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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Models Transformations for Ubiquitous System Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Emmanuel Dubois</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christophe Bortolaso</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Guillaume Gauffre</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Toulouse - IRIT 118</institution>
          ,
          <addr-line>route de Narbonne 31 062 Toulouse Cedex 9</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2011</year>
      </pub-date>
      <volume>787</volume>
      <fpage>9</fpage>
      <lpage>14</lpage>
      <abstract>
        <p>Many different models and tools exist for supporting the design of ubiquitous interactive systems. Each of them deals with a different point of view. As a result designing such systems has to involve a set of models rather than just one. In this paper we first provide an overview on existing models dedicated to Mixed Interactive Systems, one form of ubiquitous systems. Then, to facilitate the elicitation of the most appropriate model, we organize them along the steps of the development process. Finally, to smoothly guide the use of these different design resources along the development process, we provide an overview of different linking mechanisms between design models for ubiquitous systems and highlight their characteristics.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Interaction model</kwd>
        <kwd>software architecture model</kwd>
        <kwd>model transformation</kwd>
        <kwd>mixed interactive system</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Among the most recent forms of interactive techniques,
one aims at taking advantage of physical objects to support
the interaction with a computer system: physical artifacts
surrounding users during their activity become part of the
loop. Users’ everyday objects thus constitute an extension
of their body to communicate with the system. Such
systems are either called tangible UI, mixed or augmented
reality, etc.: we hereafter refer to them with the generic
term of Mixed Interactive System (MIS). Such systems are
emerging in many different domains, ranging from specific
application such as surgery [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] to mass market [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. It
also comes together with the emergence of new usages and
the combination of advanced and various technologies.
Furthermore, new spaces are now opened to interaction
since the interaction is simply requiring the presence of
everyday physical objects. According to Weiser’s
definition, it is therefore a form of ubiquitous interactive
system because the interaction mechanisms “weaved
themselves into the fabric of everyday life” [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
Nevertheless, the growing interest into the development of
such interaction forms is undoubtedly linked to the
constant exploration of new sensors, modalities and
communication channels: as a result these forms of
interaction are very different from traditional WIMP based
situations. To better understand their differences and
precisely highlight their specificities, efforts has been paid
to develop descriptive models: such models express
considerations related to the interaction [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], the physical
properties of the required entities [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], the abilities of the
modalities involved [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], etc. We observe from the diversity
of approaches that complementary aspects, relevant for the
design of MIS are addressed by different models. In the
course of the design, the designer thus has to identify, for
each step of the development, the most appropriate model,
method or tool supporting the design. Developing a MIS
thus appears to be a real challenge [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. An optimistic
solution could rely on the use of a unique and universal
approach, aggregating all the required dimensions and
enabling the design of all kinds of MIS. However, given
the low maturity of the domain, the multiple attempts being
developed, such an approach is not yet conceivable
Rather than contributing to the creation of such a unique
reference model, we propose to compare existing models
according to their role and place in the development
process. Then, to facilitate their combined use, i.e. to
smoothly guide the use of these design resources along the
development of MIS, we explore possible linking
mechanisms between models. In this paper, we first give a
brief overview and characterization of modeling
approaches existing in the field of MIS. We then introduce
three fundamental design resources on which we have
investigated the development of different model
transformations and couplings.
      </p>
      <p>EXISTING MODELS IN MIS
Designing Mixed Interactive Systems (MIS) requires
considering many specifics facets: the nature of physical
artifacts, the links between these physical objects and
digital data and the variety of devices and technologies
which can be involved. Consequently, adapted design
resources have been developed. Hereafter, we review a set
of design resources dedicated to MIS.</p>
      <p>
        First, conceptual frameworks [
        <xref ref-type="bibr" rid="ref12 ref16 ref22 ref9">9,12,16,22</xref>
        ] provide a high
level of abstraction on the MIS field. They raise questions
about the generic role of the system and its place in the
physical world. They provide a big picture of the MIS field
and somehow help to lead the analysis of interactive
situation.
      </p>
      <p>
        Taxonomies and models [
        <xref ref-type="bibr" rid="ref23 ref6 ref7">6,7,23</xref>
        ] have also been defined to
understand mixed interactive situations, the elements that
characterize them and their advantages. This second set of
approaches therefore contributes to a better understanding
of the interaction design of MIS.
