Journal articles on the topic 'Model-driven user interface development'

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1

Akiki, Pierre A., Arosha K. Bandara, and Yijun Yu. "Adaptive Model-Driven User Interface Development Systems." ACM Computing Surveys 47, no. 1 (July 2014): 1–33. http://dx.doi.org/10.1145/2597999.

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Planas, Elena, Gwendal Daniel, Marco Brambilla, and Jordi Cabot. "Towards a model-driven approach for multiexperience AI-based user interfaces." Software and Systems Modeling 20, no. 4 (August 2021): 997–1009. http://dx.doi.org/10.1007/s10270-021-00904-y.

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AbstractSoftware systems start to include other types of interfaces beyond the “traditional” Graphical-User Interfaces (GUIs). In particular, Conversational User Interfaces (CUIs) such as chat and voice are becoming more and more popular. These new types of interfaces embed smart natural language processing components to understand user requests and respond to them. To provide an integrated user experience all the user interfaces in the system should be aware of each other and be able to collaborate. This is what is known as a multiexperience User Interface. Despite their many benefits, multiexperience UIs are challenging to build. So far CUIs are created as standalone components using a platform-dependent set of libraries and technologies. This raises significant integration, evolution and maintenance issues. This paper explores the application of model-driven techniques to the development of software applications embedding a multiexperience User Interface. We will discuss how raising the abstraction level at which these interfaces are defined enables a faster development and a better deployment and integration of each interface with the rest of the software system and the other interfaces with whom it may need to collaborate. In particular, we propose a new Domain Specific Language (DSL) for specifying several types of CUIs and show how this DSL can be part of an integrated modeling environment able to describe the interactions between the modeled CUIs and the other models of the system (including the models of the GUI). We will use the standard Interaction Flow Modeling Language (IFML) as an example “host” language.
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Ruiz, Jenny, Estefanía Serral, and Monique Snoeck. "Evaluating user interface generation approaches: model-based versus model-driven development." Software & Systems Modeling 18, no. 4 (October 17, 2018): 2753–76. http://dx.doi.org/10.1007/s10270-018-0698-x.

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4

Vera, Pablo Martin. "Component Based Model Driven Development." International Journal of Information Technologies and Systems Approach 8, no. 2 (July 2015): 80–100. http://dx.doi.org/10.4018/ijitsa.2015070106.

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Current MDD methodologies are complex to use and require doing lots of models and configurations. Usually after all that effort only some part of the application source code can be automatically created. It would be desirable to have a more simple technique, but powerful enough for automatically creating a fully functional application. This works introduces a component based model driven development approach where a set of user interface components will be configured to define system behavior. Component configuration will be direct, simple and supported by a modeling tool which also includes automatic transformations for reducing the modeling task. The methodology requires the designer to build only two models: a class diagram, representing the data model of the application and a component diagram defining the user interface and the system navigation. Both components are based on UML extended with stereotypes and tagged values allowing configuring the system behavior.
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Jovanovic, Mladjan, Dusan Starcevic, and Zoran Jovanovic. "Languages for model-driven development of user interfaces: Review of the state of the art." Yugoslav Journal of Operations Research 23, no. 3 (2013): 327–41. http://dx.doi.org/10.2298/yjor121101007j.

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In model-driven user interface development, several models are used to describe different aspects of user interface when level of detail varies. The relations between the models are established through model transformations. The Model Driven Engineering (MDE) approach has been proposed in software engineering domain in order to provide techniques and tools to deal with models in the automated way. In this paper, we will review existing user interface languages that gain wider acceptance, and discuss their applicability for model-driven user interface development.
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Yigitbas, Enes, Ivan Jovanovikj, Kai Biermeier, Stefan Sauer, and Gregor Engels. "Integrated model-driven development of self-adaptive user interfaces." Software and Systems Modeling 19, no. 5 (January 27, 2020): 1057–81. http://dx.doi.org/10.1007/s10270-020-00777-7.

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Abstract Modern user interfaces (UIs) are increasingly expected to be plastic, in the sense that they retain a constant level of usability, even when subjected to context changes at runtime. Self-adaptive user interfaces (SAUIs) have been promoted as a solution for context variability due to their ability to automatically adapt to the context-of-use at runtime. The development of SAUIs is a challenging and complex task as additional aspects like context management and UI adaptation have to be covered. In classical model-driven UI development approaches, these aspects are not fully integrated and hence introduce additional complexity as they represent crosscutting concerns. In this paper, we present an integrated model-driven development approach where a classical model-driven development of UIs is coupled with a model-driven development of context-of-use and UI adaptation rules. We base our approach on the core UI modeling language IFML and introduce new modeling languages for context-of-use (ContextML) and UI adaptation rules (AdaptML). The generated UI code, based on the IFML model, is coupled with the context and adaptation services, generated from the ContextML and AdaptML model, respectively. The integration of the generated artifacts, namely UI code, context, and adaptation services in an overall rule-based execution environment, enables runtime UI adaptation. The benefit of our approach is demonstrated by two case studies, showing the development of SAUIs for different application scenarios and a usability study which has been conducted to analyze end-user satisfaction of SAUIs.
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Schneider, Thomas. "User Driven Development: METAL as an Integrated Multilingual System." Meta 37, no. 4 (September 30, 2002): 583–94. http://dx.doi.org/10.7202/004050ar.

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Abstract The METAL machine translation system originally evolved from a cooperative effort with the University of Texas. After ten years of development, it became a product, intended to serve as a tool for the professional translator. The system is integrated into an office environment, incorporating processes like the automatic deformatting and reformatting of documents and interfaces to various word processing and desk top publishing systems. Recursive grammars and linguistic parallel processing plus a flexible lexicon structure lead to adequate translation quality. Experiences from some twenty installations, while very positive, have pointed out the need for further development beyond the purely linguistic: simplification of the user interface, higher error tolerance and integration with additional tools. Therefore, recent changes in the system have added components like pattern matching, version control, terminology and style checking, automated accounting and interfaces to a terminology data base. Both internal structure and user environment will be described.
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ALEXANDER KRAEMER, FRANK, SURYA BAHADUR KATHAYAT, and ROLV BRÆK. "UNIFIED MODELING OF SERVICE LOGIC WITH USER INTERFACES." International Journal of Cooperative Information Systems 20, no. 02 (June 2011): 177–200. http://dx.doi.org/10.1142/s0218843011002195.

