit such information to the server. There are also two grouping operators
(G0 and G1) implemented by the two fieldsets in the user interface in Figure 3.</p>
      <p>Overall, this desktop presentation contains 14 interactors, which require a large amount of interaction
resources; too great to be contained in a single mobile phone presentation, even a large one
(such as a smartphone). Our transformation divides the “desktop_Download” presentation of the
example into four presentations for mobile devices. Considering the tree structure of the XML
specification of the Concrete User Interface, the algorithm makes a depth first visit starting with the
root, and generates the mobile presentations by inserting the elements in each level as long as the
sum of the cost of each interactor (and related composition operators) is lower than the maximum
value supported by a mobile presentation.</p>
      <p>Each composition operator (with its associated elements) that cannot fit in the presentation (in the
example G0 and G1) is substituted by a link pointing to a mobile presentation containing their first
elements. So, looking at the example, the algorithm begins to insert elements in the first mobile
presentation, and when it finds a composition operator (such as G0), it starts to generate a new
mobile presentation with its elements. Continuing the visit, the algorithm explores the composition
operator G0, which has 8 elements, all of which cannot fit in a single new presentation. Thus, two
mobile presentations are created and the algorithm distributes the elements equally between them.
The depth first visit of the tree continues and reaches G1. The algorithm inserts in the main mobile
presentation a corresponding link, pointing to the newly generated mobile presentation where the
elements of G1 are inserted.</p>
      <p>The relation operator captures a many-to-one association. The latter element of such a Relation must
be contained in its entirety in the same presentation as the other elements of the same Relation
because it is the fundamental element defining the association. Even when the latter element is
another composition of elements (such as G2), it is completely inserted into the presentation (cost
permitting).</p>
      <p>The transformation creates new connections among the presentations for the mobile phone following
the rules introduced in the previous section. One rule indicates that composition operators that are
substituted by a link introduce new connections to presentations containing the first interactor
associated with the composition operators. In the example (Figure 4), we have two new links “Form –
Part 1” and “Form – Part2”, which support access to the pages associated with the first interactor of
G0 and the first interactor of G1 respectively. Another rule is applied to introduce new connections to
navigate through the new mobile presentations.</p>
    </sec>
    <sec id="sec-6">
      <title>CONCLUSIONS AND FUTURE WORK</title>
      <p>We have discussed issues related to consistency in cross-platform design. In addition, we have
presented a solution for transforming an interface from desktop to mobile platforms in such as was as
to maintain semantic consistency. Thus, grouped information in the desktop version is still grouped in
the mobile version but in a manner that takes into account the more limited screen resources. The
choice of the implementation techniques is still driven by the need to preserve the user interface
semantics but adapting the features of the target device.</p>
      <p>The first user tests conducted on the interfaces resulting from this approach are promising, even
when this type of transformation is applied in migratory interfaces and the target user interface is
dynamically created following a migration request from the user. We plan to conduct further empirical
studies to compare our semantic-based transformation with other types of transformation-based
approaches to cross-platform design.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1] [2] [3]
          <string-name>
            <surname>Bandelloni</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Berti</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          , Paternò F.,
          <string-name>
            <surname>“</surname>
          </string-name>
          Mixed-Initiative,
          <article-title>Trans-Modal Interface Migration”</article-title>
          ,
          <source>Proceedings Mobile HCI</source>
          <year>2004</year>
          , Glasgow,
          <year>September 2004</year>
          , Lecture Notes Computer Science 3160, pp.
          <fpage>216</fpage>
          -
          <lpage>227</lpage>
          , Sprinter Verlag.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Mori</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Paternò</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Santoro</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <article-title>Design and Development of Multi-Device User Interfaces through Multiple Logical Descriptions</article-title>
          ,
          <source>IEEE Transactions on Software Engineering</source>
          ,
          <year>August 2004</year>
          , Vol.
          <volume>30</volume>
          , N.8, pp.
          <fpage>507</fpage>
          -
          <lpage>520</lpage>
          , IEEE Press.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <given-names>G.</given-names>
            <surname>Mori</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Paternò</surname>
          </string-name>
          ,
          <article-title>Automatic semantic platform-dependent redesign</article-title>
          ,
          <source>Proceedings Smart Objects and Ambient Intelligence</source>
          <year>2005</year>
          , pp.
          <fpage>177</fpage>
          -
          <lpage>182</lpage>
          , Grenoble,
          <year>October 2005</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>