Toolkits and frameworks [
        <xref ref-type="bibr" rid="ref13 ref17 ref21">13,17,21</xref>
        ], rapid prototyping
environments [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] or runtime platforms [
        <xref ref-type="bibr" rid="ref1 ref18">1,18</xref>
        ] have been
proposed to facilitate the implementation of MIS.
Finally, many user experiments results have been published
to compare different MIS among them or against WIMP
solutions [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In addition, evaluation methods dedicated to
such tests are explored [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] to provide an appropriate form
of evaluation.
      </p>
      <p>All these modeling approaches cover different but
complementary design considerations. Although their
levels of abstraction vary, they offer a clear definition of
the development space and constitute a common
terminology supporting interdisciplinary communication.
As depicted in Figure 1, we also highlight that the different
design models and resources, used to develop a MIS, can
be organized along the traditional phases of an interactive
software design cycle. Existing models dedicated to WIMP
can therefore easily be put in parallel with models
dedicated to MIS, and either be compared to or used in
addition to these dedicated models.</p>
      <p>The main limits are however that these models and
approaches are almost exclusively usable by MIS experts
and remain highly compartmentalized. Indeed, even if
high-level resources used during the design should guide
the implementation, concrete and systematic links have not
been clearly expressed yet. To support the design through
the four development phases of a MIS and to highlight a
chain of design models and tools from the earliest design
considerations to the latest in the development process,
connections among models are required. We propose in the
following section, an overview of different linking
mechanisms we have been exploring over the past years.
We depict the goal, source and target of the links between
two models and describe the resulting overall mechanism
(see Figure 7). The presented linking mechanisms are also
positioned in Figure 1.</p>
      <p>BASIS OF OUR INSTRUMENTED DESIGN PROCESS
The three pillars of our articulating efforts respectively
support the abstract description of the user’s interaction
with a MIS, the software level decomposition required to
implement the designed MIS and the concrete component
based implementation of the final MIS. We first summarize
these models and illustrate them on a case study: the
notepad assisted slideshow.
For oral presentations, sequential slideshow systems like
PowerPoint are largely used. The prototype we propose is a
physical enhancement of a slideshow system: it involves
the use of a notepad as “remote control” and feedback
source, and associates each page of the notepad to one
digital slide (see Figure 2). The speaker can thus write his
own comments on the notepad and easily access to the
corresponding slide. Potential animation steps of each slide
are controlled through user’s tap on the notepad. In the
next sections, this prototype is used to illustrate the
different models used to develop this system and how they
have been linked.</p>
      <p>
        Interaction model
Overview
ASUR [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] is a model which provides an abstract view on
the user’s interaction with a MIS. It describes physical and
digital entities, adapters between the two worlds and
information channels among them. It is a static
representation: it describes a snapshot of the interaction
required at a given time to perform a given task. It is also
totally independent of the technology since it relies
exclusively on an abstract description.
      </p>
      <p>Goal
The goal of this model is to describe the different types of
elements and data exchange required to support the
interaction with a MIS. Both entities and channels are
further characterized by attributes such as the type of entity
(real object, adapter bridging the two worlds, etc.), the
medium and language of the channels. Additional elements
are expressible such as physical constraints among entities,
links between a physical and digital entity, etc.</p>
      <p>
        Example
The model of the notepad assisted slideshow is presented in
Figure 3. The “user” interacts with the “notepad” for which
each page is detected by an adapter (“PageDetector”).
Another interaction with a second adapter detects user’s tap
(“StepDetection”). These two adapters deliver to the
“slideshow” some digital data from which the current slide
and step in the animation are identified. Finally, the state of
the slideshow is rendered through three different adapters
to the “user” and the “attendees”.
the “slideshow” expressed in ASUR. This sub-assembly
involves four components: two controllers, one model and
one view.
Tools
A metamodel of ASUR has been defined [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Based on
this metamodel a graphical editor has been developed as an
Eclipse plug-in within the Eclipse Modelling Project [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Software architecture model
Overview
The ASUR-IL model is used to describe the MIS software
architecture: it defines the software’s skeleton through a
components based architecture. As for ASUR it remains
sufficiently abstract to be independent of the
implementation platform since it relies exclusively on
generic descriptions of the components.
