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A Tool-supported Development Process for Bringing Touch
Interactions into Interactive Cockpits for Controlling
Embedded Critical Systems
Arnaud Hamon1,2
, Philippe Palanque1, Yannick Deleris
2, David Navarre
1, Eric Barboni
1
1ICS-IRIT, University Toulouse 3,
118, route de Narbonne,
31062 Toulouse Cedex 9, France
{lastname}@irit.fr
2AIRBUS Operations
316 route de Bayonne
31060 Toulouse cedex 9
{Firstname.Lastname}@airbus.com
ABSTRACT
Since the early days of aviation, aircraft cockpits have been
involving more and more automation providing invaluable in
improving navigation accuracy, handling unusual situations,
performing pre-planned sets of tasks and gathering always
increasing volume of information produced by more and
more sophisticated aircraft systems. Despite that long lasting
unavoidable tide of automation, the concept of human in the
loop remains of prime importance playing a complementary
role with respect to automation. However, the number of
commands to be triggered, the quantity of information (to be
perceived and aggregated by the crew) produced by the many
aircraft systems require integration of displays and efficient
interaction techniques. Interactive Cockpits as promoted by
ARINC 661 specification [2] can be considered as a first
significant step in that direction. However, a lot of work
remains to be done in order to reach the interaction efficiency
currently available in many mass market systems. Interactive
cockpits belonging to the class of safety critical systems,
development processes and methods used in the mass market
industry are not suitable as they usually focus on usability
and user experience factors upstaging dependability. This
paper presents a tool-supported model-based approach
suitable for the development of new interactions techniques
dealing on an equal basis with usability and dependability.
We demonstrate the possibility to describe touch interaction
techniques (as in the Apple iPad for instance) and show its
integration in a Navigation Display application. Finally, the
paper describes how such an approach integrates in the
Airbus interactive cockpits development process.
Keywords
Tactile interactions, development process, model-based
approaches, interactive cockpits
INTRODUCTION
With the advent of new technologies in everyday life, users
are frequently confronted with new ways of interacting with
computing systems. Beyond the well-known fun effect
concurring to the user experience grail [16], these new
interaction technologies aim at increasing the bandwidth
between the users and the interactive system. Such an
increase of bandwidth can be performed by improving the
communication from the computer to the operator for
instance by offering sophisticated and integrated
visualization techniques making it possible to aggregate large
sets of data in meaningful presentations as proposed in [35].
This paper focusses on the other communication channel i.e.
from the operator towards the computer by exploiting new
interaction techniques in order to improve performance.
More precisely the target interaction techniques belong to the
recent trend of touch interactions [37]. Beyond the
bandwagon effect of touch interfaces, the paper presents why
such interfaces are relevant for the command and control
interactions in cockpits.
However, recent research contributions in the area of
Human-Computer Interaction demonstrate that touch
interactions decrease usability due to both the device itself
(the hand of the user is always in the way between the device
and the eyes) and to the lack of consistency between different
environments [25]. These usability issues (derived from basic
principles in HCI) have been confirmed by empirical studies
on touch interactions on the Apple iPad [24] leading to the
strong statement from Don Norman “Gestural Interfaces: A
Step Backwards In Usability” [25].
Beyond these usability issues, dependability ones have also
to be considered. Indeed, classical WIMP [36] interfaces
have been standardized for more than 20 years [13] and
many development platforms, specification techniques [3]
and components-of-the-shelf (COTS) are widely available.
These components have thus been thoroughly tested and
validated over the years. This is not the case for touch-based
interfaces for which no standards are available (beyond the
always evolving ones provided by major players such as
Microsoft [22] or Apple [1] which are of course conflicting),
no dedicated programming environments and no long-term
experience to build upon. This ends up with even less
dependable interfaces where faults are distributed to the
hardware, the operating systems, the interaction drivers and
finally the application itself.
LEAVE BLANK THE LAST 2.5 cm (1”) OF THE LEFT
COLUMN ON THE FIRST PAGE FOR THE
COPYRIGHT NOTICE.
