|
The CAMELEON
Glossary gathers definitions for the vocabulary used within the CAMELEON
project. The purpose of this glossary is to serve as a companion for reading
documents produced by the consortium. It also seeks to provide the project
with a reference vocabulary for discussing issues addressed in the project.
This document also contains the list of mathematical definitions of concepts
that are relevant and a list of used mathematical symbols.
Terms |
Definitions |
Abstract Interaction
Object (AIO) |
(a) An abstraction of a set of CIO's
with respect to a set of properties. (b) Within the Arch software
architecture reference model, it belongs to the Logical Presentation
functional component. [syn] Abstract interactor,
logical interactor. |
Abstract interactor |
[syn] Abstract
Interaction Object. |
Abstract User Interface
(Abstract UI) |
A canonical expression of the renderings
and manipulation of the domain concepts and functions in a way that
is independent from the concrete interactors available on the targets.
It is expressed in terms of workspaces (as in ARTStudio [Thevenin
01]), or in terms of Presentation Units (as in SEGUIA [Vanderdonckt
93, 99] - See http://www.isys.ucl.ac.be/bchi/research/seguia.htm),
or in terms of Presentations (as in TERESA [Paterṇ
99]). |
Abstract task |
In ConcurTaskTrees [Paterṇ
99], a task that has subtasks that belong to different task categories
(e.g., subtasks that are allocated to the user and to the system).
|
Abstraction |
(a) Process that transforms a description
into a description whose semantic content and scope are richer/higher
than the content and scope of the initial description content. (b)
Result of the process of abstracting. In the context of reverse engineering,
elicitation of descriptions that are more abstract than the descriptions
that serve as input to this process. [comment]
Opposite of reification. [Amodeus 95]. |
Adaptability |
[dangling]
(a) Capacity of a UI to adapt its behaviour according
to a set of predefined options. (b) Capacity of a UI
to adapt its behaviour from an explicit human intervention. |
Adaptable User
Interface (Adaptable UI) |
A UI that supports
adaptability. |
Adaptivity |
Capacity of a UI
to adapt without any explicit human intervention. |
Application task |
In ConcurTaskTrees [Paterṇ
99], a task executed by the system. For example, the compilation
of C code is an application task. [syn] System
task. |
Archetypal (domain/context
of use/adaptation) model |
A declarative (domain/context of
use/adaptation) model that serves as input to the design of a particular
interactive system. |
Backward recoverability |
Capacity of the system to provide
the user with an undo facility to return to a previous state [Amodeus
95]. |
Basic task |
A task that can no longer be decomposed,
i.e., if it were decomposed further, it would be expressed in terms
of physical actions. [syn] Elementary task. |
Basic window |
In Trident, logical window from
which it is possible to access the windows that belong to the same
Presentation Unit [Vanderdonckt 99].
[see also] Presentation Unit. |
Browsability |
Capacity of the system to provide
the user with means to make perceivable different portions of the
system functional state. (By modifying the presentation state, the
user may access different portions of the state of the functional
core.) [Amodeus 95]. |
Central domain
concept |
Central domain concept. |
Cluster (of platforms) |
A composition of elementary platforms
and/or of clusters. It may be homogeneous or heterogeneous |
Co-domain |
Range of a function. Set of possible
mappings ('solutions') for a particular function. For example, the
co-domain of the reification function from the abstract user interface
(the domain in this case) is the set of possible concrete user interfaces.
[see also] Function, Mapping. |
Component. |
Part of a whole. It can be instantiated
as a software module, a subsystem, an agent, an interactor, an abstraction,
a device, etc. [Amodeus 95]. |
Component model |
Description of a component. |
Composite Abstract
Interaction Object |
An AIO is said
to be composite if it can be decomposed into smaller AIO
units. |
Composition of
functions |
The composition of the function
g:A? B and f: B? C, written as f o g, is a function such that any
element of the co-domain of g corresponds to an element of the domain
of f. In this definition, f and g can be composed because co-domain(g)=domain(f).
The reverse composition g o f is not necessarily valid since co-domain(f)
can be different from domain(g). |
Compound workspace |
In ArtStudio [Thevenin
01], a workspace composed of multiple workspaces. [syn]
Presentation Unit (PU). |
Consistency |
A criteria applied
frequently to increase the predictability of a UI.
