Distributed User Interfaces (DUIs) have become one vivid area of research and development in Human-Computer Interaction (HCI) where many dramatic changes occur in the way we can interact with interactive systems. DUIs attempt to surpass user interfaces that are manipulated only by a single end user, on the same computing platform, and in the same environment, with little or no variations among these axes. In contrast to such currently existing user interfaces, DUIs enable end users to distribute any user interface element, ranging from the largest one to the smallest one, across one or many of these dimensions at design- and/or run-time: across different users, across different computing platforms, and across different physical environments. In this way, end users could be engaged in distributed tasks that are regulated by distribution rules, many of them being currently used in the real world. This paper provides a conceptual framework that invites us to re-think traditional user interfaces in a distributed way based on the locus of distribution control: in the hands of the end user, under control of the system, or in mixed-initiative way. Any user interface submitted to distribution may also be subject to adaptation with respect to the user, the platform, and the environment.
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An Overview of User Acceptance Testing (UAT)Usersnap
What is User Acceptance Testing? Also known as UAT or UAT testing.
it's basically, a process of verifying that a solution works for the user.
And the key word here, is user. This is crucial, because they’re the people who will use the software on a daily basis. There are many aspects to consider with respect to software functionality. There’s unit testing, functional testing, integration testing, and system testing, amongst many others.
What Is User Acceptance Testing?
I’ll keep it simple; according to Techopedia, UAT (some people call it UAT testing as well) is:
User acceptance testing (UAT) is the last phase of the software testing process. During UAT, actual software users test the software to make sure it can handle required tasks in real-world scenarios, according to specifications. UAT is one of the final and critical software project procedures that must occur before newly developed software is rolled out to the market.
User acceptance testing (UAT), otherwise known as Beta, Application, or End-User Testing, is often considered the last phase in the web development process, the one before final installation of the software on the client site, or final distribution of it.
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Business analysis and requirements management are a key to project success.
This workshop helps candidates perform better based on sharing real life experience with them.
An Overview of User Acceptance Testing (UAT)Usersnap
What is User Acceptance Testing? Also known as UAT or UAT testing.
it's basically, a process of verifying that a solution works for the user.
And the key word here, is user. This is crucial, because they’re the people who will use the software on a daily basis. There are many aspects to consider with respect to software functionality. There’s unit testing, functional testing, integration testing, and system testing, amongst many others.
What Is User Acceptance Testing?
I’ll keep it simple; according to Techopedia, UAT (some people call it UAT testing as well) is:
User acceptance testing (UAT) is the last phase of the software testing process. During UAT, actual software users test the software to make sure it can handle required tasks in real-world scenarios, according to specifications. UAT is one of the final and critical software project procedures that must occur before newly developed software is rolled out to the market.
User acceptance testing (UAT), otherwise known as Beta, Application, or End-User Testing, is often considered the last phase in the web development process, the one before final installation of the software on the client site, or final distribution of it.
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This presentation contains the slides presented during the 8th Scientific Advisory Board Meeting for Integranova, Oliva Nova (Spain), 29-30 September 2011.
This paper presents novel ongoing works on user interfaces composition. These works have emerged with the problematic of component software composition transposed to the
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A Toolkit for Peer-to-Peer Distributed User Interfaces: Concepts, Implementat...Jean Vanderdonckt
In this paper we present a software toolkit for deploying peer-to-peer distributed graphical user interfaces across four dimen-sions: multiple displays, multiple platforms, multiple operating systems, and multiple users, either independently or concurrently. This toolkit is based on the concept of multi-purpose proxy connected to one or many rendering engines in order to render a graphical user interface in part or whole for any user, any operating system (Linux, Mac OS X and Windows XP or higher), any computing platform (ranging from a pocket PC to a wall screen), and/or any display (ranging from private to public displays). This toolkit is a genuine peer-to-peer solution in that no computing platform is used for a server or for a client: any user interface can be distributed across users, systems, and platforms independently of their location, system constraints, and platform constraints. After defining the toolkit concepts, its implementation is described, motivated, and exemplified on two non-form based user interfaces: a distrib-uted office automation and a distributed interactive game.
The presentation covers Android architecture in depth with examples and animations depicting the applications and process flow in a nice manner.It also presents the history of android and booting process. Therefore it is necessary to always use (F5) slide show mode to view the presentation.