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We describe a method based on UML activities for the unified specification of collaborative service behavior and local user interfaces. The method enables a model-driven development process, which effectively combines the need to express service collaborations involving several components with the need to provide detailed operations for user interfaces. Our service models use activities as the primary building blocks that encapsulate self-contained functionalities. We show, how a complete distributed system can be decomposed into such building blocks, how this decomposition leads to a separation of user interface concerns from service collaboration concerns, and how they may be combined with an event-driven composition mechanism based on activity parameter nodes. We also demonstrate how different UI frameworks can be supported, and illustrate the method with a case study of a situated collaborative learning service.
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Wang, Haiying, and Shenquan Liu. "A domain knowledge driven approach for user interface software development." Journal of Computer Science and Technology 6, no. 2 (April 1991): 145–52. http://dx.doi.org/10.1007/bf02945365.

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Roubi, Sarra, Mohammed Erramdani, and Samir Mbarki. "A Model Driven Approach for generating Graphical User Interface for MVC Rich Internet Application." Computer and Information Science 9, no. 2 (April 19, 2016): 91. http://dx.doi.org/10.5539/cis.v9n2p91.

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<p><span style="font-size: 10.5pt; font-family: 'Times New Roman','serif'; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: 宋体; mso-font-kerning: 1.0pt; mso-ansi-language: EN-US; mso-fareast-language: ZH-CN; mso-bidi-language: AR-SA;" lang="EN-US">Web applications have witnessed a significant improvement that exhibit advanced user interface behaviors and functionalities. Along with this evolution, Rich Internet Applications (RIAs) were proposed as a response to these necessities and have combined the richness and interactivity of desktop interfaces into the web distribution model. However, RIAs are complex applications and their development requires designing and implementation which are time-consuming and the available tools are specialized in manual design. In this paper, we present a new model driven approach in which we used well known Model-Driven Engineering (MDE) frameworks and technologies, such as Eclipse Modeling Framework (EMF), Graphical Modeling Framework (GMF), Query View Transformation (QVTo) and Acceleo to enable the design and the code automatic generation of the RIA. The method focus on simplifying the task for the designer and not necessary be aware of the implementation specification.</span></p>
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Link, Stefan, Thomas Schuster, Philip Hoyer, and Sebastian Abeck. "Modellgetriebene Entwicklung grafischer Benutzerschnittstellen (Model-Driven Development of Graphical User Interfaces)." i-com 6, no. 3/2007 (January 2008): 37–43. http://dx.doi.org/10.1524/icom.2007.6.3.37.

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ZusammenfassungDer Ansatz der modellgetriebenen Softwareentwicklung fokussiert Modelle als Spezifikation von Software und deren automatische Transformation bis hin zum Quellcode der gewünschten Zielplattform. Da eine durchgehende Werkzeugunterstützung unter Berücksichtigung aller Aspekte eines Softwaresystems bisher nicht möglich ist, muss der Mehrwert der modellgetriebenen Ansätze noch nachgewiesen werden. Die Durchgängigkeit ist dabei unter anderem auf Grund ungenügender oder fehlender Metamodelle zur Beschreibung einiger Aspekte eines Softwaresystems nicht gegeben. Der hier vorgestellte Ansatz greift den Aspekt der Benutzerinteraktion heraus und zeigt, wie durch die Erweiterung einer Modellierungssprache auf Metamodellebene eine werkzeugunterstützte, modellgetriebene Entwicklung plattformunabhängiger Benutzerschnittstellen ermöglicht wird. Eine Fallstudie demonstriert dabei die Machbarkeit und den Mehrwert dieses Ansatzes.
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12

DAVID HURLEY, W. "INTEGRATING USER INTERFACE DEVELOPMENT AND MODERN SOFTWARE DEVELOPMENT." International Journal of Software Engineering and Knowledge Engineering 02, no. 02 (June 1992): 227–50. http://dx.doi.org/10.1142/s0218194092000117.

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A long-term goal for software engineers is integrating the separate processes of user interface development and modern software development. With emergent CASE technology, software engineers can begin to explore ways to achieve this integration. Exploration involves investigating candidate methodologies that let developers apply different development strategies to different parts of an interactive system. Disciplined long-term investigation requires that the fundamental principles governing each process be fixed and that evolving development methods comprising each process be accommodated. This paper proposes a computer-based process model that fixes the principles and accommodates evolving methods. Model features include a collection of software engineering and knowledge engineering techniques that supports a development organization of human and computer-based agents, a coordination activity that supports opportunistic behavior of developers, a unifying representation that leads to mutually consistent results from developers, and an extendable topology that enhances collaboration among developers while reducing their communications burden.
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13

Pimenov, Denis, Alexander Solovyov, Nursultan Askarbekuly, and Manuel Mazzara. "Data-Driven Approaches to User Interface Design: A Case Study." Journal of Physics: Conference Series 2134, no. 1 (December 1, 2021): 012020. http://dx.doi.org/10.1088/1742-6596/2134/1/012020.

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Abstract The most common reason for software product failure is misunderstanding user needs. Analysing and validating user needs before developing a product can allow to prevent such failures. This paper investigates several data-driven techniques for user research and product design through prototyping, customer validation, and usability testing. The authors implemented a case study software product using the proposed techniques, and analyses how the application of UX/UI research techniques affected the development process. The case study results indicate that preliminary UX/UI research before the development reduces the cost of product changes. Moreover, the paper proposes a set of metrics for testing the effectiveness of UX/UI design.
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14

Feng, Shi Hong. "Engineering-Oriented User Interface Design Patterns." Advanced Materials Research 102-104 (March 2010): 880–84. http://dx.doi.org/10.4028/www.scientific.net/amr.102-104.880.