As we are envisioning the introduction of such interfaces in
the domain of cockpits for large civil aircrafts these two
aspects of usability and dependability have to be addressed in
a systematic way.
This paper proposes a contribution for engineering such
interaction techniques by proposing a model-based approach
(presented in section 3) supporting both reliability and
usability making such interactions amenable to the
constraints imposed by certification authorities. We detail
how this approach can be used for the complete and
unambiguous description of touch-based interaction
techniques and how such interactions can be tuned to support
better usability (section 4). This approach combines different
techniques including formal analysis of models, simulation
and, in particular, analysis of log data in a model-based
environment. The applicability of the approach is
demonstrated on a real-size case study (section 5) providing
interactions on the Navigation Display (ND). Finally, the
paper presents how the approach can be integrated in Airbus
development process which involves suppliers’ activities
before concluding the paper and highlighting future work
(section 6).
THE CONTEXT OF INTERACTIVE COCKPITS AND WHY
TOUCH INTERACTIONS CAN HELP
Since the early days of aviation, each equipment in the
cockpit was offering to pilots an integrated management of
an aircraft system. Indeed, each aircraft system (if needed)
was proposing an information display (such as a lamp or a
dial) and an information input mechanism (typically physical
buttons or switches). Such integrated cockpit equipment was
offering several advantages such as high coherence (the
equipment offers in the same location all the command and
display mechanisms related to a given aircraft system) and
loosely coupling (failure of one equipment had no effect on
the other ones). However, in order to perform the tasks
required to fly the aircraft, the crew needs usually to integrate
information from several displays and to trigger command in
several aircraft systems. With the increase of equipment in
the cockpit and the stronger constraints in terms of safety
imposed by regulatory authorities such information
integration has become more and more demanding to the
crew.
In the late 70’s the aviation industry developed a new kind of
display system integrating multiple displays and known as
“glass cockpit”. Using integrated displays it was possible to
gather within a single screen a lot of information previously
distributed in multiple locations. This generation of glass
cockpit uses several displays with electronic technology
called CRT. Such CRT screens receive information from
aircraft system applications, then process and display this
information to crew members. In order to send controls to the
aircraft systems, the crew members have to use physical
buttons usually made available next to the displays. Control
and displays are processed independently (different hardware
and software) and without integration. In summary,
integration of displays was a first step but commands
remained mainly un-centralized i.e. distributed throughout
the cockpit.
This is something that has changed radically with interactive
cockpits applications which have started to replace the glass
cockpit. The main reason is that it makes it possible to
integrate information from several aircraft systems in a single
user interface in the cockpit. This integration is nowadays
required in order to allow flight crew to handle the always
increasing number of instruments which manage more and
more complex information. Such integration takes place
through interactive applications featuring graphical input and
output devices and interaction techniques as in any other
interactive contexts (web applications, games, home
entertainment, mobile devices …).
Figure 1. The interactive cockpit of the Airbus A350
However, even though ARINC 661 specification compliant
interfaces have brought to aircraft cockpits the WIMP
interaction style that prevailed in PC’s for the last 20 years as
aforementioned, post-WIMP interactions can provide
additional benefit to aeronautics as it did in the area of
mobile interfaces or gaming.
Next section presents a study that have been carried out with
Airbus Operation in order to assess the potential benefits of
touch interactions in the cockpit context and in case of
positive results to define processes, notations and tools to go
from the requirements to the certification.
TOUCH INTERFACES IN A COCKPIT CONTEXT
Despite previous researches showing that multi-touch
interfaces do not always provide with high level of usability
[25] the aeronautic context is so specific only mentioning
thorough training of the crew and severe selection process
that this type of modality might be considered.