Consistency allows the user to generalize from specific situations
to similar situations. But it is difficult to determine, at design
time, which situations a user will consider similar or dissimilar
[Gram 96]. |
Concrete Interaction
Object (CIO). |
An entity of the UI
that users can perceive (e.g., text, image, animation) and/or manipulate
(e.g., a push button, a list box, a check box). A widget provided
by a toolkit. [syn] Physical interactor, physical
interaction object. |
Concrete User Interface
(Concrete UI) |
(a) A CIO-dependent
expression of the UI. (b) In ARTStudio [Thevenin
01], a simulation of the final UI than runs
only within a multi-target development environment. |
Configuration |
[dangling]
A particular reification of presentation and dialog models for a specific
UI. |
Context |
An all-embracing term for which
there is no consensual definition. To be operational, context can
only be defined in relation to a purpose, i.e., a finality. For the
purpose of the CAMELEON project, context is a short cut for "context
of use". [syn] Context of Use. |
|
A User Interface that can detect
changes in the context of use |
Context change |
A short cut for "change in the context
of use" as well as for "Target change". |
Context dependent
(entity) |
An entity, e.g., a description,
whose nature is specific to a particular context of use. |
Context dependent
task model |
A task model specific to a particular
context of use. |
Context independent
(entity). |
An entity, e.g., a description,
whose nature is shared by all of the contexts of use considered for
the entity |
Context independent
task model |
A task model that integrates tasks
and transitions that are common to all of the contexts of use envisioned
for the system. |
Context of interaction |
[syn] Target. |
Context of use |
[syn] Target. |
Context semi-dependency
(of an entity). |
Property of an entity, e.g., a description,
whose nature accommodates more than one context of use, but not all
of the contexts of use considered for that entity. |
|
A context aware UI,
which, in addition, can react to changes of the context of use. A
UI that is adaptable and/or adaptive to multiple
contexts of use. |
Context sensitivity
(of an entity). |
Capacity of an entity to change
the values of its attributes depending on context changes |
Core configuration
(of resources). |
An immutable set of hardware and
software resources (e.g., a laptop, a PDA, the Intel Personal Server
[Want 01]). |
Core resources |
Software and/or hardware resources
packaged as a core configuration. |
Corrective decoration |
A decoration used by designers
to override standard options of the multi-target UI
development environment. Corrective decorations are reactive. |
|
[syn] Multi-platform
UI. |
Customizability |
Capacity of the user interface to
support adaptability and/or adaptivity. |
Decoration |
Kind of information attached to
a description element. A way to modify the interpretation of the description
element without modifying the element per se. |
Description |
. Any representation of a real or
imagined system or entity for a particular purpose. [syn]
Model. |
Design recovery |
[dangling]
Process of recovering UI design options and models
from existing source code (for example, by code static analysis, by
using dynamic analysis, by behavioral analysis, by program understanding),
documentation analysis, trace examination, code instrumentation, etc.
Effective design recovery implies a thorough knowledge of the domain
of discourse, information external to the UI source
code, and deductions from it. |
Device |
Physical artefact used by a system
to acquire (input device) or deliver (output device) information.
Examples include keyboard, loudspeaker, pen, mouse. Short cut for
Physical device. |
Device assignment |
Relation between a device over
a state and a non empty subset of expressions of an interaction language.
A device d is assigned in state s to a set E of expressions of a language
l, if it does not exist any device equivalent to d over s and E. Assignment
is permanent if the relation holds for any state. Assignment is total
if the relation holds for E equals to the set of expressions that
define l. For example, a mouse is permanently assigned to the expression
of window resizing in the direct manipulation interaction language.
[Amodeus 95]. |
Device equivalence |
Relation between a non empty set
of devices over a state and a non empty set of expressions in an interaction
language. Devices in a set D are equivalent over a state s and a non
empty set E of expressions in an interaction language L, if all of
the expressions of E can be elaborated using either one of the devices
in D. Equivalence is permanent if the relation holds for any state.
Equivalence is total if the relation holds for E equals to the set
of expressions that define L. For example, keyboard and microphone
can be totally and permanently equivalent over natural language. [Amodeus
95]. |
Device redundancy |
Relation between a set of devices
over a state and an expression of an interaction language. Devices
of a set D are used redundantly in some state s for an expression
e of a language l, if these devices are equivalent over s and e, and
if they are used simultaneously to express e. For example, the user
can spell a character using the microphone and type in the same character.
[Amodeus 95]. |
Device complementarity |
Relation between a set of devices
over a state and a non empty subset of expressions of an interaction
language. Devices of a set D are complementary over a state s and
a non empty set E of expressions of a language l, if E can be partitioned
such that for each partition Ep of E, it exists a device d of D assigned
over s and Ep. Complementarity is permanent if the relation holds
for any state. Complementarity is total if the relation holds for
E equals to the set of expressions of l. Language complementarity
is best illustrated by spoken natural languages where concept names
must be typed in. For example, in Munix, a multimodal user interface
for Unix, commands that involve a file name such as remove, can be
expressed using the microphone for the command name and options while
file names must be elaborated with the keyboard. [Amodeus
95]. |
Directive decoration |
Decoration used when it corresponds
to rules that cannot be easily expressed in terms of general-purpose
inference rules. For example, suppose the multi-target development
environment includes the following generation rule: "any domain concept
of type Integer must be represented as a Label in the Concrete UI".
