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      <title-group>
        <article-title>Model-Based Usability Evaluation and Analysis of Interactive Techniques</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Jeff Ladry, Philippe Palanque, Eric Barboni &amp; David Navarre IRIT - University Paul</institution>
          <addr-line>Sabatier 118, route de Narbonne, 31062 Toulouse Cedex 9</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <fpage>21</fpage>
      <lpage>24</lpage>
      <abstract>
        <p>This position paper presents a model based approach supporting development of advanced user interfaces for the design, simulation, tuning and the assessment of interaction techniques. It is based on a double concept: the introduction of additional information in models to allow designer to tune easily the interaction technique and the use of simulation and logging facilities to assess perform performance evaluation of the models. It proposes an alternative to user testing which is very difficult to setup and interpret when advanced interaction techniques are concerned.</p>
      </abstract>
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    <sec id="sec-1">
      <title>-</title>
      <p>
        In The HCI community many researchers have described
user interface elements by means of models. The interested
reader can find a complete state of art of model-based user
interface in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] where the different modeling techniques
are categorized by criteria such as: Language, Interaction
Coverage, Scalability, Tool support and Expressiveness.
Beyond this descriptive aspect, models can also be used to
support the evaluation of the user interface for properties
(such as liveness and safety) or even for usability including:
Model Based Usability remote evaluation as in RemUsine
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], EvaHelper [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], or in ReModEl [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Similar work can
also be found for the Web domain as in AWUSA [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
Usability evaluation can also be found for more generic
purpose as in MeMo&amp;MASP [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] or in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] with MDA
(Model-driven architecture)-compliant methods to improve
software usability through model transformations.
Among these contributions, many have shown that HCI
concerns must be integrated within the development process
in order to design and develop usable systems. This is
known as the "too little too late" problem detailed in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
claiming that usability must be considered in the early
stages of the development process or it will be only
partially addressed.
      </p>
      <p>Next section presents a model-based approach proposing an
emphasis on evolvability and modifiability of models to be
able to take into account usability concerns. The basic idea
is to prepare models for modification at design time in order
to be able to adjust them according to usability evaluation
results.</p>
      <p>THE APPROACH
This position paper proposes a design process for the
design, simulation, tuning and assessment of interaction
techniques.</p>
      <p>
        Figure 1 Process involving Interaction techniques, tasks
models and Analysis +Log
Figure 1 presents the process of this approach exemplified
for the comparison of two interaction techniques.
Modeling Interactions techniques
In the beginning of the process an abstract model (Abstract
Model IT) is constructed using the ICO formalism [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] to
accomplish the task represented in the Task model in CTT.
From abstract model, multiple detailed models can be
produced. These models refine the abstract model according
for instance to properties we want the technique to fulfill or
according to the different modalities that have to be used.
From the task model in CTT, a test scenario is extracted for
each ICO model that the interaction technique must be able
to perform. The detailed model is then simulated in Petshop
according to the test scenario.
      </p>
      <p>Simulation and Logging
During this simulation a log file is produced containing all
the information about the evolution of the model.</p>
      <p>Figure 2 Excerpt of a Model-based log
The model-based log (presented in Figure 2) records all the
change which occurs in the model during the simulation
including firing of each transition, the removal and addition
of a token in every place. This data is then exploited to
assess the performance of each interaction technique in
absolute value as well as their relative performance. If the
performance does not fit the expectations, the log data can
be used to modify or tune the model that will be simulated
again. Such modification or tuning is made much easier as
the information in the log is already related to the structure
of the model.</p>
      <p>Formal Analysis
Due to the Petri nets-based roots of the ICO formalism, we
are able to use Petri nets properties analysis techniques such
as place and transition invariant. These invariant allow us to
prove properties such as liveness of a transition in a model
for example. In the case of an interaction technique this
would make it possible to assess that the transition handling
mouse move events is always available (it is always
possible to produce such events by moving the device.)
According to the result of the analysis process, it can be
decided to modify the model.</p>
      <p>Tuning of models (Evolvability and Modifiability)
According to the performance evaluation obtained with the
log analysis, some fine tuning can be applied in the model
to increase the performance of the interaction technique.