Several taxonomies of input modalities have been presented
in past such as the ones of Buxton [6], Foley [9], Mackinlay
[19], and Lipscomb [18]. Among these existing input
modalities, only tactile HMI (on touch screens or tablets) fits
the criteria required for integration in a cockpit. Indeed,
voice recognition’s rate (~80-95%) is too low even compared
to a maximum error rate of 10-5
needed for non-critical
systems in cockpits. 3D gestures technologies such as
Microsoft Kinect are not mature enough to be implemented
as well. Parker et al. [31] demonstrated that the use of mouse
is more adapted for touch screens than fingers which
introduce unwanted cluttering and ergonomic issues among
others. On the other hand, [12] developed a detailed
comparison of touch versus pen and suggest combining the
two modalities. These pen devices, such as ImpAct [38] or
MTPen [33], allow a large variety of innovative interactions:
a precise selection technique [5] and page switch [33] for
example. However, such devices must be physically linked to
the cockpit for safety reasons. On one hand, such a link shall
be long enough to allow pilot to interact freely with the
display; but on the other hand such a length would allow the
link to wind around critical cockpit hardware such as side
sticks and throttles. This could cause catastrophic events.
Therefore, the use of styli is not appropriate inside cockpits.
Finally, [6] does not take into account tangible interfaces
such as [32]. Due to similar problems these modalities are
not envisioned in the frame of new cockpit HMI.
Similarly to [10] creating an adapted set of gestures for
diagram editions, we intend to design a set of multi-touch
interactions for interactive cockpits. This set of interactions
intend to balance ([17]) tactile non-precision for clicking
with the use of gestures such as [5] for example. However,
compared to [10], the target software environment is
regulated with strict certifications detailed later on in the
paper. Finally, translating physical controls towards software
components will increase their modifiability and the
evolutions capabilities of the entire cockpit system.
As current interactive cockpit HMI are ARINC 661 based,
whose design is adapted for WIMP interaction paradigms
(Windows, Icons, Menus, Pointing Device), these HMI rely
on such WIMP interaction paradigms. The envisioned
change of modality is part of the whole HMI redesign.
Indeed changing only the interaction modality without
adapting the HMI content and structure would not be
satisfying in term of usability and user experience. Regarding
systems functionalities, multi-touch in cockpit allows
navigating in 2D content or 3D and implement sets of
gestures similar to [15], multi-touch curve edition as in [34]
for example. A recent survey of tactile HMI is available in
[7]; however, the considered tactile interactions in this paper
do not include gestures concerning touch-screens like [20].
MODELING TOOL AND IMPLEMENTATION SUITE
he IC formalism is a formal description techni ue
dedicated to the specification of interactive systems [23]. It
uses concepts borrowed from the object-oriented approach
(dynamic instantiation, classification, encapsulation,
inheritance, client/server relationship) to describe the
structural or static aspects of systems, and uses high-level
Petri nets to describe their dynamic or behavioral aspects.
ICOs are dedicated to the modeling and the implementation
of event-driven interfaces, using several communicating
objects to model the system, where both behavior of objects
and communication protocol between objects are described
by the Petri net dialect called Cooperative Objects (CO). In
the ICO formalism, an object is an entity featuring four
components: a cooperative object which describes the
behavior of the object, a presentation part (i.e. the graphical
interface), and two functions (the activation function and the
rendering function) which make the link between the
cooperative object and the presentation part.
An ICO specification fully describes the potential
interactions that users may have with the application. The
specification encompasses both the "input" aspects of the
interaction (i.e. how user actions impact on the inner state of
the application, and which actions are enabled at any given
time) and its "output" aspects (i.e. when and how the
application displays information relevant to the user).
This formal specification technique has already been applied
in the field of ir raffic Control interactive applications
[23 , space command and control ground systems [28 , or
interactive military [4 or civil cockpits [3].
The ICO notation is fully supported by a CASE tool called
PetShop [30] . All the models presented in the next section
have been edited and simulated using PetShop.
DESIGN, SPECIFICATION AND PROTOTYPING OF
TOUCH INTERACTION TECHNIQUES
Left-hand side of Figure 2 presents a development process
dedicated to the design of interfaces involving dedicated
interaction techniques. This process is a refinement of the
one presented in [26] exhibiting the issue of deployment of
application in a critical context.
Due to space constraints, we don’t present the entire process
(which can be found in [26]) but focus on the interaction
technique design phase (box on the top right-hand side of
Figure 2). The goal of this phase is to specify and design
gesture models from the description formulated earlier during
the development cycle. This phase is the result of iterations
over three steps: interaction definition, interaction modeling
and analysis of non-nominal cases detailed on the right-hand
side of Figure 2. The following paragraphs will explain more
precisely these parts of the process.