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Patterns have become a more effective way on the knowledge use of the HCI domain. These patterns are mainly oriented to different tasks, which are too coarse-grained to be easily implemented. And it is not given that how to use these patterns to built user interfaces in engineering way. Furthermore, many different patterns are oriented to different models in the model based on user interface (UI) development, which are hard to be integrated into the UI development tool. In point of increasing UI knowledge reuse, every UI is divided into many presentation units (PU), which reduces the grain of UI. Next, the UI feature space is given through three facets and various relations among these facets. Therefore, the Engineering-oriented User Interface Design Pattern (EUIDP) is proposed from the interior model, the presentation model and the operation model. As a case, the Grid EUIDP is explicitly described according to the form of EUIDP. Finally, the conclusion and the further work are discussed.
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15

Sta. Ana, R. R., J. E. Escoto, D. Fargas Jr., K. Panlilio, M. Jerez, and C. J. Sarmiento. "DEVELOPMENT OF A DIGITAL TWIN FOR THE MONITORING OF SMART CITIES USING OPEN-SOURCE SOFTWARE." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-4/W6-2021 (November 18, 2021): 281–88. http://dx.doi.org/10.5194/isprs-archives-xlvi-4-w6-2021-281-2021.

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Abstract. Cities are consistently motivated to come up with technology-driven solutions that aim to reduce the negative impacts of rapid urbanization. This paper explores open-source software as a platform in visualizing and developing a digital twin, which aids in mitigating the problem by running simulations and generating potential improvements through generated insights. The four essential components examined to develop the methodology are: (1) Visualization of Digital Model; (2) Identification of User Interface and Data Management Requirements; (3) User Interface Set-up and Configuration; and (4) Analysis and Simulations. Different tools for visualizing the city such as Unity3D, QGIS2threejs, and TerriaMap were explored and compared. Though Unity3D and QGIS2threejs can visualize 3D city models, TerriaMap was favored for its capability to visualize large areas in 3D and to create customizable user interfaces. User interface components were identified as well as handling and processing geospatial datasets. For the analysis and simulations, the Land Surface Temperature hotspot detection was performed and integrated into the system to demonstrate its potential to include other simulations in the future.
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Gotti, Sara, and Samir Mbarki. "IFVM Bridge: A Model Driven IFML Execution." International Journal of Online and Biomedical Engineering (iJOE) 15, no. 04 (February 27, 2019): 111. http://dx.doi.org/10.3991/ijoe.v15i04.9707.

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Graphical user interfaces (GUIs) present a powerful part of software systems that allows a simplified assimilation and manipulation by users throw visual objects such as text, image and button. however, with the increasing complexity of GUIs and the diversity of their interaction mode required by users to access information anywhere and anytime, the need for designing efficient and more adaptive user interfaces has become a necessity. Therefore, UIs researchers have attempted to address these issues by designing user interfaces at a high level of abstraction to separate GUI’s specification from its implementation. Besides, the OMG (Object Management Group) adopted the Interaction Flow Modeling Language (IFML) as a standard in March 2013 for this purpose. In this paper, we present a new model driven development approach to efficiently execute the abstract representation of software’s front-end with focus on navigation between the views. We introduce a IFML virtual machine IFVM which executes user interfaces by passing from IFML models to be translated into an intermediate bytecode representation proposed as the instruction set of IFVM virtual machine.
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Delgado, A., A. Estepa, J. A. Troyano, and R. Estepa. "Reusing UI elements with Model-Based User Interface Development." International Journal of Human-Computer Studies 86 (February 2016): 48–62. http://dx.doi.org/10.1016/j.ijhcs.2015.09.003.

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18

Zhao, Yiyi. "Interaction Design System for Artificial Intelligence User Interfaces Based on UML Extension Mechanisms." Mobile Information Systems 2022 (June 16, 2022): 1–8. http://dx.doi.org/10.1155/2022/3534167.

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With the rapid development of computer network technology in recent years, more and more demands have been placed on the functionality and attributes of the user interface. In the development of many computer projects, the variability and flexibility of user interface requirements have greatly increased the complexity of program development for researchers. In addition, the poor reusability of page access control writing has created a pressing need for a highly standardized and flexible way of developing software. Thus, the development and design of user interfaces for application software systems occupy an important position and have been a hot topic of research in the field of human-computer interaction. The traditional methods of describing user interaction, such as state transitions and data flow diagrams, are not based on global and intuitive concepts. Moreover, there is little support for the design of user interface interaction behavior, resulting in user interfaces being ignored at design time and left to implementers to grasp at coding time. It is therefore an issue that needs to be addressed in order to integrate traditional methods and intuitive descriptions from the user’s perspective into a new interface development model and methodology. This research creates a user interface framework based on interaction behavior from the user’s perspective. Furthermore, UML extension mechanisms are used to enable the user interface framework to better support UML-based modelling environments. In addition, the UML is structured and extended to include structural elements that support interface generation, and a structured use case model is proposed, which drives the analysis and design of the individual submodels. The extracted abstract interface elements and their mapping to concrete interface elements are documented in a way that explores the generation of different target languages under different platforms. This study incorporates user requirements and provides a scientific reference for the development and design of user interfaces.
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Kryštof, Jan. "Towards an MDA-based approach for development of a structural scope of the presentation layer." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 57, no. 6 (2009): 123–32. http://dx.doi.org/10.11118/actaun200957060123.