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Distributed User Interfaces: How to Distribute User Interface Elements across Users, Platforms, and Environments
1. Distributed User Interfaces:How to Distribute User Interface Elements across Users, Platforms, and Environments Jean Vanderdonckt LouvainInteractionLab Universitécatholique de Louvain Jean.Vanderdonckt@uclouvain.be
9. Introduction DUI = Distributed User Interface across Multiple Users: single user stereotypes vs. multiple stereotypes Multiple computingPlatforms: single platform vs. multiple platforms Simultaneously Asynchronously Multiple surroundingEnvironments(physical): same place vs. multiple places Problem to beaddressed: the design and the development of DUIswhiletakingintoaccount Aspects that are common to various distributions Aspects that are specific to some distributions Today, thereis an ontological confusion in the various distributions possible The State of the Art islargelyinconsistent It isdifficult to compare relatedwork
17. Multi-monitor/device Whytake care of multiple monitors? Deviceside Monitor surface isincreasing, whilepriceisdecreasing User side Usersprefer more display surface User’sproductivityincreasesfrom 10% to 30% (althoughsomeusabilityproblems are raised) [Harris,2002]
19. Multi-monitor/device Whytake care of multiple monitors? Effects of Display Size on Task Times 160 140 120 100 Small Average Task Time (Seconds) 80 Large 60 40 20 0 DISPLAY [Czerwinsky,2005]
20. Multi-monitor/device Whytake care of multiple monitors? The tasks were easy to perform 5 4 3 Average Rating (1=Disagree, 5=Agree) 2 1 0 Small Large Display Size [Czerwinsky,2005]
28. The 4C Framework for DUIs C1 (Computation) represents the computation of a DUI, i.e. what are the elements to be distributed during the operation C2 (Communication) represents the dimension of distribution time, i.e. when are the elements of an interactive system distributed C3 (Coordination) represents the dimension of distribution responsibility, i.e. who is distributing the interactive system Detection, computation, selection, execution => ISATINE framework[Lopez2006] C4 (Configuration) represents where a UI is distributed. It therefore poses the problem of how to distribute it Conserving physical pixels Conserving logical pixels Conserving semantic pixels [Demeure et al.,2004]
29. Dimensions of the 4C C4 (Configuration) represents where a UI is distributed. It therefore poses the problem of how to distribute it by conserving Physical pixels Logical pixels Semantic pixels [Demeure et al.,2004]
30. One dimension at a time The predominant paradigm: single… Monitor, device Computing platform User Environment Context of use Domain and task one many 16
31. Multi-platform (Amount of interactive systems) (Amount of end users) 10 to 50 systems for 1 user 10000 50000 2 or 3 systems for 1 user 1 system for 1 user 1000 5000 100 500 1 system for 100 users 10 50 1970 1980 1990 2000 2010 2020 Source: ForresterResearch, 2002 Source: M. Weiser
33. Multi-platform Problem: how to design a UI thattakes care of multiple computingplatforms? Some solutions: DistriXML = software architecture for distributingUIsfrom one computingplatform to anotheratrun-time [Grolaux et al., 2005] MigriXML = software architecture for migratingUisfrom one platform to anotheratrun-time with adaptation [Molina et al., 2006]
37. Multi-platform Problem: how to design a UI thattakes care of multiple computingplatforms? Painting Pencil Paintingtool Palette [Grolaux & Vanderdonckt,2005]
51. Case study 1 2 3 4 Migrating from one laptop to the other Aspire 200015”, 16:10 1280x800 PT-LB10SU4:3 800x600 Latitude15”, 4:3 1024x768
52. Case study 1 2 3 Migrating from a laptop to the Pocket PC Aspire 200015”, 16:10 1280x800 e7503,8”, 3:4240x320
53. One dimension at a time The predominant paradigm: single… Monitor, device Computing platform User Environment Context of use Domain and task one many 39
54. Multiple users Design guideline #1: provide multiple ways to carry out a task by differentusers Interactive systemsshouldbetter support multiple users in multi-taskingbecause group definition changes [Mandviwalla & Olfman, 2000]
55. Multiple users Design guideline #2: support multiple workmethods A sametaskcouldinvolvedifferentsub-tasksdepending on the context Design guideline #3:support group evolution GR1 et GR2 changent en fonction du temps [Mandviwalla & Olfman, 2000]
56. One dimension at a time The predominant paradigm: single… Monitor, device Computing platform User Environment Context of use Domain and task one many 42
58. One dimension at a time The predominant paradigm: single… Monitor, device Computing platform User Environment Context of use Domain and task one many 44
63. Display Site Architecture overview Transparent proxy mechanisms Proxies relay event bindings from the functional core Widgets trigger these events inside the CM at the display site The CM relays and triggers the event at the application site Proxies store all their event bindings Application Site User Interface Communication Manager Functional Core Widget 1 Proxy Widget 1 Widget 2 Proxy Widget 2 (using TCP) Widget … Proxy Widget … Event Listener Event Triggerer Widget N Proxy Widget N
64. Multi-taskingcombined Set of services offered to multiple usersusing multiple platforms in the samecontext [Vandervelpen et al., 2005]
66. Conclusion Advantages of the 4C framework for DUI Multiple monitors, same platform, same user Multiple platforms, same user Multiple platforms, different users, but same technological space Multiple platforms, different users, different technological spaces Limitations Framework oriented towards the context of use Some aspects not considered in the framework Ambient intelligence Possible extension Generalization needed
67. User Interface eXtensibleMarkupLanguage http://www.usixml.org FP7 Serenoaprojecthttp://serenoa.morfeo-project.org/wiki/index.php/Main_Page FP7 Selfmanprojecthttp://www.ist-selfman.org/ For more information and downloading,http://www.isys.ucl.ac.be/bchi Thankyouverymuch!