If the designer wants the temperature domain concept to be represented
as a gauge, a directive decoration can be attached to that particular
concept. Directive decorations are pro-active. |
Dialogue Controller
(DC). |
In the Arch software architecture
reference model [Arch 92], denotes the software
component in charge of task sequencing. |
Dialogue (of the
User Interface) |
An ordered set of physical actions
between the user and the interactive system. |
Dialogue model |
[dangling]
An abstract description of the actions, and their possible temporal
relationships, that users and systems can perform at the user interface
level during an interactive session [Paterṇ
99]. |
Distribution (of
the User Interface) |
Allocation of the user interface
across the devices of a cluster of platforms. The granularity for
distribution is one of (in decreasing order): application level (e.g.,
full replication of the UI on target platforms),
workspace level (e.g., windows and panels), domain concept level,
pixel level. |
Distributed User
Interface (distributed UI) |
A user interface whose components
are allocated (statically or dynamically) to different devices of
a cluster of platforms. |
Domain |
. See Mapping. |
Domain concept |
(a) A concept relevant to users
to accomplish tasks in a particular domain. (b) An element of the
domain ontology. |
Domain model |
A description of the domain concepts
and their relationships. |
Dynamic multi-target
User Interface (Dynamic MUI) |
A multi-target UI
adaptable and/or adaptive at run time. [syn] Context-sensitive
UI. |
Elasticity |
[dangling]
Capacity of a UI to support different contexts of
use without requiring reconfiguration. Plasticity should be distinguished
from elasticity with respect to the predefined usability properties. |
|
[dangling]
UI that supports elasticity. |
Elementary Abstract
Interaction Object |
An AIO that cannot
be decomposed any further. [syn] Simple AIO. |
Elementary platform |
A platform from the resources of
which it is not possible to compose two platforms. |
Elementary task |
[syn] Basic
task. |
Elementary workspace |
In Artstudio [Thevenin
01], a workspace that cannot be decomposed further. |
Enabled Task Set
(ETS) |
The set of tasks that are enabled
over the same period of time according to the constraints indicated
in the task model [Paterṇ 02]. |
Entry point |
Within the multi-target reference
framework [Calvary 02], any level of abstraction
in the reification process from which the development of a multi-target
UI is initiated. |
Environment |
A short cut for Physical Environment.
[syn] Physical environment. |
Epilogue |
(a) A closing functional portion
of the execution of a reaction to context change. It includes the
restoration of the execution context (e.g., resuming suspended task).
( b) In ARTStudio [Calvary 01, Thevenin
01], a reference to a function of the Functional Core after the
execution of a task. |
Equivalence |
A relation that is reflexive, symmetric
and transitive. [Amodeus 95]. |
Evolution model |
A model that specifies the actions
that should be undertaken at run-time by the multi-target user interface,
when entering and leaving a particular context of use. |
Executable User
Interface |
A UI ready for
execution. It is expressed as compiled or interpreted code. |
Extension resource |
A hardware or software resource
that can be added to (or removed from) a core configuration or a platform
(e.g., external keyboard, mouse). |
Factorization |
An operation, which from a set
of target-specific descriptions of class X, produces a new description
of class X composed of a context-independent part (i.e., shared by
all the targets) and of context-dependent parts specific to each target. |
Factorization decoration |
A decoration that expresses exceptions
to the nominal case used as the reference in the process of multi-targeting. |
Final User Interface |
The UI produced
at the very last step of the reification process supported by a multi-target
development environment. It is expressed as source code. |
Final description |
A description produced by a multi-target
development environment that is not reified any further. |
Final model |
[syn] Final
description. |
Fission. |
(a) A computation of a process abstracting/reifying
an information type into a collection of different information types
to be transferred to a set of processes. (b) Decomposition of an information
type at some level of abstraction into multiple information types
of the same level of abstraction [Amodeus 95]. |
Flexibility of
the User Interface |
Capacity of the UI
to provide users (and the system) with multiple ways of achieving
tasks. Is refined into a number of properties such as multimodality,
reachability, non-preemption). |
Forward engineering. |
The process of developing a software
product. The opposite of reverse engineering. |
Framework |
A structure intended to guide and
support some human process. |
Function. |
If A and B are two non-empty sets,
then a function f in A x B exists if it associates each element in
A with one and only one element in B. |
|
In the Arch software architecture
reference model, implements the domain-dependent concepts and functions
of an interactive system. [Arch 92] |
Functional Core
Adaptor |
In the Arch software architecture
reference model, accommodates various forms of mismatch between the
Functional Core and the user interface per se of an interactive system.