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This paper presents an approach for developing the presentation layer of software applications. The approach is based on the concept of the Model Driven Architecture (MDA) and uses a UML – based model of graphical user interfaces, which is created according to rules defined in a meta – model. The meta – model is not oriented to a particular platform, thus all designed models can be created independently of the programming language and widget library. This platform independent UML based model can be transformed into source – code for an arbitrary programming language and can be used in a software development process.The meta – model of our approach is an extension of the common UML and provides support for modeling the presentation layer. The meta – model thus fills a gap that exists in modeling three – laye­red software applications, beside the application and the data layer. By providing this possibility for modeling the presentation layer, we can crucially impact current approaches to the development of three layered software applications. All model artifacts contain essential information about the gra­phi­cal user interface and can be used for a code generation. Since the UML is widely used by analysts, they can produce models which de-facto represent source code and thus they reduce the workload for programmers, who create source code by some traditional approaches. Our model – based approach also strictly separates the appearance and the structure of graphical user – interfaces and both of them are developed separately, which brings higher modularity of software.In this paper, we demonstrate our development approach by focusing on the structure of graphical user interfaces. Our approach is influenced by the concept of Model Driven Architecture and we deal with all related issues, such as meta – model, user models, model transformations and source – code generation. For evaluating our approach, we designed and developed a software framework, we integrated it into a generic modeling tool, and used approach principles during the development of a module of an information system.
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Chang, Chia Ling, and Ding Bang Luh. "A Development Model of User Creativity Platform." Applied Mechanics and Materials 311 (February 2013): 293–98. http://dx.doi.org/10.4028/www.scientific.net/amm.311.293.

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As the generation changes, the wide variety of information available has sparked a lot of creativities in the new generation of users. The users expect to modify or successively design the products after purchase according to their own creative needs. “User creativity orientation” becomes a focus in new product development. Products which facilitate user’s creativity can be viewed as a creativity platform. The development of software in this aspect has been going on for years, while the research and relevant discourses on physical products are still lacking. This study proposes a development model of User Creativity Platform (UCP) for physical products, which includes eight steps: (1) User creativity needs exploration, (2) Functionality classification, (3) Primary and secondary components development, (4) Creativity-friendly interface design, (5) Design prototyping, (6) Creativity potential confirmation, (7) Intellectual property protection, and (8) Implementation. According to the proposed model, a set of the storage furniture has been developed and successfully granted invention patent. The model opens up a new dimension for designers to develop a user-friendly interface for user creation, rather than merely for user assembly. The feasibility of the model was also validated on the flexible furniture and toy design for pre-school kids.
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Wu, Hao, and Qing Yi Hua. "Research on Model-Based User Interface Automatic Generation in SaaS Environment." Advanced Materials Research 850-851 (December 2013): 728–32. http://dx.doi.org/10.4028/www.scientific.net/amr.850-851.728.

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A model-based user interface automatic generation development method was presented to adapt for user interface development requirement under SaaS environment. This method deployed abstract interface model, transformation model, specific interface model and final interface in different abstract level at running time. So, the server-end could distribute the user interface to the client-end by one time a widow or page. By a case study, this method can satisfy the demands of user interface under SaaS environment, and it is so simple to study and use.
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Straszak, Tomasz, and Michał Śmiałek. "Model-driven acceptance test automation based on use cases." Computer Science and Information Systems 12, no. 2 (2015): 707–28. http://dx.doi.org/10.2298/csis141217033s.

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Acceptance testing is highly dependent on the formulation of requirements, as the final system is tested against user requirements. It is thus highly desirable to be able to automate transition from requirements to acceptance tests. In this paper we present a model-driven approach to this issue, where detailed use case models are transformed into test cases. Importantly, our approach facilitates synchronising functional test cases with other types of tests (non-functional, domain logic, user interface) and introducing test data. This leads to a unified approach where requirements models of various kind drive the acceptance testing process. This process is parallel to the development process which also involves automatic transformations from requirements models to software development artefacts (models and code). To show validity of the approach we present a case study which uses a new tool called ReDSeT, that transforms requirements formulated in the Requirements Specification Language (RSL) into tests in a newly proposed Test Specification Language (TSL).
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Samonyuk, T., and G. Kiselev. "METHODS OF USER INTERFACE DEVELOPMENT IN WEB APPLICATIONS." Visnyk Universytetu “Ukraina”, no. 1 (28) 2020 (2020): 210–23. http://dx.doi.org/10.36994/2707-4110-2020-1-28-18.

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The article discusses methods for developing a user interface in web applications. The interface plays a vital role in software. From a visual point of view, its design and accuracy are of paramount importance to display the exact amount of information for the intended user. Every minor decision you make when designing a user interface can have a positive or negative impact on your software. Thus, the purpose of this study was to compare user interface design methods and propose appropriate options for choosing design approaches based on case studies and research results. The study examines various design methods - user-centered design, activity-centered design, data-driven design. To better understand the similarities and differences between these three methods in a business environment, this document discusses each method in terms of its foundations, processes, and results. Based on the above description of the main characteristics of design approaches, they are presented more systematically. Taking into account the main characteristics of design approaches and what really determines them, 10 different criteria for assessing the quality of design were identified, which are important distinguishing features. A framework is provided for evaluating and comparing them to help the reader evaluate which one best suits a particular context. The structure of the processes of their application in the development of a new software product or service is presented. In practice, this analysis can be used: - as a reference list of application options for design approaches and methods, in particular for the development of software products and services. - To decide which approach and design method will be most effective in a particular context - provide links for further analysis of related aspects - human-computer interaction, user interaction, software development life cycle, software development teams design.
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Li, Liu, and Guo Fei Zhang. "Station Models Research Based on IFS Models." Applied Mechanics and Materials 539 (July 2014): 386–89. http://dx.doi.org/10.4028/www.scientific.net/amm.539.386.

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As a reaserch and development model, IFS is fast and efficient for MIS sysment.At first, we introduced the IFS models (information models, station models and function models) ,and it is proposed that the management information system (MIS) is build base on IFS models data-driven technologies and four tiers soft development technologies. Finally, we described abstract of the station models (user interface) and mechanism about the station models to the user interface.
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Huning, Lars, and Elke Pulvermueller. "Automatic Code Generation of Safety Mechanisms in Model-Driven Development." Electronics 10, no. 24 (December 17, 2021): 3150. http://dx.doi.org/10.3390/electronics10243150.