      </p>
      <p>Goal
The goal of this second model is to promote the integration
of design considerations related to component-based
specificities (port, data flow, component) and to software
architecture of interactive system (functional core, views
and controller). ASUR-IL is thus composed of two types of
sub-assemblies:
•
•</p>
      <p>Adapters describing the required devices and API to
implement the link between physical and digital world</p>
      <p>Entities describing system-dependent components;
entities are decomposed according to the MVC pattern. It
thus contains a Model, View(s) and Controller(s)
In comparison to ASUR, ASUR-IL adopts a software point
of view on the interaction with the MIS. It therefore
provides a list and description of the software bricks
required, interfaces, ports, data types, etc.</p>
      <p>
        Example
Left side of Figure 4 illustrates the adapter sub-assembly
required to implement the “page detector” expressed with
ASUR (Figure 3). It involves a digital camera component
and a marker detection component. The right side of Figure
4 describes the entity sub-assembly required to implement
The ASUR-IL model which entirely covers the case study
is represented in Figure 5.
Tools
As for ASUR, a metamodel has been defined, and a
graphical editor has been defined as an Eclipse plug-in.
Software component model
Overview
To implement the prototypes that we design with ASUR
and ASUR-IL we rely on two existing prototyping
platforms: Open Interface (OI) [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and WComp [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Goal
The goal of such platforms is to allow a rapid development
of system through manipulation of component assemblies
at run-time. In association with each platform, a repository
of components is available: it consists in a set of reusable
software components ready to be integrated into new
assemblies.
      </p>
      <p>Example
The Notepad Assisted Slideshow has been implemented as
an assembly of WComp components. This is illustrated in
Figure 6. Each element of the assembly corresponds to one
of the ASUR-IL element defined in the ASUR-IL model of
the system.
Tools
Metamodels of WComp and OI include the three concepts
of component based architecture: components, ports and
data flows. Each platform also offers a graphical editing
environment for creating the appropriate assemblies.
Outcomes and limitations
There are obviously links between concepts expressed in
each of these three pillars. But there is no clear constraint
that drives their respective use and it is not ensured that the
designer will conform to design recommendations made
with the other models. For example, so far interaction
design decisions expressed with the ASUR model are not
constraining the development of the software architecture
with ASUR-IL. And yet, these three pillars are required to
drive a MIS from its early specification to its final
implementation. We therefore complement them with
linking mechanisms, such as model transformations or
model coupling, in order to support the transitions between
several phases of the development process. The goal is to
better take advantage of the design choices expressed with
the different models.</p>
      <p>ARTICULATING DESIGN MODELS
MIS models have been developed to cover different phases
of the development process: transformations and couplings
are thus required at different places in the process.
From requirement to interaction design
Overview
We explored different linking mechanisms at this level:
•
•</p>
      <p>
        Linking models resulting of a KMAD task analysis to
the ASUR interaction model [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. It involves a unique
expert, whose role is to translate the most of a task model
into the definition of the contour of the interaction model:
concepts expressed in the task tree are mapped to
elements of an ASUR model describing an interaction
technique supporting the realization of the task.
      </p>
      <p>
        Stimulating creativity session with the ASUR model
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. A Model Assisted Creativity Session (MACS) is
based on a scenario and a set of different constraints; it
fosters the generation of mixed interaction techniques
inside a group of multidisciplinary designers. MACS
participants are invited to manipulate elements of an
interaction model, in order to augment the potential of
variations they might consider to generate ideas.
Goal
The goal of these two linking mechanisms is to ensure that
the interaction techniques proposed are really in line with
the specified task to achieve (KMAD-ASUR) and with the
design problems to solve (MACS). In both cases the result
of the linking mechanism is just a partial interaction model.
Tool
KMAD-ASUR and MACS are not so far supported by
automatic tools. KMAD-ASUR is based on a set of rules
and an algorithm describing the sequence of use: managing
the alternatives generated by this transformation is left in
charge of the designer. A MACS is composed of a set of
steps, guidelines for the facilitator and manual
posttreatments for the generated modelled ideas.
      </p>
      <p>
        From interaction design to software architecture
Overview
This transformation, represented in the left side of Figure 7,
converts an abstract specification of the interaction
technique into a structured set of required software
components: the generation of this software components
structure is driven by the type of ASUR entity, attributes
and channels involved in the model [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Goal
This transformation maintains coherence between the
interaction specification and the proposed implementation.
The software structure produced through it is only partial:
indeed information related to the type of data for example,
is not expressed in the ASUR model. This refinement of
the software architecture design is thus left to the designer.
Tool
To support this transformation, ATL rules automate part of
the transformation. It is assisted by the use of an ontology
that establishes links between parts of the interaction
design and parts of the software architecture definition: the
ontology provides additional information to choose among
existing components. A repository of already defined and
used ASUR-IL components is available. Finally a wizard
helps the designer to go through the different steps of the
transformation and suggest design options. All these
technologies have been packed into Eclipse plug-ins.