[Arch 92]. |
Fusion |
(a) Computation of a process that
abstracts/reifies a collection of information types received from
distinct processes into a different information type to be transferred
to another process. (b) Composition of multiple information types
at some level of abstraction into a single information type of the
same level of abstraction [Amodeus 95]. |
Goal |
A desired modification of the current
state or an inquiry to obtain information on the current state. |
Grouping (of interactors).
|
Relationships among interactors
indicating that they are logically connected. |
Heterogeneous cluster |
A cluster of elementary platforms
whose classes are different (e.g., a cluster composed of a PC and
a PDA). |
Hierarchy (of interactors) |
Relationship among interactors indicating
that they have different levels of importance for the user. |
High-level task |
A task that can be decomposed into
a set of sub-tasks. |
Homogeneous cluster |
A cluster of elementary platforms
whose classes are identical (e.g., a cluster composed of PC's). |
Honesty |
A property that the presentation
of the system renders its functional state appropriately (e.g., it
does not distort the functional state) and in a way that is understood
correctly by the user [Amodeus 95]. |
Hybrid multi-target
User Interface (Hybrid MUI). |
A multi-target UI
composed of pre-computed components and dynamic components |
Idempotence |
Property of a function to reproduce
its co-domain when applied multiple times. Some functions have the
special property that applying them more than once to the same co-domain
produces no further change after the first application. For instance,
f(f(x)=f(x). To ensure a true bidirectional engineering of UI
at any level of abstraction, the composition of all the functions
involved and their corresponding inverse function should be idempotent
[Bouillon 02c]. If we define rei(fi) as
the reification function from the concrete interface to the final
interface, abs(ci) as the reverse engineering process(abstraction
function) from the final interface to the concrete UI
and f as the composition of these two functions, then applying once
or several times the function f to a final interface will not change
the co-domain of the function f. |
Initial description |
Within a multi-target development
environment, description provided by a human designer/developer. |
Initial model |
[syn] Initial
description. |
Interaction device |
[syn] Interaction
resource, physical device. |
Interaction language |
Language used by the user or the
system to exchange information. A language defines the set of all
possible well-formed expressions, i.e., the conventional assembly
of symbols, that convey meaning [Amodeus 95]. |
Interaction language
assignment |
Relation between an interaction
language over a state and a non empty subset of conceptual units of
a system. An interaction language l is assigned in state s to a set
of conceptual units C, if it does not exist any interaction language
equivalent to l over s and c. Assignment is permanent if the relation
holds for any state. Assignment is total if the relation holds for
C equals to the set of conceptual units of the system [Amodeus
95]. |
Interaction language
complementarity |
Relation between a set of interaction
languages over a state and a non-empty subset of conceptual units.
Interaction languages of a set L are complementary over a state s
and a non empty set C of conceptual units of the system, if C can
be partitioned such that for each partition Cp of C, it exists a language
l of L assigned over s and Cp. Complementarity is permanent if the
relation holds for any state. Complementarity is total if the relation
holds for C equals to the set of conceptual units of the system. Language
complementarity is best illustrated by coreferential expressions.
For example, natural language and direct manipulation are complementary
over the conceptual unit "city" and any state where the specification
of a city name is possible: "flights from this city" and selection
of a city name through direct manipulation [Amodeus
95]. |
Interaction language
equivalence |
Relation between a set of interaction
languages over a state and a non empty subset of conceptual units
of a system. Interaction languages of a set L are equivalent over
a state s and a non empty set C of conceptual units of the system,
if all of the conceptual units in C can be represented using either
one of the language in L. Equivalence is permanent if the relation
holds for any state. Equivalence is total if the relation holds for
C equals to the set of conceptual units of the system [Amodeus
95]. |
Interaction language
redundancy |
Relation between a set of interaction
languages over a state and a conceptual unit of a system. Interaction
languages of a set are used redundantly in some state s for a conceptual
unit c, if these languages are equivalent over s and c, and if they
are used simultaneously to represent c. For example, a wall is represented
redundantly by the system via a red line (graphics interaction language)
and the message "mind the red wall!" (natural language) [Amodeus
95]. |
Interaction object
|
[syn] Interactor. |
Interaction resource |
An input or output device used
by the user to manipulate and/or observe the state of an interactive
system. Examples include screens, keyboard, mouse, fingers, real world
objects (such as phicons). |
Interaction space |
A collection of interactors that
support the execution of a set of logically/semantically connected
tasks. In graphical user interfaces, an interaction space can be mapped
onto a window, a set of panels. [syn] Workspace,
presentation unit |
Interaction task |
In ConcurTaskTrees, a task performed
by the user to modify and/or observe the state of the interactive
system |
Interaction capacity
(of an interactor). |
General-purpose interaction tasks
(e.g., selection, deletion, navigation) that the interactor is able
to support. |
Interactive system |
A computational system that supports
a set of tasks with the participation of one or more humans. |
Interactor |
[dangling]
(a) An abstraction of a software component that allows users to manipulate
and/or observe domain concepts and functions. (b) A computational
abstraction that allows the rendering and manipulation of entities
(domain concepts and/or tasks) that require input and output resources. |
Interactor Model |
A description that makes explicit
the properties of an interactor for a specific purpose. For example,
for the purpose of multi-targeting, this description includes the
representational capacity, the interaction capacity and the usage
cost of the interactor. |
Interface model |
An interface model represents all
the relevant aspects of a user interface in some type of interface
modelling language. Components typically included in a comprehensive
interface model are user tasks, domain elements, users, presentation
items, and dialog structures. The elements of an interface model are
grouped into model components [Puerta 99].