The Process Applied for the Design of a or Interaction
Techniques Design and Evaluation
Interaction Definition
This design phase of the process consists in analyzing high
level requirements to define the gestures set and their
properties (number of fingers, temporal constraints…). s a
lot of work has been devoted in the past on touch-based and
gesture interactions exploiting the literature provides
information useful for determining usable gestures. However,
as explained above, the context of aircraft cockpits is very
different from classical environments and requires
adapting/modifying them to fit that specific context.
Here is an example of an information touch-based interaction
technique (as could be seen in any manual describing such
interaction). Single finger tap-and-hold is defined as follows:
“The pilot touches the screen without moving. A graphical
feedback displays the remaining time to press before the tap-
and-hold is detected. Once the tap-and-hold is detected, the
corresponding event is triggered when the pilot lifts his/her
finger off the screen.”
For such high level and informal descriptions, we were not
able to use specific tools: frameworks for high level gesture
formalization, such as [14] lack to describe, for example, the
quantitative temporal aspects of interactions as well as how
to ensure their robustness and, for instance, how to assess
that all the possible gestures have been accounted for.
Figure 2 - Development process for Interaction
specification and implementation
Indeed, the constraint such as “without moving” in the
description above is very strong and not manageable by the
user in case of turbulences or other unstable situations. To
improve usability, such constraints have to be relaxed usually
by adding thresholds (time, distance ...). This is the case on
standard mouse interactions (such as double-click) on a PC.
The particularity of this phase is also to already involve
system designers to provide interaction designers with
operational and aircraft systems specificities that might
require specific gestures of adaptation of existing ones.
Technical aspects such as number of fingers involved for
input, touch properties (pressure, fingers’ angle…) are also
defined at that stage. It allows gesture designers to define the
most adapted gestures taking the entire cockpit environment
into account as well as operational aspects. For instance,
gestures might require adaptation according to the various
flight phases. This joint work also increases the efficiency of
the overall process by setting development actors around the
same table and enhancing their comprehension of the overall
process of gesture definition as well as to forecast interaction
techniques evolution in the cockpit.
However, remaining at this high-level of abstraction does not
provide enough details to the developer which will in the end
lead to leave a lot of choices outside of the design process.
The developer will have to make decisions without prior
discussion with the designers leading to inconsistent and
possibly un-adapted interactions.
In order to solve this problem, the interaction modeling phase
aims at formalizing these features in the early phases of the
design as well as to ensure a continuity of the process and
requirement traceability needed for certification.
Interaction modeling
This second step consists in refining the high-level gesture
definition into a behavioral model. We present here two of
the various iterations that have to be performed in order to
reach a complete description of the interaction technique.
Beyond, the standard interactions i.e. with which the operator
make no mistake, the final description also has to cover
unintended interaction errors that can be triggered by the user
(slips) or due to unfriendly environmental issues (vibrations,
low visibility, …) which are common in aeronautics.
Figure 3 represents the model describing the behavior of the
tap-and-hold interaction technique as previously defined.
This models built using the ICO formal description technique
does not cover every possible manipulation done by the user
and can be considered as a nominal tap-and-hold interaction.
Figure 3 - Initial tap-and-hold model in ICO
From the initial state (one token in place Idle) only transition
touchEvent_down is available. This means that the user can
only put the finger on the screen, triggering that event from
the device. When that event occurs, the transition is fired and
the token removed from place Idle and set in place
Long_Press. If the token remains in that place more than 50
milliseconds, (condition [50] in transition called validated)
that transition automatically fires setting a token in place
Validated. In that state, when the user removed the finger
from the touch screen, the event toucheventf_up is received,
the transition called toucheventf_up_1 is fired triggering the
event long_press that can then be interpreted as a command
by the application. Right after touching the device and before
the 50 milliseconds have elapsed, the user car both move the
finger on the device or remove it. In both case the interaction
comes back to the initial state and no event long_press is
triggered (this behavior is modeled by transition
toucheventf_up_2 and toucheventf_move). These are the two
means offered to the user in order to cancel the command.