From software architecture to implementation
Overview
Translating ASUR-IL model to an implementation
produces a running prototype [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]: this transformation is
represented in the right side of Figure 7. The prototype is
therefore made of an assembly of existing components
(either from the OI or WComp platforms) and strictly
conforms to the software architecture previously expressed.
Goal
The goal of this final transformation is to concretely
instantiate the designed interactive technique. Until this
final point, there is no need to pay attention to the soft- and
hardware technologies to use. As a result, the running
prototype can easily reuse existing bricks, even if they are
not all available on the same platform: indeed
communication mechanisms among the components have
also to be specified.
      </p>
      <p>Tool
To support this transformation, ATL rules, repositories of
components, ontology and an interactive wizard have been
developed. All these technologies have been packed into
Eclipse plug-ins.</p>
      <p>
        From development models to evaluation
Overview
We developed this linking mechanism in order to relate
ergonomic recommendations to part of an interaction
model describing the MIS [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This is based on a formal
pattern describing usability recommendations: this pattern
involves elements constituting the ASUR interaction
model.
      </p>
      <p>Goal
The main objective of this link between evaluation and
design model is to facilitate the identification on the model,
of part of the solution that is affecting (positively or
negatively) the usability of the system. Such links thus
potentially reduce the duration of one cycle of the four
phases development process.</p>
      <p>Tool
So far the navigation through the recommendations is only
supported by a multiple criteria query on a web site.
Refined tools would be useful so that usability
recommendations pop out as soon as one relevant elements
of the interaction model is added or selected.</p>
      <p>CONCLUSION
In this position paper we highlighted the diversity of
design-time and run-time models existing in the field of
mixed interactive system, one form of ubiquitous
interactive system. This diversity is partly explained by the
amount of design considerations to handle when it comes
to designing such systems: indeed most models covers only
one specific aspect or at the best a limited subset of
relevant considerations. However, following our analysis
of existing works, we have been able to identify for each of
these development resources one of the different phases of
a development cycle for which the development resource is
dedicated. This is thus classifying these design resources.
To go past the comparison of models through a
classification, it is required to chain one model to another.
Indeed one model provides one view on the system to
design; chaining one to another provides a support for
considering different complementary views without leaving
one aspect aside. Furthermore, one unique and integrated
design platform would be hard to propose because of the
multiplicity of options, situations, technologies and usages
potentially involved in a MIS. Chaining models to each
other allows the definition of different ways in the design
process: for example, going from A to B through a
transformation in model C (A Æ C Æ B), may very
flexibly be replaced by a longer transformation chain
involving two other models instead of model C (A Æ D
ÆE Æ– B). The result is the same, but the specialists of
models D and E are no longer enforced to use model C.
Based on the different linking mechanisms between models
of different phases of the development process that we
have investigated, this paper showed that different forms of
transformation exist: they use repositories of partial
solutions, graphical representations, manual application of
rules, methodological principles or transformation
language. Among them, those exploiting Model Driven
Engineering (MDE) approach and tools (ASUR to
ASURIL to WComp/OI) appear to be the most promising: they
use a standard language; they are easily supported by tools;
they contribute to the definition and diffusion of the
metamodels; they support the generation of multiple
representations of the same model; they define
transformation mechanisms, constitute guides through the
design process; finally MDE has already proven its
efficiency in classical software engineering. However,
using MDE raised new challenges to investigate.
First in terms of properties, what happens to system or
interaction properties settled in one model when a
transformation is applied to the model? And more
generally, are there properties of a transformation that are
particularly important for “modiquitous” activities?
Managing retroactive loops in the design process also
raises questions: if a model B is generated from a model A,
how to ensure that modifications on B are still in line with
A? How to send back to A modifications performed on B?
Given that ubiquitous systems are still quickly evolving
and adding considerations to new dimensions,
technologies, artifacts, etc., how MDE might help
integrates these emerging new considerations? What would
be the relevant characteristic of an ubiquitous interactive
situation that could help identify the most relevant design
path among the available models and transformations?
Finally, evaluating ubiquitous systems is a challenge in
itself, but “modiquitous” activities are definitely
contributing to this challenge through the elicitation of the
most relevant design aspect of ubiquitous system, thus
emphasizing the need to base the design of ubiquitous
system on models.</p>
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