[see also] Model component. |
Introspection (of
an entity) |
The capacity of the entity (e.g.,
an interactor, a software component) to export its properties and
behaviour on request. |
Inverse functions |
Function defined by inversing domain
and co-domain of a previously existing function. Forward and reverse
engineering can be seen as two inverse functions since the four reification
steps (used for the UI production) can be recovered
by their corresponding abstraction processes [Bouillon
02c]. The inverse function of a function f is denoted f -1. In
this case, f is said to be inversible. |
Inversible function |
See inverse functions. |
Level of abstraction |
(a) A layer within a system whose
information types are characterized by a given semantic content and
scope. The lowest level of abstraction corresponds to the poorest
information type with regard to scope and content. The highest level
of abstraction corresponds to the richest information type with regard
to scope and content. These levels as well as any level in-between
depend on the perspective or the objective of the modeler and/or the
modeling technique. (b) Different perspectives in the design process
of a system [Amodeus 95]. |
Logical interaction
object |
[syn] Logical interactor, abstract
interaction object. |
Logical interactor |
[syn] Logical interaction object,
abstract interaction object. |
Logical Presentation
Component (LPC) |
In the Arch software architecture
reference model, insulates the rendering of domain objects from the
actual interaction toolkit of the target platform. It is expressed
in terms of logical interactors. [Arch 92] |
|
A composite AIO
or a physical window, or a dialog box, or a panel. [syn]
Elementary workspace. |
Mapping |
A mapping M:A?B is represented
as a set of couples (x,y) where x belongs to A, called the domain
of M, written domain(M) and B is called the range of M, written range(M).
A m-to-1 mapping M associates one or more in one element in domain(M)
with each element in range(M). An onto mapping M associates elements
of A with all elements of B. |
Migration
(of a User Interface). |
The transfer of all,
or parts, of the user interface between different devices of a cluster
of platforms. May occur at run time or between sessions. |
Migrability (of
a User Interface). |
The capacity of a UI
to support migration. |
|
A UI capable of
migration. |
Nomadic
application. |
An interactive system
that supports mobile users. |
Modality (in multi-modal
interaction). |
(a) The association of a representational
system with an interaction resource. For example, the association
"pseudo-natural language - microphone". "pseudo-natural language -
keyboard" and "pseudo-natural language - pen" are three different
input modalities for specifying commands in natural language with
distinct input devices [Nigay95]. (b) One of
the human perceptual senses. |
Model |
[dangling] a) Any representation
of a real or imagined system or entity for a particular purpose. [syn]
Description. b) A simplified description of a complex entity or process. |
Model component |
Any element of an interface model.
The basic components of an interface model are the task model, the
user model, the domain model, the presentation model, and the dialog
model. Interface models are referred to as partial models if they
include just some of the basic components and as comprehensive models
if they include all of the basic components [Puerta
99]. |
Multi-environment
targeting |
The process of supporting multiple
classes of environments. |
|
A Multi-target UI
sensitive to environments variations: It is adaptable and/or adaptive
to multiple classes of environments. The users and platform classes,
either are modeled as archetypes, or are implicitly represented in
the system. |
|
A UI able to accommodate
variation of the natural language according to what is needed by the
user. For example, the user can switch from one language to an-other
by selecting it from a UI menu or the system can
automatically set it according to a preference stated in a profile. |
Multi-modal User
Interface (Multi-modal UI) |
A UI that supports
multi-modality. |
Multi-modality
(of a User Interface) |
Capacity of a system to support
multi-modal interaction, i.e., the user is provided with more than
one modality (simultaneously or not) to observe the system state and/or
can use more than one modality (simultaneously or not) to communicate
information to the system. |
Multi-platform
targeting |
The process of supporting multiple
classes of platforms. |
|
A Multi-target UI
sensitive to platforms variations. It is adaptable and/or adaptive
to multiple classes of platforms. The environment and user classes,
either are modeled as archetypes, or are implicitly represented in
the system. |
Multi-target development
environment |
A set of tools that supports the
development of multi-target UIs. |
Multi-target Reference
Framework |
A conceptual framework that structures
the development process of multi-target UIs. |
Multi-target User
Interface (Multi-target UI) |
A user interface that supports multiple
targets (i.e., multiple types of users, platforms and environments). |
Multi-targeting |
The process of supporting multiple
targets. |
Multi-user targeting |
The process of adapting to multiple
archetypes of users. |
|
A Multi-target UI
sensitive to users variations. It is adaptable and/or adaptive to
multiple archetypes (i.e., classes) of users. The environment and
the platform, either are modeled as archetypes, or are implicitly
represented in the system. |
Observability |
The capacity of the UI
to make perceivable all of the domain concepts that are central/relevant
to the task at hand so that the user is able to determine the state
of the system [Amodeus 95]. |
Observed (domain/context
of use/adaptation) model |
An executable (domain/ context of
use/adaptation) model that supports the adaptation process at run-time. |
Ontological model |
Within the multi-target reference
framework, meta-model that makes explicit key-dimensions for addressing
multi-targeting. Is independent from any domain and interactive system
but is intended to be conveyed in the tools used for developing and
running multi-target user interfaces. When instantiated (possibly,
with tool support), ontological models give rise to archetypal models
and observed models which, in turn, are specific to a particular domain
and interactive system. [see also] Archetypal
model, Observed model. |
Ordering (of interactors) |
Relationship among interactors that
indicates the existence of some ordering (e.g., temporal ordering)
among them. |
Peripheral domain
concept (for a task) |
A domain concept that is not central
for the task but that may have an impact on it.[see
also] Central domain concept. |
Physical action.