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In order to meet regulatory standards in the domain of safety-critical systems, these systems have to include a set of safety mechanisms depending on the Safety Integrity Level (SIL). This article proposes an approach for how such safety mechanisms may be generated automatically via Model-Driven Development (MDD), thereby improving developer productivity and decreasing the number of bugs that occur during manual implementation. The approach provides a structured way to define safety requirements, which may be parsed automatically and are used for the generation of software-implemented safety mechanisms, as well as the initial configuration of hardware-implemented safety mechanisms. The approach for software-implemented safety mechanisms relies on the Unified Modeling Language (UML) for representing these mechanisms in the model and uses model transformations to realize them in an intermediate model, from which code may be generated with simple 1:1 mappings. The approach for hardware-implemented safety mechanisms builds upon a template-based code snippet repository and a graphical user interface for configuration. The approach is applied to the development of a safety-critical fire detection application and the runtime of the model transformations is evaluated, indicating a linear scalability of the transformation steps. Furthermore, we evaluate the runtime and memory overhead of the generated code.
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Gribova, V. V., S. V. Parshkova, and L. A. Fedorischev. "Ontologies for development and generation adaptive user interfaces for knowledge base editors." Ontology of Designing 12, no. 2 (July 4, 2022): 200–217. http://dx.doi.org/10.18287/2223-9537-2022-12-2-200-217.

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The article discusses a method for creating automatically generated adaptive user interfaces of knowledge base editors based on an ontological approach. The main goal that guided the authors is to improve the quality and convenience of creating and editing knowledge bases, taking into account the specifics of the subject area, the characteristics of an expert user and other parameters. The description of the concept of a new approach to generating adaptive interfaces is given. Additionally, a detailed description of all ontologies, knowledge bases and models used in the specified approach to generating interfaces, as key elements of the proposed idea. The presented ontology of knowledge about interface design introduces new abstract elements that define interface tasks without explicitly defining their visual and functional representation, while each abstract element of this ontology has several representation options - adaptations of abstract elements. The ontology of graphical elements of the user interface defines a specific visual and functional representation of abstract elements in the form of ready-made reusable WIMP elements, such as lists, buttons, menus, etc. The presented knowledge base on interface design describes the rules for its formation depending on the structure of the domain ontology, user characteristics, and usability requirements. The presented interface model describes the structure of the generated adaptive interface in accordance with the user's individual preferences and other additional information. All the ontologies and knowledge bases described in the article are currently implemented on the IACPaaS platform.
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Guo, Cu, Qing Yi Hua, Ya Ming Li, Yan Shuo Chang, and Hong An Pan. "MD: A New Mobile User Interface Model." Advanced Materials Research 268-270 (July 2011): 1739–44. http://dx.doi.org/10.4028/www.scientific.net/amr.268-270.1739.

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In view of various shortcomings of the traditional MVC model and PAC model in mobile applications, this paper presents a new type of mobile user interface model named MD to guide the mobile user interface design and prototyping. MD model reasonably distributes the tasks between front-end and back-end: input and output are closely coupled as front code put in the D to achieve macro-communication, application model can be considered as back code put in the M. This model effectively solves the power restricted and other problems of mobile devices. By applying this model to the prototype development of Android-based Interactive Graphics Toolkit—AIGT, we verifies the feasibility and effectiveness of the model.
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Ham, D. A., P. E. Farrell, G. J. Gorman, J. R. Maddison, C. R. Wilson, S. C. Kramer, J. Shipton, G. S. Collins, C. J. Cotter, and M. D. Piggott. "Spud 1.0: generalising and automating the user interfaces of scientific computer models." Geoscientific Model Development Discussions 1, no. 1 (July 17, 2008): 125–46. http://dx.doi.org/10.5194/gmdd-1-125-2008.

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Abstract. The interfaces by which users specify the scenarios to be simulated by scientific computer models are frequently primitive, under-documented and ad-hoc text files which make using the model in question difficult and error-prone and significantly increase the development cost of the model. In this paper, we present a model-independent system, Spud, which formalises the specification of model input formats in terms of formal grammars. This is combined with an automated graphical user interface which guides users to create valid model inputs based on the grammar provided, and a generic options reading module which minimises the development cost of adding model options. Together, this provides a user friendly, well documented, self validating user interface which is applicable to a wide range of scientific models and which minimises the developer input required to maintain and extend the model interface.
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Ham, D. A., P. E. Farrell, G. J. Gorman, J. R. Maddison, C. R. Wilson, S. C. Kramer, J. Shipton, G. S. Collins, C. J. Cotter, and M. D. Piggott. "Spud 1.0: generalising and automating the user interfaces of scientific computer models." Geoscientific Model Development 2, no. 1 (March 6, 2009): 33–42. http://dx.doi.org/10.5194/gmd-2-33-2009.

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Abstract. The interfaces by which users specify the scenarios to be simulated by scientific computer models are frequently primitive, under-documented and ad-hoc text files which make using the model in question difficult and error-prone and significantly increase the development cost of the model. In this paper, we present a model-independent system, Spud, which formalises the specification of model input formats in terms of formal grammars. This is combined with an automated graphical user interface which guides users to create valid model inputs based on the grammar provided, and a generic options reading module, libspud, which minimises the development cost of adding model options. Together, this provides a user friendly, well documented, self validating user interface which is applicable to a wide range of scientific models and which minimises the developer input required to maintain and extend the model interface.
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Ormeño, Yeshica Isela, Jose Ignacio Panach, Nelly Condori-Fernández, and Óscar Pastor. "A Proposal to Elicit Usability Requirements within a Model-Driven Development Environment." International Journal of Information System Modeling and Design 5, no. 4 (October 2014): 1–21. http://dx.doi.org/10.4018/ijismd.2014100101.