Non-nominal cases analysis and modelling
A non-nominal case is a flow of user’s events that does not
lead to the completion of the intended interaction. This third
step consists in analyzing possible user input to determine
non-nominal case during the interaction, that can occur due
to interaction mistakes (as presented above) or due to
conflicts within the detection process when several
interactions are competing (possible interference with a
simple tap presented in Figure 4).
Figure 4. Behavioral model of the simple tap
As a user interface is likely to offer several gestures it is
important to carefully define their behavior so as they don’t
interfere. For instance, the interface should allow the
coexistence of both the tap and the tap-and-hold, but if the
tap-and-hold detection is detected too early, a simple tap will
become impossible to perform.
Figure 6 - Graphical description of a long press
Having two independent models as the ones in Figure 3 and
in Figure 4 raises additional problems related to the graphical
feedback that the interaction technique has to provide in
order to inform the user about the progression of its
interaction. Two models would solve the problem related to
the difficulty to trigger the tap event but this would produce
interfering feedback (as both models will have to provide
feedback at the same time even though only either tap or tap-
and-hold will be triggered. To avoid unwanted fugitive
feedback in this case, our design proposes to trigger the tap-
and-hold feedback after a certain delay. The corresponding
specification is presented Figure 6.
The lower part of the figure represent the feedback time. The
figure represents the fact that this graphical feedback only
starts after a duration t1 (after the user’s finger has been in
contact with the touch device). If all non-nominal cases,
timing and graphical constraints have not been covered
during the analysis phase, the gesture behavioral model is
adapted to refine and make the description comprehensive.
The resulting model corresponding to our last iteration is
presented in Figure 8.
Figure 5 and Figure 7 present two different scenarios covered
by our model. In the first scenario, the pilot presses on the
device and after a few milliseconds the standard feedback
appears. As long as the pilot holds his finger on the
touchscreen, the inner radius of the ring decreases until the
ring becomes a disk. When the finger moves a little, the ring
becomes orange. When the tap_and_hold is completed, a
green disk appears under the pilot’s finger. When the pilot
removes his finger from the device, the tap_and_hold event
is generated and forwarded to the upper applicative levels.
In the second scenario, after the graphical feedback has
appeared, the pilot moves the finger far away from the
position where the initial press has occurred and the
interaction is missed.
Allowing the use of high-level events such as the one
triggered by the tap-and-hold interaction technique requires
the use of a transducer to translate low level touchscreen
events into higher level events. There are three main low
level touchscreen events (down, up and move) produced
when the finger starts or stops touching or moves on the
screen. These low level events must be converted into a set
of five higher level events corresponding to the different
steps while using the tap-and-hold interaction technique
(succeed when the gesture detection is completed, sliding
while the finger moves within the correct range, too early,
when the finger stops touching the screen before the correct
delay, outside, when the finger is too far from the initial
contact point, and missed when the finger stops touching too
far from the initial point.
Figure 5. First scenario (success) refining the behavior and describing the graphical feedback
Figure 7. Second scenario (failure) refining the behavior and describing the graphical feedback
Figure 8 presents the behavior of such a transducer using the
ICO formal description technique which is the result of the
last iteration within our design process.
Additionally to the behavior of the detection of the correct
gesture, such interaction requires some graphical feedback to
keep the user aware of the gesture detection. As presented on
Figure 5 and Figure 7, several feedbacks are provided to
make explicit the different phases of the detection. In an ICO
specification, these feedbacks correspond to the rendering
related to token movements within Petri net places. As
explain at the beginning of this section, no rendering is
performed until the first step is reached to avoid unwanted
feedback, meaning that there is no rendering associated to the
places Idle, Delay, Sliding_1 and Out_1. The feedback of the
interaction technique only occurs with the rendering
associated to the four places Tap_and_hold (beginning of the
progress animation), Sliding_2 (orange progress animation),
Out_2 (red circle) and Validated (green circle).