|
Action performed either by the
user or by the system on a physical device. |
Physical device |
[syn] Input device/resource,
output device/resource. |
Physical environment |
The physical setting where the interaction
takes place. It can be modeled as the set of objects, persons and
events that are peripheral to the current activity but that may have
an impact on the system and/or users behaviour. |
Physical interaction
object |
[syn] Physical
interactor, concrete interaction object. |
[syn] Physical
interactor, concrete interaction object |
[syn] Physical
interactor, concrete interaction object. [syn]
Physical interaction object, concrete interaction object. |
Physical Presentation
Component (PPC) |
In the Arch software architecture
reference model, renders the domain concepts and functions in terms
of physical interactors [Arch 92]. |
Plastic User Interface
(Plastic UI) |
A multi-target user interface that
preserves usability across the targets, that is, the properties elicited
at the design stage are kept within a predefined range of values as
adaptation occurs to different targets. |
Plasticity |
The capacity of a multi-target
UI to preserve usability across the targets. |
Plasticity domain
(of a multi-target UI). |
Set of contexts of use that the
multi-target UI covers while preserving usability. |
Plasticity threshold
(of a multi-target UI) |
The boundary of a plasticity domain |
Platform |
Set of physical and software resources
that function together to form a working computational unit whose
state can be observed and/or modified by a human user. It may be an
elementary platform or a cluster of platforms. A short cut for "Target
Platform". [see also] Elementary platform,
Cluster of platforms |
Portability |
Capacity of a system to run on different
target platforms. Covers three situations: changes in the hardware
resources, changes in the software resources, and moving the user
to a different platform using the 'same' system. |
Pre-computed multi-target
User Interface (pre-computed MUI) |
Results from adaptation performed
during the design, implementation or installation phases of the development
process of the UI: given a functional core, a specific
user interface is generated for every known target |
Predicate |
A boolean-valued function of the
state, behaviour, or trace of a system. A predicate may represent
a property [Amodeus 95]. |
Presentation |
(a) The information provided by
the user interface at a given time. (b) The process of rendering information. |
Presentation Abstract
Interaction Object |
An AIO whose
role is to present information without allowing any user interaction. |
|
[syn]. (a) Interaction space, workspace.
(b) In TRIDENT [Vanderdonckt 93], a
presentation environment required for carrying out an interactive
task. It includes one or more Logical Windows and a basic window that
gives access to these Logical Windows. For instance, a tabbed dialog
box is here mapped onto a PU, which is itself decomposed
into LWs corresponding to the dialog box appearances
depending on the active tab; conversely, a web form can be mapped
onto a composite AIO in a particular LW
of a given PU. |
Probe (for detecting
context changes) |
Software mechanism that monitors
and detects context changes. |
Prologue |
(a) Opening functional portion of
the execution of a reaction to context change. It prepares the reaction:
the current task is completed, suspended, or aborted; the execution
context is saved; if not ready for use, the new version of the user
interface is produced on the fly (e.g., a new presentation, a new
dialogue sequence, etc.). (b) In ARTStudio, reference to a function
of the Functional Core before the execution of a task. |
Property |
An observable characteristic of
a system that can be measured and described by a predicate [Amodeus
95]. |
Reaction (to context
change) |
A three-step process that permits
adaptation to context changes: situation recognition, reaction computation,
and reaction execution. |
Reaction computation |
Identification of candidate reactions
to context change, then selection of the reaction that best fits the
situation. |
Reaction execution |
A three-step process that consists
of a prologue, the commutation to the new UI, and
an epilogue. |
Reachability |
Property that allows that some
state or set of states can be reached from a given state through user's
physical actions on the system [Amodeus 95]. |
|
[dangling]
Any functionally equivalent transformation of the source code of a
final UI. Reformatting and Refactoring are particular
cases of recoding. |
Reconfigurability |
[dangling]
Capacity of a UI to support multiple targets simultaneously
by offering multiple UI configurations while not
necessarily preserving usability. |
Recovery |
The performance of actions that
take a system from some `unsafe' or undesired state to one satisfying
some safety property [Amodeus 95]. |
Recoverability |
Property that the system provides
the user with means to undo the effect of some action. [Amodeus
95]. |
|
Changes to design characteristics.