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Nowadays there are sound Model-Driven Development (MDD) methods that deal with functional requirements, but in general, usability is not considered from the early stages of the development. Analysts that work with MDD implement usability features manually once the code has been generated. This manual implementation contradicts the MDD paradigm and it may involve much rework. This paper proposes a method to elicit usability requirements at early stages of the software development process such a way non-experts at usability can use it. The approach consists of organizing several interface design guidelines and usability guidelines in a tree structure. These guidelines are shown to the analyst through questions that she/he must ask to the end-user. Answers to these questions mark the path throughout the tree structure. At the end of the process, the paper gathers all the answers of the end-user to obtain the set of usability requirements. If it represents usability requirements according to the conceptual models that compose the framework of a MDD method, these requirements can be the input for next steps of the software development process. The approach is validated with a laboratory demonstration.
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Meixner, Gerrit, Fabio Paternò, and Jean Vanderdonckt. "Past, Present, and Future of Model-Based User Interface Development." i-com 10, no. 3 (November 2011): 2–11. http://dx.doi.org/10.1524/icom.2011.0026.

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Ahmad, Rais Aziz. "Interface-Driven Software Requirements Analysis." European Scientific Journal, ESJ 12, no. 30 (October 31, 2016): 40. http://dx.doi.org/10.19044/esj.2016.v12n30p40.

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Software requirements are one of the root causes of failure for IT software development projects. Reasons for this may be that the requirements are high-level, many might simply be wishes, or frequently changed, or they might be unclear, missing, for example, goals, objectives, strategies, and so on. Another major reason for projects’ failure may also be the use of improper techniques for software requirements specification. Currently, most IT software development projects utilise textual techniques like use cases, user stories, scenarios, and features for software requirements elicitation, analysis and specification. While IT software development processes can construct software in different programming languages, the primary focus here will be those IT projects using object-oriented programming languages. Object-oriented programming itself has several characteristics worth noting, such as its popularity, reusability, modularity, concurrency, abstraction and encapsulation. Object-oriented analysis and design transforms software requirements gathered with textual techniques into object-oriented programming. This transformation can cause complexity in identifying objects, classes and interfaces, which, in turn, complicates the object-oriented analysis and design. Because requirements can change over the course of a project and, likewise, software design can evolve during software construction, the traceability of software requirements with objects and components can become difficult. Apart from leading to project complexity, such a process can impact software quality and, in the worst-case scenario, cause the project to fail entirely. The goal of this article is to provide interface-driven techniques that will reduce ambiguity among software requirements, improve traceability and simplify software requirements modelling.
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Fang, Zhou, and Li Na Zhang. "Development of Standard Part Library Based on SolidWorks." Advanced Materials Research 549 (July 2012): 1041–45. http://dx.doi.org/10.4028/www.scientific.net/amr.549.1041.

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Mechanical Design Handbook oriented standard part library system of jaw clutches is developed based on SolidWorks. The system consists of three elements, namely a dimension parameter database, a user interface, and a modeling function module. The jaw clutch dimension parameter database is designed based on national standards. According to designers’ thinking habit, a visual user interface is customized to make easy use of the dimension parameter database. The data relationship between the modeling function module and dimension parameter database is established by using parametric program driven method. The jaw clutch standard part library with characteristics of friendly user interface and expansible database is easy to use. The approach adopted in the paper can be used to develop other general 3D standard part library on SolidWorks.
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34

Hansen, Mark D., Edwin B. Griggs, Robert C. Runyard, Milton A. Steiner, and Roy C. Sigsbey. "User-System Interface (USI) Prototyping." Proceedings of the Human Factors Society Annual Meeting 33, no. 17 (October 1989): 1158. http://dx.doi.org/10.1518/107118189786758102.

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This demonstration presents the utility of USI prototyping (of computer-based systems) as a human factors engineering design tool. We will present our USI prototyping tool, its composition, and a sample application. Throughout the demonstration we will illustrate how prototype USIs can be generated quickly and efficiently for user evaluation and immediate insertion into system design. Our tool for prototyping USIs is called a “USI Prototyping System (USIPS).” USIPS is divided into four components: Imagetool, Fonttool, Dynatool, and On-Line Help. Imagetool is used to build static images of text and graphics. Fonttool is used to design the fonts used in the images. Dynatool is used to link these static images into user and event driven USIs that interface to real and or simulated data bases. As a result these USIs appear to work as they would in the target system. On-Line Help is used to provide unfamiliar users with information on how to operate USIPS. We will describe each of these components in the demonstration. USI prototyping is used to formally and informally study design options for the USI before coding takes place. As the system design is being developed, different ways of interacting with users and displaying information is studied at relatively little cost. These studies yield an effective USI design which can then be implemented. A large bonus of USI prototyping is that it enables early and congenial interaction with future users of the system. User working groups can be formed and included early in the USI design process. Since the user is actively involved in the USI design process, user acceptance problems would be kept to a minimum. USI prototyping is also used to provide rapid answers to questions arising during the system development process.
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Guerrero-García, Josefina, Juan Manuel González-Calleros, Jaime Muñoz-Arteaga, Miguel Ángel León-Chávez, and Carlos Reyes-García. "Towards Model-Based User Interface Development of e-Learning Management Systems." Research in Computing Science 47, no. 1 (December 31, 2012): 59–71. http://dx.doi.org/10.13053/rcs-47-1-6.

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36

Griffiths, Tony, Peter J. Barclay, Norman W. Paton, Jo McKirdy, Jessie Kennedy, Philip D. Gray, Richard Cooper, Carole A. Goble, and Paulo Pinheiro da Silva. "Teallach: a model-based user interface development environment for object databases." Interacting with Computers 14, no. 1 (December 2001): 31–68. http://dx.doi.org/10.1016/s0953-5438(01)00042-x.

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37

Fan, Su-Ling, Hung-Lin Chi, and Po-Quan Pan. "Rule checking Interface development between building information model and end user." Automation in Construction 105 (September 2019): 102842. http://dx.doi.org/10.1016/j.autcon.2019.102842.

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38

Li, Qian. "An Integrated Methodology for User Interface Design: Human Factors in Use Case Driven Development Process." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 5 (September 2002): 675–79. http://dx.doi.org/10.1177/154193120204600516.

