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E-raamat: Patterns of HCI Design and HCI Design of Patterns: Bridging HCI Design and Model-Driven Software Engineering

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As interactive systems are quickly becoming integral to our everyday lives, this book investigates how we can make these systems, from desktop and mobile apps to more wearable and immersive applications, more usable and maintainable by using HCI design patterns. It also examines how we can facilitate the reuse of design practices in the development lifecycle of multi-devices, multi-platforms and multi-contexts user interfaces.





Effective design tools are provided for combining HCI design patterns and User Interface (UI) driven engineering to enhance design whilst differentiating between UI and the underlying system features. Several examples are used to demonstrate how HCI design patterns can support this decoupling by providing an architectural framework for pattern-oriented and model-driven engineering of multi-platforms and multi-devices user interfaces.

Patterns of HCI Design and HCI Design of Patterns is for students, academics and Industry specialists who are concerned with user interfaces and usability within the software development community.
1 The Patterns of HCI Design: Origin, Perceptions, and Misconceptions
1(14)
1.1 Original Ideas About Design Pattern
1(3)
1.2 HCI Design Patterns---A Working Definition
4(1)
1.3 Examples of Patterns in HCI
5(2)
1.4 Pattern Benefits
7(2)
1.5 Misconceptions About Design Patterns
9(1)
1.6 Why and How Design Patterns Can Make a Difference?
10(5)
References
12(3)
2 From HCI Patterns Languages to Pattern-Oriented Design
15(20)
2.1 Patterns as Tool to Capture Design Knowledge and Best Practices
15(3)
2.2 HCI Design Pattern Languages
18(2)
2.3 HCI Pattern Languages and the User-Centered Design Process
20(2)
2.4 Pattern Supported Approach (PSA)
22(2)
2.5 Pattern-Oriented Design
24(7)
2.6 Key Contributions of the
Chapter
31(4)
References
32(3)
3 HCI Design Patterns as a Building Block in Model-Driven Engineering
35(24)
3.1 Motivations
35(1)
3.2 Patterns and User Interface Model-Driven Engineering
36(2)
3.3 Pattern-Driven and MBUI (PD-MBUI) Framework
38(3)
3.3.1 Basic Concepts and Terminology
38(1)
3.3.2 PD-MBUI Major Models
39(2)
3.4 Examples of Patterns
41(3)
3.4.1 HCI Patterns Taxonomy and Samples
41(1)
3.4.2 Patterns Instantiation and Application
41(3)
3.5 Examples of Models Construction Using Patterns
44(6)
3.5.1 Patterns in Task Modeling
44(2)
3.5.2 Patterns in Dialog Modeling
46(1)
3.5.3 Patterns in Presentation Modeling
47(1)
3.5.4 Patterns in Layout Management Modeling
48(2)
3.6 An Illustrative Case Study
50(6)
3.6.1 The Task Model
50(2)
3.6.2 Completing the Find Room Task
52(1)
3.6.3 Designing the Dialog Structure
52(2)
3.6.4 Defining the Presentation and Layout Model
54(2)
3.7 Key Contributions of This
Chapter
56(3)
References
58(1)
4 Adding Usability Quality Attributes into Interactive Systems Architecture: A Pattern-Based Approach
59(22)
4.1 Software Architecture---A Definition
59(2)
4.2 Drawbacks and Fundamentals
61(1)
4.3 A Pattern-Based Integration of Usability in Architecture
62(1)
4.4 Identifying and Categorizing Typical Scenarios
63(4)
4.5 From Scenario to Design Patterns
67(8)
4.5.1 System Design Patterns
68(4)
4.5.2 Interaction Design (HCI) Patterns
72(3)
4.6 Modeling the Cause--Effect Relationships Between the Model and User Interface
75(3)
4.7 Application
78(1)
4.8 Key Contributions of this
Chapter
79(2)
References
80(1)
5 A Pattern Framework for Task Modeling in Smart Environments
81(28)
5.1 Task Modeling for User Interface
81(1)
5.2 Proposed Pattern Framework for Task Modeling
82(1)
5.3 Task Modeling Patterns Notation
83(7)
5.3.1 The Model-Based Approach We Used
83(1)
5.3.2 Pattern Notation
84(6)
5.4 Pattern References and Pattern Interfaces
90(6)
5.4.1 Example of a Pattern
90(1)
5.4.2 Application of Patterns
91(5)
5.5 Case Study: Task Modelling in Smart Environments
96(8)
5.6 Summary
104(5)
References
105(4)
6 HCI Patterns in Multiplatform Mobile Applications Reengineering
109(14)
6.1 On the Needs for Reengineering
109(2)
6.2 Steps in User Interface Reengineering
111(2)
6.2.1 Reverse Engineering
111(1)
6.2.2 Transformation
112(1)
6.2.3 Forward Engineering
112(1)
6.3 Patterns in Reengineering
113(3)
6.3.1 A Brief Overview on Patterns
113(1)
6.3.2 The Various Role of Patterns in the UI Reengineering Process
114(2)
6.4 Examples of UI Reengineering with Patterns
116(5)
6.4.1 Migration from Text-Based to GUI for Legacy Interactive Systems