Possible changes include restructuring design architecture, altering
the domain model, etc. Such changes may derive from a change of context
of use. |
|
From the UI source
code, process of deriving another form of UI documentation
such as, but not limited to, data structure, data flow diagram, I/O
analysis. [see also] Reformatting. |
|
Examination and the alteration of
a subject interactive system to reconstitute it in a new form and
the subsequent implementation of the new form. This process encompasses
a combination of sub-processes such as reverse engineering, restructuring,
redocumentation, forward engineering, and retargeting [STSC].
[syn] Renovation, reclamation. |
|
[dangling]
A functionally equivalent transformation of the source code of a final
UI to improve its efficiency, its performance. [see
also] Recoding. |
Reflexivity |
Reflexive functions are functions
mapping an existing UI representation at a given
level of abstraction to another UI representation
at the same level of abstraction for the same context of use [Bouillon
02b]. In ArtStudio, reflexive functions are performed manually
[Thevenin 01]. |
|
A functionally equivalent transformation
of a source code that changes the structure of the code to improve
readability. |
|
The composition of the two reification
steps from the abstract UI to the final UI.
It is used to complete the process of retargeting. To obtain another
UI for any other computing platform, regenerating
can be defined similarly by the composition regenf = reic o reia so
as to represent the complete process by regenf o retarga [Bouillon
02b]. [see also] Retargeting. |
Reification |
Transformation of a description
(or of a set of descriptions) into a description (or a set of descriptions)
whose level of abstraction is lower than that of the source one(s).
In the multi-target reference framework [Calvary
02], the inference process that covers the inference process from
high-level abstract descriptions to run-time code. Opposite of Abstraction.
Relation (between interactors). [dangling] Many-to-one relationship
among interactors indicating that one interactor is related to multiple
interactors (for example, one interactor can enable/disable a set
of interators). |
Representation
multiplicity (of a domain concept) |
The capacity of the system to offer
alternative representations for a domain concept [Gram
96]. |
Representational
capacity (of an interactor) |
Types of domain concepts the interactor
is able to represent (e.g., a table, an integer). |
Restriction |
Function obtained by restraining
the domain of the initial function to those elements of the domain
that satisfy a given predicate. In VAQUITA [Bouillon
02a, c, Vanderdonckt
01], constraints attached to retargeting/translation functions
are defined as restriction of translations and abstractions. See .
For a given functihttp://www.isys.ucl.ac.be/bchi/research/vaquita.htmon
to be applied in a specific computing platform, there is a need to
define a condition to be satisfied when applying this function. For
example, a constraint may be imposed when a translation between two
computing platforms occurs, such as: "the target computing platform
does not allow hierarchy of presentation elements deeper than a certain
threshold". The WML language instantiates this constraint to 9 (not
more than 9 presentation levels in decks and cards), while certain
versions of cHTML instantiates this contraint to 4 (not more than
4 levels of cHTML tags). The restriction of function is therefore
required. [syn] Selection. [see
also] Retargeting. |
|
The transformation from one presentation
form to another at the same level of abstraction while preserving
the subject's system external behavior (functionality and semantics)
[IEEE Terminology]. The task, the functions (application model) and
the domain models should remain identical. Moreover, the dialog model,
which is left unchanged, also represents the external behaviour. |
|
Process allowing the production
of an abstract UI tailored for a particular computing
platform from a final UI. Retargeting is done at
design time. It is the composition of three functions: two successive
abstractions followed by a translation for another platform (retarga=
transa o absa o absc ) [Bouillon 02c] The
retargeting / translation function can be subject to restrictions
due to constraints imposed by the target platform. Rather, the double
abstraction up to the abstract UI level and a translation
to a new context of use is independent of any computing platform. |
|
The change of the task model to
fit a different context of use. |
|
The change of the user interface
without modifying the functional core. Revamping makes possible to
considerably modify the look and feel of a user interface. Not only
the visual presentation of screens can be changed, but also the phrasing
can be redefined, multimedia features can be added, or on-line documentation
can be created. However, revamping doesn't imply a change in the requirements,
nor re-specification. Revamping is a useful reengineering strategy
when an organisation wishes to adopt graphical user interfaces (GUIs)
by using middleware products, which sit between the legacy system
and the UI. The new UI is created
(manually [Csaba 97] or automatically [Stroulia
00]) at design time. Revamping is frequently performed by designers
to beautify a presentation according to users' needs. |
Reverse engineering.
|
(a) the analysis of a software system
so that the software is more understandable for maintenance, evolution,
and re-engineering purposes. (b) The analysis of a system to identify
its components and their dependencies to extract and create system
abstractions and design information. The original system is not altered.