This fine tuning can either be done during or before the
simulation as in PetShop models can be modified while
executed.</p>
      <p>Figure 3 presents the drag and drop interaction technique
modeled using the ICO formalism. In the initial state, the
interaction technique is Idle (there is a token in place Idle),
the position x,y of the mouse cursor is stored as a token in
place Currentxy, the reference to the graphical object frame
(where the cursor is moving) is stored as a token in place
Frame and the reference to the object trash is stored as a
token in place Trash. From that initial state two transitions
are available (represented in darker grey in the model:
mouseMove_t1 and mousePressed_t1. Transition
mouseMove-t1 is fired when the corresponding event is
triggered by a user action on the input device.</p>
      <p>Figure 3 ICO model of basic Drag &amp; Drop interaction
technique
When this occurs, the value of the token stored in place
Currentxy is changed to contain the new position of the
cursor. Transition mousePressed_t1 is triggered by a user
action on the button of the mouse. When this occurs, the
model tests (represented by transitions NotonIcon and Icon)
if the cursor is currently on an icon or not. If the cursor is
on an icon then the model will process mouse move events
(transition mouseMove_t3 which updates the cursor
position) and mouse released events. When a mouse
released event is received the model tests if the position of
the cursor is on the icon of the trash (transition Trash) or
not (transition Notrash). If yes, the file is deleted (this is
modeled in the code of transition Trash and not represented
here due to space constraints).</p>
      <p>This model is not easily modified to integrate tunings that
are currently made on drag and drop techniques such as
acceleration and deceleration of the icon (according to the
proximity of the target icon or according to the rapidity of
the movement). However, it represents precisely and
without any ambiguity the desired behavior of the initial
interaction technique. According to our experience with
interaction technique modeling, we know that fine tuning of
the interaction technique is required.</p>
      <p>
        Figure 4 presents and extended version of the model of
Figure 3 adding possibility for tuning the interaction
technique. Two new transitions have been added (in blue in
Figure 4) allowing the possibility to check if the pointer is
on the reactive object (here the trash) or not. With this
information we can easily change the speed of the pointer
when it is on the reactive object to “stick” it on the object
for example. Such modification corresponds to changes in
the motor space as introduced by [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>To make it possible to tune this interaction, we have also
added Acceleration and Deceleration places (circled in red
in Figure 4) and linked them to MouseMove_t2 transition.
Figure 4 ICO model of tunable Drag &amp; Drop interaction
technique
The Acceleration place contained a value used for the
acceleration of the mouse cursor when an object is dragged;
The principle of the approach is to run simulations of the
models to identify possible limitations and propose
modifications to be made in the models to improve the
efficiency of the interaction technique. After tuning a new
simulation is performed and the results are compared to the
desired properties.</p>
      <p>CASE STUDY
The objective of the case study is to present the various
phases of the approach on a simple but realistic application
(see Figure 5). In the application a set of icons are presented
in a window on a grid. The user’s goal is to remove all the
icons on the user interface by doing, iteratively in any
order, the selection of an icon and the triggering of a
deletion command the selection and deletion of icons. To
support this goal two different interaction techniques have
been modeled. Following the terminology of Figure 1,
Model IT1 (called Drag &amp; Drop) features an interaction
technique of type Drag and Drop and behaved as described
in the previous section. Model IT2 (called Speak &amp; Click)
features a multimodal interaction technique involving
speech recognition (for the deletion command) and gesture
(for icon selection). Systems and tasks models related to
these two interaction techniques are presented in the next
sections.</p>
      <p>Modeling Interaction Technique 1
The behavior of IT 1 is presented in Figure 4. According to
the more detailed description of the interaction technique,
the abstract tasks to be refined as presented in Figure 6 in
order to produced test scenarios (as presented in the design
process of Figure 1). Selection is performed first by
deciding the icon to be deleted then by moving the mouse
cursor on the icon and by pressing the mouse button.
Deletion is performed by moving the selected icon over the
trash icon, verifying that trash icon is highlighted and
releasing mouse button.</p>
      <p>Figure 6 Task model refined to be conformant with Drag &amp;</p>
      <p>Drop behavior
It is interesting to note that the temporal operator between
tasks Deletion and Selection is order independence. The
same imposed sequencing can be found in the ICO model
where the model TI 1 (in Figure 4) imposes to start
interaction with the selection (deletion is only available
later on).</p>
      <p>Modeling Interaction technique 2
Similarly to what has been done for Interaction technique 1,
Interaction Technique 2 has been fully described using the
ICO formalism and is presented on Figure 7.</p>
      <p>
        Simulation
Simulation of the interaction technique models is done in
the case tool Petshop. Further information about the case
tool can be found in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and about the simulation in. We
don’t provide here more information about the simulation
as it has been introduced in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and is beyond the scope of
this position paper.
      </p>
      <p>Logging
From log extracted from the simulation of IT1 we can
produce information such as the total time for a
Drag&amp;Drop. We can also compute the number of time the
move change from OnTrash to notOntrash before the
releasing to represents the number of time the user has
missed the trash and exited the target without releasing on
the icon. All such information comes only from the places
and transitions that can thus easily be seen on the model
represented in Figure 4 and the relationship with the log as
presented in Figure 2 is immediate.</p>
      <p>Figure 8 Result of Analysis of Log
After identifying where that information will be extracted
from the model extract, we can simulate several time the
model with different values and see if the total speed of the
interaction technique and the number of errors to execute
this task evolve. Such results can be gathered in a graph as
presented in Figure 8. That graph shows that for an increase
of acceleration of the mouse (Acceleration place in Figure
4), first the Drag&amp;Drop is faster. But when the acceleration
is 5, the errors are too important and the time to make the
Drag&amp;Drop increases and becomes worst than the standard
interaction technique without acceleration
CONCLUSION
In this paper we have presented an approach to test and
evaluate different interaction technique. This testing and
evaluation is driven by models. With these models we can
also tune finely different aspects of the interaction
technique. This approach has exemplified on a small
example where we show the interest of a model based
usability evaluation. The results show well known results in
HCI such as that acceleration improves efficiency of target
selection to a certain extend. The objective of the approach
is to apply it to novel and more sophisticated interaction
techniques (possibly multimodal ones) which are much
harder to assess especially through user testing.</p>
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