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Human factors has provided many applicable theories and techniques to analyze user requirements, design user interfaces, and conduct evaluation of usability in software development. However, it is common that contributions made by human factors practitioners are not incorporated in this development process, which impairs the ability of human factors practitioners to have significant impact in cross-functional teams. This paper reviews the possible reasons that human factors efforts are frequently ignored in software design and development and proposes a conceptual framework for the integration of the methods and tools from both the user-centered design approach and the use case driven process to take advantages of the merit and recent progress in both human factors and object-oriented technology.
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39

Lee, Kyongryun, Florian Hahne, Deepayan Sarkar, and Robert Gentleman. "iFlow: A Graphical User Interface for Flow Cytometry Tools in Bioconductor." Advances in Bioinformatics 2009 (November 12, 2009): 1–3. http://dx.doi.org/10.1155/2009/103839.

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Flow cytometry (FCM) has become an important analysis technology in health care and medical research, but the large volume of data produced by modern high-throughput experiments has presented significant new challenges for computational analysis tools. The development of an FCM software suite in Bioconductor represents one approach to overcome these challenges. In the spirit of the R programming language (Tree Star Inc., “FlowJo”), these tools are predominantly console-driven, allowing for programmatic access and rapid development of novel algorithms. Using this software requires a solid understanding of programming concepts and of the R language. However, some of these tools|in particular the statistical graphics and novel analytical methods|are also useful for nonprogrammers. To this end, we have developed an open source, extensible graphical user interface (GUI) iFlow, which sits on top of the Bioconductor backbone, enabling basic analyses by means of convenient graphical menus and wizards. We envision iFlow to be easily extensible in order to quickly integrate novel methodological developments.
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40

Dong, Liqun, Junwei Zhang, Liang Qin, Ping Xue, Yun Ma, and Yajun Zhang. "Development of program-driven plug-in for conical counter-rotating twin screw based on SolidWorks." Journal of Polymer Engineering 41, no. 4 (March 15, 2021): 320–28. http://dx.doi.org/10.1515/polyeng-2020-0326.

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Abstract Owing to the existence of the cone angle, the size of a conical counter-rotating twin screw continuously changes along the axis, so it is not easy to model using SolidWorks. In this study, the parametric design of the modeling process is completed based on the Visual Basic language and a program-driven method. Finally, the SolidWorks program plug-in and user interface are developed to complete the automatic generation of the three-dimensional model of a conical counter-rotating twin screw.
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41

Shapi’i, Azrulhizam, and Sychol Ghulam. "Model for Educational Game Using Natural User Interface." International Journal of Computer Games Technology 2016 (2016): 1–7. http://dx.doi.org/10.1155/2016/6890351.

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Natural User Interface (NUI) is a new approach that has become increasingly popular in Human-Computer Interaction (HCI). The use of this technology is widely used in almost all sectors, including the field of education. In recent years, there are a lot of educational games using NUI technology in the market such as Kinect game. Kinect is a sensor that can recognize body movements, postures, and voices in three dimensions. It enables users to control and interact with game without the need of using game controller. However, the contents of most existing Kinect games do not follow the standard curriculum in classroom, thus making it do not fully achieve the learning objectives. Hence, this research proposes a design model as a guideline in designing educational game using NUI. A prototype has been developed as one of the objectives in this study. The prototype is based on proposed model to ensure and assess the effectiveness of the model. The outcomes of this study conclude that the proposed model contributed to the design method for the development of the educational game using NUI. Furthermore, evaluation results of the prototype show a good response from participant and in line with the standard curriculum.
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42

Silva, Thiago Rocha, Jean-Luc Hak, and Marco Winckler. "A Formal Ontology for Describing Interactive Behaviors and Supporting Automated Testing on User Interfaces." International Journal of Semantic Computing 11, no. 04 (December 2017): 513–39. http://dx.doi.org/10.1142/s1793351x17400219.

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Nowadays many software development frameworks implement Behavior-Driven Development (BDD) as a mean of automating the test of interactive systems under construction. Automated testing helps to simulate user’s actions on the User Interface and therefore check if the system behaves properly and in accordance to scenarios that describe functional requirements. However, tools supporting BDD run tests on implemented User Interfaces and are a suitable alternative for assessing functional requirements in later phases of the development process. However, even when BDD tests can be written in early phases of the development process they can hardly be used with specifications of User Interfaces such as prototypes. To address this problem, this paper proposes to raise the abstraction level of both system interactive behaviors and User Interfaces by means of a formal ontology that is aimed at supporting test automation using BDD. The paper presents an ontology and an ontology-based approach for automating the test of functional requirements of interactive systems. We demonstrate the feasibility of this ontology-based approach to assess functional requirements in prototypes and full-fledge applications through an illustrative case study of e-commerce applications for buying flight tickets.
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43

Belikova, S. A., and Y. I. Rogozov. "Designing a Conceptual Model of the Process of User Interface Construction." Programmnaya Ingeneria 13, no. 10 (December 14, 2022): 508–14. http://dx.doi.org/10.17587/prin.13.508-514.

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Article proposes a conceptual model of the process of user interface construction for information systems, within which it is proposed to include the user into the design process, which will solve the existing problems of the adequacy of the interface and user activity in the subject area. In this case, the user is invited to compose a description of his activities in the subject area in a language close to natural by himself. The sequence of steps with the participation of the user is presented, which constitute a conceptual model of interface design. The scientific novelty of the research lies in a fundamentally different approach to the interface development, in which the user designs the application forms, relying primarily on his professional activity, and user doesnt need take into account the structure of the stored data or their processing functions, he connects data objects needed to his professional actions. The advantages of the proposed conceptual model are that it becomes possible to consider the users activity as a whole, and on this basis to build an interface that best suits this activity, which will make the interface more understandable, reduce the level of discomfort when interacting with it, and increase user satisfaction.
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44

Jin, Tao, Cheng Qi Xue, Hai Yan Wang, and Ya Feng Niu. "A New Method of Building an Evaluation Model for User Interface." Advanced Materials Research 744 (August 2013): 605–9. http://dx.doi.org/10.4028/www.scientific.net/amr.744.605.