116(1)
6.4.2 Reengineering a Web-Based Interface for Small Devices
117(1)
6.4.3 Reengineering Navigation Systems to different Architecture Sizes
118(3)
6.5 Key Issues and Contributions
121(2)
References
121(2)
7 Generative Patterns for Cross-Platform User Interfaces: The Case of the Master-Detail Pattern
123(32)
7.1 Introduction
123(2)
7.2 Related Work
125(8)
7.2.1 Master-Detail Pattern---An Operational Definition
125(2)
7.2.2 The M-D Pattern Usage in Pattern Collections
127(1)
7.2.3 The Master-Detail as a Generative Pattern
128(2)
7.2.4 Previous Work on M-D Pattern
130(2)
7.2.5 Shortcomings and Requirements
132(1)
7.3 Revisiting the M-D Pattern Description
133(3)
7.4 Integrate the M-D Pattern in the Whole UI Development Process
136(9)
7.4.1 Task Model
136(1)
7.4.2 Domain Model
136(3)
7.4.3 Abstract User Interface Model
139(1)
7.4.4 Concrete User Interface
139(1)
7.4.5 The M-D Pattern Application Support Toward FUI
140(5)
7.5 The M-D Pattern Application Support
145(5)
7.5.1 Support for M-D Pattern Application
146(2)
7.5.2 M-D Pattern Presentation for Tabbed List Presentation in Mobile Application
148(1)
7.5.3 M-D Pattern in Grouped, Ordered, or Structured List Presentation
149(1)
7.6 Contributions of the
Chapter
150(5)
References
151(4)
8 POMA: Pattern-Oriented and Model-Driven Architecture
155(26)
8.1 Key Concepts of POMA
155(2)
8.2 POMA Overview
157(1)
8.3 POMA Justifications
157(2)
8.4 POMA Specifications and Representation
159(1)
8.4.1 The eXtensible Markup Language (XML) Notation
159(1)
8.4.2 The Unified Modeling Language (UML) Notation
160(1)
8.5 Architectural Levels and Categories of Patterns, Composition, and Mapping Rules
160(15)
8.5.1 Architectural Levels and Categories of Patterns
161(7)
8.5.2 Patterns Composition
168(1)
8.5.3 Patterns Mapping
169(6)
8.6 Model Categorizations
175(4)
8.6.1 Domain Model
176(1)
8.6.2 Task Model
176(1)
8.6.3 Dialog Model
177(1)
8.6.4 Presentation Model
177(1)
8.6.5 Layout Model
178(1)
8.6.6 Transformation Rules
178(1)
8.7 Key Issues and Contributions
179(2)
References
179(2)
9 Patterns in Web-Based Information Systems
181(38)
9.1 Introduction
181(2)
9.2 Design Challenges of Web Applications
183(2)
9.3 Web Design Principles
185(1)
9.4 Case Study: A Detailed Discussion
186(29)
9.4.1 Overview
186(2)
9.4.2 Defining the Domain Model
188(5)
9.4.3 Defining the Task Model
193(8)
9.4.4 Defining the Dialog Model
201(4)
9.4.5 Defining the Presentation and Layout Models
205(10)
9.5 Key Issues and Contributions
215(4)
References
216(3)
10 HCI Pattern Capture and Dissemination: Practices, Lifecycle, and Tools
219(24)
10.1 Capture and Reuse of HCI (Human--Computer Interaction) Patterns
219(2)
10.2 A Survey on Patterns Usages
221(4)
10.2.1 The Survey Structure and Population
222(1)
10.2.2 Analysis Method and Key Findings
222(3)
10.3 An Extended Schema for Representing Patterns
225(4)
10.3.1 Why a Schema?
225(1)
10.3.2 A Schema for a Generalized Pattern Model
226(3)
10.4 Modeling the Pattern Discovery and Dissemination Life Cycle
229(5)
10.4.1 The Challenges of Dissemination
230(1)
10.4.2 The 7C's Lifecycle for Collection and Dissemination of Patterns
230(3)
10.4.3 Qualities of Design Patterns
233(1)
10.5 Tools Support for Pattern Reuse and Dissemination
234(6)
10.5.1 An Online Database for Patterns Documentation and Sharing
235(2)
10.5.2 Pattern-Based Assisted Dissemination and Design Environment
237(3)
10.6 Key Contributions
240(3)
References
241(2)
11 PatternCity: A Gamification Approach to Collaborative Discovery and Delivery of HCI Design Pattern
243(16)
11.1 Introduction
243(1)
11.2 The Problem of Representing and Delivering HCI Design Patterns
244(11)
11.2.1 Early Prototype
246(1)
11.2.2 Exploration Phase
247(2)
11.2.3 The PatternCity Concept
249(2)
11.2.4 Implementation
251(4)
11.3 Conclusion
255(4)
Appendix A
256(1)
References
257(2)
12 A Pedagogic Pattern Model for Upskilling Software Engineering Students in HCI Design Practice
259
12.1 Introduction
259(3)
12.2 A Five-Step Approach to Using a Pedagogic Pattern Model
262(3)
12.2.1 General Description and Context
263(1)
12.2.2 Spatiotemporal Boundary Markers
263(1)
12.2.3 Overall Action Plan of Pedagogical Techniques/Tools
264(1)
12.2.4 Group Interactions Between Poles of the Pedagogic Triangle
265(1)
12.2.5 Feedback
265(1)
12.3 Case Study in HCI Design
265(5)
12.3.1 Protocol
265(1)
12.3.2 Spatiotemporal Boundary Markers
266(1)
12.3.3 Action Plan of Pedagogical Techniques or Tools Used
267(2)
12.3.4 Group Interactions at Each Pole of the Pedagogic Triangle
269(1)
12.3.5 Feedback
270(1)
12.4 Conclusions
270
References
271