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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Screenography { Systematic and Adaptive Layout Development</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rene Noack</string-name>
          <email>noack@is.informatik.uni-kiel.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Christian Albrechts University Kiel, Department of Computer Science Kiel</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Currently, the development of the visual design of Web Information Systems is mainly based on developers' experiences. Late considerations of graphical issues during the development of WISs often result in visually in exible solutions and cause problems for extension and change management. This article discusses screenography, attempts to systematise WIS layout and thus to complement existing development methods. This amounts to guidelines for partitioning pages and using layout objects, colour, light and texture to obtain rhythm, contrast and perspective as the carriers for web page comprehension. Further, it aims at an adaptive and exible presentation of information that takes into consideration users and providers needs and preferences as well as equipment and application demands.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        A Web Information System (WIS) is an information system that is made
accessible via the world-wide web. Such systems can be of any size, but the primary
focus of research in this area is on large-scale systems that require the support
of database technology for the content and are used by an unlimited number
of users. Consequently, the number of web pages that are needed to present a
WIS to its users is very high, and permanent changes to these pages have to be
accounted for. Development methods such as OOHDM [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], WebML [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], WIS
codesign [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ], HERA [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], WSDM [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and others, and also UML has been adapted
to support WISs [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] but little attention has been paid to the layout development
of WISs. Layout design is a part of HCI design, too, but in general HCI
techniques [
        <xref ref-type="bibr" rid="ref8 ref9">8,9</xref>
        ] are not coupled with speci c development methods, and have to be
taken into consideration already during WIS design, even at a very high level of
abstraction.
      </p>
      <p>Currently, WIS designers are mainly involved in modelling and
implementation. However, late consideration of graphical issues may result in in exibility.
Striving for a systematic and early involvement of layout (the graphical design of
pages in liaison with content) and playout (based on the story speci cation, the
task portfolio of users, and the contexts of the WIS and its users), an approach
to screenography will be developed, which adopts and generalises dramaturgy
and scenography. Scenography contains the composition of action space, plot
and dramaturgy. Dramaturgy controls the sequence of scenes and determines
the composition of information. Layout development requires scenography and
dramaturgy to facilitate the understanding and memorisation of content, and to
support orientation within the WIS.</p>
      <p>
        The rationale of this work is to complement the WIS codesign method [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
with a systematic approach to WIS layout that is grounded in knowledge from
art, cognitive psychology and scenography. Layout patterns help in this context
to reuse concepts and components [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] of layout development and support the
derivation of possible solutions from an intentional description.
      </p>
      <p>This paper is organized as follows. Section 2 discusses related work and points
open issues and needed enhancements. Section 3 introduces the basic principles
of the screenography approach. Finally, section 4 concludes and give a short
outlook of further research directions.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        A lot of HCI approaches [
        <xref ref-type="bibr" rid="ref11 ref12 ref13">11,12,13</xref>
        ] have introduced guidelines how to develop
good and useful websites, with a range from generic recommendations to directly
applicable solutions. For example, Shneiderman [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] has de ned eight 'golden'
rules of interface design that should be considered for the development of
layout. Unfortunately, these general rules are not directly applicable and have to
be re ned context dependent. According to Herczeg [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], development mistakes
can occur in complex situations if the context was not taken into account. For
example, in the case of multiple page displays, it is impossible to de ne a x
and universally valid value, how many changes between two interaction steps are
acceptable to achieve an adequate short-term memory load. The acceptable load
depends on the possible attention of users, the abilities of the equipment and
its application area. Too little changes cause long ways to get to the
information, while very short ways result in too many changes. Thus, re nements that
consider further aspects of the development are obligatory.
      </p>
      <p>
        At the opposite end, van Welie [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] has developed a pattern language that
tries to bene t from relations between speci c layout patterns. Patterns of this
language describe problem-oriented solutions based on a speci cation of well
orchestrated layout elements at di erent levels. They are problem-based, so that
this approach results in a huge number of patterns and possible combinations.
Unfortunately, it is hard to take all of them into account during the
development process and moreover it is hard to handle all valid transitions between the
proposed patterns levels. Therefore, it can be useful to classify by application
domains to keep up the decidability. Moreover, a split by dimensions (intention,
context, story, content, functionality, and presentation) as mentioned in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
limits decision problems in the case of multiple domain applications. Van Welie [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
di ers context, application needs, and user needs patterns. These patterns are
very useful to create new websites for any eld of application, but they do not
support the progress of websites. Thus, changing demands result in a
redevelopment instead of an alternative content playout that takes these into account.
      </p>
      <p>
        Moreover, a large number of publications exist (e.g. Itten [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and Skopec
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]) that discuss the layout from artists and designers view and give some
advices how to use and compose graphical elements. These advices help to derive
general rules of layout development that are universally valid in consideration of
speci ed context aspects.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Essentials of Screenography</title>
      <p>Screenography is based on a characterisation of tasks, intentions, and speci c
characteristics of the users, provided by means of user pro les and portfolios.
