do the designers view the combined use of the
artifacts? Is there an ideal sequence for constructing
the artifacts?
In this paper, we report a study that analyzed the
impact on quality of two variations of combined
usage of MoLIC interaction diagrams and mockups
during interaction design: MoLIC-first or mockups-
first. We investigated the participants’ perceived
ease of use and usefulness of each approach, as well
as some more general opinions. We also analyzed
the quality of the interaction models and mockups
created by the participants, by identifying defects in
the generated artifacts.
The next sections present concepts about
interaction design with MoLIC diagrams and
mockups. Section 3 describes the planning and
execution of the experimental study. In section 4 we
report the quantitative and qualitative analyses of the
study. Finally, we present some concluding remarks
and discuss envisioned future work.
2 INTERACTION DESIGN
Interaction design aims to support people in their
activities using these interactive systems. According
to Semiotic Engineering, the user interface is the
designer’s deputy, i.e., it represents the designer at
interaction time, enabling the mediated designer-to-
user metacommunication about the designer’s view,
her design decisions, and how the user can or should
interact with the system to achieve his goals (de
Souza, 2005). When the user interacts with the
system through the interface, he interprets the
metacommunication message and responds to it to
achieve his goals. MoLIC was created to represent
the metacommunication message, allowing the
designer to reflect on his/her interaction design
solution.
During interaction design, the designer must
attempt to anticipate communication breakdowns
and design ways for the user either to avoid
breakdowns or to restore the communication after
them, so that he can continue using the system to
achieve his goals (Paula et al., 2003).
2.1 Modeling Language for Interaction
as Conversation
MoLIC allows us to represent in diagrams an
application’s apparent behavior, in the sense of how
the designer communicates it and how users
experience it (Sangiorgi and Barbosa, 2009). MoLIC
diagrams represent the interaction as a conversation
between the user and the designer’s deputy, without
detailing the user interface, and allowing designers
to reflect on the interaction alternatives they may
provide to the users (Paula et al., 2003).
To illustrate the MoLIC diagrammatic notation,
Figure 1 represents a hypothetical system for hotel
search, including the basic elements of MoLIC
diagram, according to Sangiorgi and Barbosa
(2009):
a) Scene: a rounded rectangle depicting the
moment in the interaction when it is up to the
user to decide how the conversation should
proceed. The first compartment contains the
topic of the scene and represents the user goal
when interacting with the designer’s deputy at
that particular moment. The second
compartment details the scene, as described
below:
i. Signs: represent the information involved in
the user and deputy utterances. For instance,
in the View all hotels scene, we have the
signs: “name, description, rating and price.”
ii. Utterances: make up the dialogue and
specify who is sending the sign, the user (u:),
the designer’s deputy (d:, used for system
output), or both (d+u:, for user input). In the
View all hotels scene, we have signs uttered
by the designer’s deputy alone (e.g. “d: name,
d: description, d: price”) and signs uttered by
both the designer’s deputy and the user (e.g.
“d+u: rating”).
iii. Dialogues: represent a fragment of the
conversation about a topic, and is composed
by utterances, e.g. “view hotels, view hotels
list, search”.
iv. Dialogue Structures: dialogues can be
composed of other dialogues, according to
some structure represented by the reserved
words SEQ, XOR, OR or AND. In Figure 1,
the dialogue “search hotel” is composed of
dialogues structured with AND, to indicate
that they are all necessary, but they can occur
in any order.
b) User Utterance: a directed line labeled with
“u: content,” e.g “u: search hotel”, depicting
the user’s intent to proceed with the
conversation in a given direction.
c) System Process: a black box depicting the
internal processing of a user request. It is used
only when it is necessary to provide feedback
to the user, otherwise the user will not know
what has happened.
ICEIS2015-17thInternationalConferenceonEnterpriseInformationSystems
80