This article presents the past, present and future of model-based user interface development. After 30 years of research there has been significant success in modeling user interfaces. This article aims to give a comprehensive overview of the history, describes important aspects and current approaches, lists actual challenges of model-based user interface development and gives implications for the next generation.
26 September 2019 in Annals of Computer Science and Information Systems
Industrial production and supply chains face an increased demand for mass-customization and tightening regulations for the traceability of goods, leading to higher requirements concerning flexibility, adaptability and transparency of processes. Technologies for the ¿Internet of Things¿ such as smart products and semantic representations pave their way into future factories and supply chains to fulfill these challenging market demands. In this paper a backend-independent approach for information exchange in open-loop processes based on so-called digital object memories (DOM) is presented. By storing order-related data via smart labels on the item, relevant life cycle information is attached to the product itself. This way, information handover via several stages of the value chain with potentially different stakeholders including manufacturer, distributor, retailer, and end customer has been realized. To summarize first best-practice experiences regarding memory structure and content, a prototype implementation based on a scenario of processing dietary supplements in an adaptive process is illustrated.
As programming is typically a static activity in front of a screen, we perform an initial exploration around the capabilities of block-based programming in the immersive space using Virtual Reality (VR) to make an early charting on how programming could involve moving the programmer’s body. We created a block-based programming interface in a VR space called BlocklyVR based on the existing Blockly programming environment. To investigate programmer performance and experience in BlocklyVR, we conducted a controlled lab experiment (N = 20) with eight programming tasks that covered mathematical operations, if-statements, and function creation. Our initial exploration contributes by classifying movement types made by BlocklyVR programmers and reflecting on how these movements are related to the programming tasks. Additionally, our data suggests that participant performance in BlocklyVR was not affected compared to the 2D Blockly, even if participants were physically moving in VR space. We also found that the virtual reality sickness was marginal. Lastly, we identified four types of interaction that can potentially be employed by VR designers and developers aiming to convert a static task, like programming at a desk, into a “mobile” immersive experience.