This article reports a unified methodology developed to evaluate the accessibility and usability of mobile computing applications, which is intended to guarantee universal access as far as possible. As a basis for the methodology, this paper presents an analysis of the accessibility guidelines, conducted to take into account the specificity of mobile systems, as well as a set of usability heuristics, specifically devised for mobile computing. Finally, it presents the results of the application of the proposed methodology to applications that have been semiautomatically developed by the MAIS Designer, a new design tool that provides applications suited to different mobile devices
consider relevant to the design. For an application related to tourism in a national park, the relevant persons may be first-time users, experienced users, children, parents, people between 15 and 18 years old, people over 30 years old, people with fast connections, people with slow connections, people who are not familiar with the technology, people with visual disabilities, hearingimpaired individuals, students, foreign tourists, first-time-visitor tourists, etc. Persons may be defined along any orthogonal dimension (e.g., site knowledge, family relationship, level of disability, age, domain expertise, or occupation) that contains user characteristics. A user profile aggregates a meaningful set of multidimensional characteristics, which tentatively describe a potential visitor to the application.The requirements analysis should reason carefully about the user's goals, which should be plausible motivations for visiting the application, or the objectives of their interaction. The user's goals may vary in granularity from low-level, specific information seeking ("find the opening hours of the park on day X"), called functional goals, to higher-level, open-ended, ill-defined needs or expectations ("decide whether the city is worth visiting"), called soft goals [76].Goal identification should also allow one to define the overall purpose of combining different communication channels, the definition and selection of the types of channel (mobile phone, PDA, interactive TV, kiosk, Website, etc.), the role played by each channel in the communication strategy, and the specific goals envisioned for each channel. Analyzing Goals and Using ScenariosAWARE adopts a refinement process to pass from all the stakeholders' (including the users') high-level goals to subgoals and, eventually, to application requirements. The raw material gathered during elicitation may consist of an unstructured mix of very high-level goals, pieces of design, examples of other sites, design ideas and sketches, design decisions, and detailed requirements. This first set of raw material must somehow be organized in order to be usable by analysts, and fed into design. The analysis of such material may be guided by the following lines of inquiry:
Different formalisms for defeasible reasoning have been used to represent knowledge and reason in the legal field. In this work, we provide an overview of the following logic-based approaches to defeasible reasoning: defeasible logic, Answer Set Programming, ABA+, ASPIC+, and DeLP. We compare features of these approaches under three perspectives: the logical model (knowledge representation), the method (computational mechanisms), and the technology (available software resources). On top of that, two real examples in the legal domain are designed and implemented in ASPIC+ to showcase the benefit of an argumentation approach in real-world domains. The CrossJustice and Interlex projects are taken as a testbed, and experiments are conducted with the Arg2P technology.
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