However, additional knowledge about the system is produced. Opposite
of "forward engineering". |
Robustness (of
the User Interface) |
The capacity of the UI
to prevent users and system errors, as well as the capacity of the
UI to increase the chance of successful task accomplishment.
[Amodeus 95]. |
Selection |
[syn] Restriction.
[comment] A selection is the same as a restriction
(mathematical term), but is more frequently used in the domain of
database engineering. |
Situation recognition.
|
Identification of the current context
of use. |
State. |
Assignment of values to names representing
the observables of a system [Amodeus 95]. |
State vector (of
a component, of a system) |
Names that define the state of
a component, of a system [Amodeus 95]. |
System Task |
In ConcurTaskTrees, [syn]
Application task. |
Target |
Triple of the form "e, p, u" where
e is an element of the environments set considered for the interactive
system, p is an element of the platforms set considered for the interactive
system, u is an element of the users set for the interactive system.
|
Target change |
A change of at least one element
in the triple "e, p, u". |
Target environment |
The archetypal set of environments
envisioned for the interactive system. |
Target platform |
The archetypal set of platforms
envisioned for the interactive system.. |
|
[syn] context
aware UI. |
|
[syn] context
sensitive UI. |
Target user |
The archetypal set of end-users
envisioned for the interactive system. |
Task |
(a) A goal, together with some procedure
or set of actions that will achieve the goal. (b) An activity that
should be performed in order to reach a goal. |
Task category |
In CTT, definition of how the performance
of the task is allocated (task category can be user, system, interactive,
abstract). |
Task domain concept |
A concept identified by task analysis
as relevant to the user to accomplish tasks in that domain. [syn]
Domain concept. |
Task model |
Description of a set of tasks and
their relationships. |
Task operator |
An operator that denotes relationships
between tasks. |
Task presentation
set |
Set of tasks supported by one presentation. |
Task type |
Indication of the semantic effect
obtained by the performance of a task (e.g. selection, show information,
etc.). |
Transient description |
[syn] Transient
model. |
Transient model
|
Within a multi-target development
environment, an intermediate description used in the process of producing
multi-target UI's. |
Transition task |
When performed, a Basic task that
triggers a new presentation. |
Translation |
The operation that transforms a
description intended for a particular target into a description of
the same class but aimed at a different target. |
User Interface |
The software component of an interactive
system that allows users to observe and manipulate domain concepts.
In the Arch model, it is composed of the Functional Core Adaptor,
the Dialogue Controller, the Logical Presentation Component and the
Physical Presentation Component [Arch 92]. |
|
See Dialogue of the UI. |
|
See Distribution of the UI. |
|
See Migration of the UI. |
Task migration
|
Dynamic transfer of task performance
between agents (whether these agents be humans or computational). |
|
Feedback provided to the user during
the adaptation of the UI to changes of context of
use. |
Usability |
The extent to which a product can
be used by specified users to achieve specified goals with effectiveness,
efficiency and satisfaction in a specified context of use [ISO
91]. |
Usage cost (of
an interactor) |
Measures the system resources as
well as the human resources the interactor requires. |
User |
A short cut for "target user". |
User model |
A description of a set of elements
that characterise user preferences and knowledge. It can be dynamically
updated. |
User task |
In ConcurTaskTrees, a task performed
by the user without the interactive system (i.e., an internal cognitive
activity, such as making a decision). |
Workspace |
[syn] Interaction
space. |
Abbreviations
- AIO: Abstract
Interaction Object.
- CCT: ConcurTaskTrees
- CIO: Concrete
Interaction Object.
- DC: Dialogue
Controller.
- FC: Functional
Core.
- FCA: Functional
Core Adaptor.
- LPC: Logical
Presentation Component.
- LW:
Logical Window.
- MUI:
Multi-target User Interface.
- PPC: Physical
Presentation Component.
- PU: Presentation
Unit.
- UI: User Interface.
Flags.
Special flags are used to express exceptions.
They include:
- [comment]:
any useful comment.
- [dangling]:
a definition that has not received a common agreement yet in the consortium.
- [obsolete]:
an obsolete definition. It must be followed by a new definition.
- [ref]: the
definition draws upon or replicates widely-accepted meanings. In this
case, the source reference is denoted as [ref] and is listed in the
"References" section of the document.
- [see also]:
a reference to a related concept.
- [syn]: the
term is a synonym. It is followed with the term it is synonym of.
- < to be expanded as needed>
References
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|