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In the process of product development, the evaluation of User Interface (UI) plays a critical role, which greatly influences users' satisfaction. The paper presents a new method to build a User Interface Evaluation Model between Interface Quality and Appearance Variables (AVs) of UI based on user preference metric and improved Principal Component Regression, not only remaining all the effective original AVs but also overcoming the multicollinearity between them. Final tests show that the model built by the new methods can provide designers with a theoretical and practical basis for UI improvement to any given product easily.
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45

Schölkopf, Lasse, Camilla Gatto von der Heyde, Anna Sprung, and Frank Diermeyer. "Reducing the Gap between Mental Models of Truck Drivers and Adaptive User Interfaces in Commercial Vehicles." Multimodal Technologies and Interaction 6, no. 2 (January 29, 2022): 14. http://dx.doi.org/10.3390/mti6020014.

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Whether or not a product matches the user’s mental model and therefore his understanding of how it works influences the perceived usability. Therefore, it is beneficial if an interface is based on the user’s initial mental model, hence it works just as expected. If it contradicts preexisting models, operating errors and frustrated users are to be expected. This work proposes a method to increase the probability of correspondence between a developed product and the user’s mental model by addressing a common source of error in the product development process: Product designers assuming their own mental model matches the user’s. The process was demonstrated using the example of an adaptive user interface for commercial vehicles. A questionnaire was used to identify the underlying dimensions of the user group’s mental model of adaptive user interfaces. By conducting two expert workshops and a user survey with 75 truck drivers, a questionnaire consisting of 37 items and four dimensions was constructed. Thereby, the initial mental model of truck drivers regarding an adaptive user interface for commercial vehicles was determined.
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46

Xue, Qing, Ming Rui Li, Xuan Han, and Min Xia Liu. "User Modeling in Adaptive Human-Computer Interface for Turret." Applied Mechanics and Materials 635-637 (September 2014): 1398–403. http://dx.doi.org/10.4028/www.scientific.net/amm.635-637.1398.

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User modeling is an important strategy for designing effective user interface. User model for turret is different with general application. This paper concerns on modeling user of turret. Main emphasis is given on the relationships of man, machine and environment. The user models can help determine the characteristics of the turret user and how they affect the design of the adaptive interface. In this paper we present the progress of user model development and give some case studies using the proposed model.
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47

Jylhä, Henrietta, and Juho Hamari. "Development of measurement instrument for visual qualities of graphical user interface elements (VISQUAL): a test in the context of mobile game icons." User Modeling and User-Adapted Interaction 30, no. 5 (May 17, 2020): 949–82. http://dx.doi.org/10.1007/s11257-020-09263-7.

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Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.
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48

Emsley, P., B. Lohkamp, W. G. Scott, and K. Cowtan. "Features and development ofCoot." Acta Crystallographica Section D Biological Crystallography 66, no. 4 (March 24, 2010): 486–501. http://dx.doi.org/10.1107/s0907444910007493.

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Cootis a molecular-graphics application for model building and validation of biological macromolecules. The program displays electron-density maps and atomic models and allows model manipulations such as idealization, real-space refinement, manual rotation/translation, rigid-body fitting, ligand search, solvation, mutations, rotamers and Ramachandran idealization. Furthermore, tools are provided for model validation as well as interfaces to external programs for refinement, validation and graphics. The software is designed to be easy to learn for novice users, which is achieved by ensuring that tools for common tasks are `discoverable' through familiar user-interface elements (menus and toolbars) or by intuitive behaviour (mouse controls). Recent developments have focused on providing tools for expert users, with customisable key bindings, extensions and an extensive scripting interface. The software is under rapid development, but has already achieved very widespread use within the crystallographic community. The current state of the software is presented, with a description of the facilities available and of some of the underlying methods employed.
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49

Afanasev, Nikita Stanislavovich. "Software Framework for Implementing User Interface Interaction in IOS Applications Based on Oculography." Russian Digital Libraries Journal 25, no. 3 (August 24, 2022): 198–245. http://dx.doi.org/10.26907/1562-5419-2022-25-3-198-245.

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Usage of gaze tracking technologies for the purpose of user interface interaction in iOS applications is significantly hampered by the absence of a unified approach to their integration. Current solutions are either strictly limited to their own use-case or made solely for research purposes and thus inapplicable to real-world problems. The focus of this article is the development of a software framework that performs gaze tracking using native technologies and suggests a unified approach to the development of gaze-driven iOS applications.
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50

Alshaibani, Fahad, Mark S. Thompson, and Jeroen HM Bergmann. "Experimental Analysis of a Novel, Magnetic-Driven Tactile Feedback Device." Prosthesis 2, no. 1 (March 3, 2020): 25–38. http://dx.doi.org/10.3390/prosthesis2010003.

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The study presented in this paper details the development and experimental testing of a novel, magnetic, tactile feedback device that is able to deliver a stimulus to a patch of skin on the lower arm of a user. The device utilizes magnets to deliver a sensation that is not dependent on controlling specific frequency bands to stimulate the mechanoreceptors, as is the case with vibro-tactile methods. The device was tested on human volunteers to evaluate its ability to induce a response from the user through the magnetic interface. The study aims to quantify the ability of the user to sense the stimulus by analysis of the receiver operating characteristic (ROC) and delay in response under different experimental conditions. Three different speeds and two different distances were explored for the magnetic interface. A two-way, repeated-measures ANOVA with post-hoc analysis was performed for the percentage of correct responses, delay in response time, and area under the curve (AUC) of the obtained ROCs. The results showed that the different conditions had a significant effect on the number of correct responses and the AUC, but not on the delay. The magnetic interface thus needs to be optimized across different parameters to deliver the best detectable stimulus to the user. Future work includes further development of the device and working towards a comparative trial with other tactile feedback approaches.
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