new primitive and composite widgets are presented,
together with their implementation details.
The reminder of the paper is structured as
follows. The next section motivates the problem at
hand and relates it to on-going research and
development activities. Then, the platform
administration process is overviewed in terms of
constituent activities, their rationale and intended
scope. This is facilitated by illustrative examples of
running prototypes and brief presentation of their
technical features with reference to Java’s Swing. In
the last section, we summarize the contributions of
this work, relate them to other similar efforts in the
relevant literature and draw some conclusions and
directions for future work.
2 PROBLEM DESCRIPTION
All user interface development toolkits offer a
limited number of widgets. For certain applications
the supported widget set may not suffice to provide
the interactive embodiment demanded by designers.
As a partial solution to the problem, toolkits offer a
set of custom widgets and / or mechanisms for
building new custom widgets. However, there may
be problems and applications which cannot be
adequately served by custom widget construction
techniques. In such cases, developers may consider
the development of a new dedicated toolkit
implementing alternative spatial semantics and / or
the integration of a third-party library which offers
alternative or more appropriate interaction
components. In both these cases, the pressing issue
is on the interoperability between the base toolkit
and the third-part library or the new toolkit. These
considerations pose new challenges for user
interface developers which increasingly need to be
prepared to manage diverse collections of interaction
resources.
Our interest in these issues dates back to early
accounts of universally accessible interactions
(Stephanidis et al., 1997; Stephanidis et al., 2001)
and the development of multiple metaphor
environments (Akoumianakis et al., 2003). Recent
research and development activities have renewed
and extended this interest, resurfacing some of the
limitations of widely available and cutting edge 2D
graphical user interface development toolkits
(Akoumianakis et al., 2008, Akoumianakis, 2008).
Consider for example the case of synchronizing user
interfaces across multiple-devices so as to allow
collaborative exploration of large volumes of
community data to identify common patterns or to
assess behavioral relationships between the data
(e.g., conditional aggregation-desegregation
patterns). Conventional 2D graphical toolkits do not
offer the required support to build such user
interfaces effectively and efficiently. Thus,
developers either sacrifice usability or adopt ad-hoc
and one-off solutions.
Currently, we are facing such problems in the
context of an R&D project, namely eΚοΝΕΣ (see
acknowledgement), aiming to construct and test a
pilot application of an electronic village of local
interest on tourism (Akoumianakis et al., 2007,
Akoumianakis et al., 2008). Inhabitants and visitors
of the electronic village form dynamic squads (on-
line communities of practice) engaging in a variety
of social interactions (i.e., establishing and
maintaining sense of community, negotiating goals,
resolving conflicts, establishing norms) so as to
develop new added-value products and services. In
this context, collaboration extends beyond standard
groupware facilities (e.g., floor control) and involves
tracking of persistent messages exchanged in the
course of synchronous collaborative sessions using
semantic properties, analyzing the effect of on-line
discussions and messages in terms of feedback and
feed-through, as well as interaction object
replication and synchronization across multiple
devices with different capabilities, etc. In the course
of developing initial design concepts and tentative
solutions, the limitations of conventional 2D
graphical toolkits were revisited in an attempt to
establish a generic process and a set of strategies
allowing systematic manipulation of new and
diverse interaction elements. These strategies
resurfaced three main topics, namely:
• the augmentation of a graphical toolkit so as
to support new interaction techniques for
existing / already supported (by the toolkit)
interaction elements,
• the expansion of the toolkit so as to allow the
creation of new and reusable interaction
components and
• the integration of third-party libraries
offering novel interaction facilities.
In the past, platform augmentation, expansion
and integration, had been considered in the context
of developing unified user interfaces capable of
adapting both to the requirements of the user and the
capabilities of an interaction platform (Stephanidis
et al, 2001). Here, we report more recent experiences
and revisit the initial concepts in an attempt to
consider them as ingredients of a workflow – a
process – called ‘platform administration’ which
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