Intentions and tasks determine a user's expectations and interests; speci c
characteristics in uence the patience in dealing with the WIS.</p>
      <p>In general, screenography aims at closing the gap between web engineering
and HCI approaches as well as avoiding confusing and wrong representation
results by advising developers. Moreover, it aims at a high-level presentation
adaptation of content to users and provider needs. Therefore the content does
not depend too much on presentational issues in spite of an early involvement of
layout aspects. Consequently, screenography eases re-developments and avoids
costly parallel development branches on implementation level to serve
heterogeneous equipment at the same time.
3.1</p>
      <sec id="sec-3-1">
        <title>Development Prerequisites</title>
        <p>
          A prerequisite of screenography is the analysis of a WIS on a high level of
abstraction. So, we have to consider the intentions associated with the WIS, and
characterise expected users. This is captured by a storyboard that speci es who
will use the system, in which way, for which tasks, and for which intentions.
The motivation of user for WIS use is explicitly speci ed through four facets of
intentions: purpose (aims or objectives), intents (targets or objects), time
(design, end or occasion) and representation (atmosphere or metaphors). Roughly
speaking, the rst facet represents the 'what', the second the 'how' and the third
the 'when' of an intention. Details of these facets were presented in [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Atmosphere</title>
        <p>For developing a satisfactory WIS atmosphere we have to consider the
representation facet of the intention, which de nes the ambience the presentation should
have. It depends on the application area of the WIS and the preferences of
the user. Another main challenge is the heterogeneity of web clients. Therefore,
we specify the atmosphere already on a high level of abstraction. Some work
has been done in this area as the device independent speci cation of the
appearance of interaction elements. Examples are UIML (User Interface Modelling
Language), AUIML (Abstract UIML), and XUL (Xml User-interface Language).
Particularly, this approaches were developed to realise functionality aspects.</p>
        <p>Due to its de nition on a high level of abstraction, the atmosphere doesn't
depend on equipment features. The rei cation through page layout and the
sufciency of the available equipment to play out a speci c atmosphere will be
checked on a lower level. The atmosphere can be described by the ambience of
the presentation, which is determined by parameters such as shapes, material,
illumination, and colour schema. Nevertheless, visual perception is always
affected by the current mood and emotions of a viewer, wherefore we distinguish
ambience-types as powerful, in the sense of dramatic art and vitality, and
romantic, in the sense of romance and passion. Based on such types, a concrete
atmosphere can be derived in conjunction with de ned user pro les.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Grid Geometry</title>
        <p>
          Grids were adapted from graphic design and can be used for general page layout
organisations. Usually, a grid splits the whole action space into rectangular tiles
that are able to integrate content objects as mentioned in [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. In general, a set
of grids can be used for partitioning. Further, all grids can consist of a set of
subgrids with the objective of increasing their applicability. Grids allow to reuse
approved splits to ease the creation of applications with the same style, indents,
sizes, and spaces.
3.4
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>Layout Patterns</title>
        <p>
          We often notice the existence of similar demands in the case of similar
applications. Mostly, such constellations result in similar representations, too, so that
it would be useful to reuse an existing solution as a speci c generalised pattern
and adapt it to speci c demands of another. This problem-oriented approach
is suitable if we have a su cient list of patterns as built by [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. In general,
patterns help to reuse concepts and components. Screenography is mainly
interested in layout patterns that utilise principles taken from cognitive psychology
as published in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. As a result, we introduced a separation into communication,
perception, and composition patterns enhanced by work progress patterns and
pattern clusters with the objective of rising chances to reuse concepts while the
development process. Such patterns can be used to derive appropriate grids and
to develop rules how to apply content to the tiles of a grid [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
        </p>
        <p>
          Screenography and consequently all layout patterns is based on so-called six
dimensions of WIS development (intention, story, context, content, functionality
and presentation) as introduced in [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Screenography is mainly interested in
layout aspects of each dimension but it isn't su cient to consider presentational
issues because of interdependencies between these dimensions.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>Screenography aims at an individualised, decorated playout in consideration of
intention, user pro les and portfolios, provider aims, context, equipment,
functionality, and the storyline progress. Moreover, it pays attention to placement
and arrangement aspects and improves the integration and adaptation of
external maintained content. Patterns ease in that context the reuse of components
and concepts and allow to apply composition rules in a exible manner.</p>
      <p>The development of a prototype has been started to escort (re-)development
processes. The prototype has to propose possible visual solutions in the case of
multiple options and is directed to ease the development, to avoid frequently
occurring layout problems, and to systematise the WIS layout development.</p>
    </sec>
  </body>
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