Interaction tuning
The distinction is to be made between the validity of the
behavior model and the tuning of this model. In previous
phases of the process, the objective is to define precisely the
behavior of the model and both to identify and to define a set
of parameters in the models that might require further tuning
to produce smooth interactions. At that stage we consider
that the behavior will not be altered but only some of its
parameters (as for instance the 50 milliseconds
aforementioned).
Based on the gesture modeling and specification, the gesture
model can be tuned using the parameters identified during
the previous steps. As for the tap-and-hold touch interaction,
the set of parameters that have been identified are
summarized in Table 1.
When the transducer is in its initial state (represented by the place Idle at the center of the Petri net) it may receive the low level event toucheventf_down (handled by the transition
toucheventf_down_1). When received a token is put in the place Delay, representing the beginning of the first waiting phase until the first time threshold is reached. While waiting, two low level
events may occur, leading to three cases:
The toucheventf_up event (handled by the transition toucheventf_up_1) that leads to abort the tap-and-hold as the touch has been released too early (before the threshold is reached), triggering the high level event TapAndHold_early) and making the Petri net going back to its initial state.
The toucheventf_move event (handled by the transition toucheventf_move_1) that leads to triggering a high level event TapAndHold_sliding meaning a short move (within the correct range) has been detected but the tap-and-hold interaction is still possible (a token is then put in the place Sliding_1). As a recursive definition, when a token is in the place Slinding_1, the Petri net behaves in the same way as when a token is in the place Delay: o While waiting to reach the first time threshold, any move within the correct range does not modify the state of the Petri net (firing of transition toucheventf_move_2, with respect to its
precondition “P0.distance(P) < threshold1” and triggering TapAndHold_sliding event). o Within this delay if the finger moves outside the correct range (firing of transition toucheventf_move_3 and triggering TapAndHold_out event) or a premature low level event
touchevent_up occurs (firing of the transition toucheventf_up_2 and triggering TapAndHold_early) the tap-and-hold detection is aborted (in the first case a token is put in place Out_1, waiting for the touch to be released, and in the second case the Petri net returns to its initial state).
o While a token is in the place Out_1, toucheventf_move or toucheventf_up events may occur. In the first case, the state of the Petri net does not change (firing of toucheventf_move_4) and in the second case (firing of the transition toucheventf_up_3) a high level event TapAndHold_missed is triggered, while the Petri net returns in its initial state.
If no event occurs within the current delay (firing of transitions Timer_1_1 or Timer_1_2), the beginning of the tap-and-top interaction technique has been detected, leading to put a token in the place Tap-and-hold.
When a token is in the place Tap-and-hold, a second step of the detection begins, with the same behavior as the first one (waiting for the second threshold to be reached, while moves within the correct range are allowed). The behavior remains exactly the same and is not described due to space constraints
If the corresponding token stays within the correct delay in place Tap_and_hold and Sliding_2, the tap-and-hold gesture is validated (firing of transition Timer_2_1 or Timer_2_2) and a token is put in place Validated, making possible to trigger the event TapAndHold_succeed, when the next toucheventf_up event occurs (firing of transition toucheventf_up_6), corresponding to the successful detection of the interaction technique.
Figure 8 - Behavior of the touchscreen transducer
Table 1 – Tap-and-hold model's parameters
Element Type Unit Value
R_max Distance Pixels tunable
Δt Time ms tunable
Δt1 Time ms tunable
Returned value Position Pixel^2 Lift
From Design to Deployment
With the model conversion and implementation phase, this
process addresses the following issues: compatibility with
existing/future hardware/software environments, link with
suppliers and certification authorities. We have explicitly
taken into account this activity in our process as it is useless
to design interaction in the cockpit that will never be
implementable in that context and that will never go through
certification. Our formal description technique provides
additional benefits such as properties verification [27]. This
is not detailed further in the current paper due to space
constraints. However, as [29] demonstrated, the process is
fully compliant with the safety requirements for cockpits
HMI. In addition, transformations of ICO models into
SCADE Suite descriptions is on the way for which the code
generator is DO178B [8] DAL-A certified which allows
implementing models in the CDS easily.
CASE STUDY
Figure 9 - A tactile Navigation Display
The context of the case study is the development of a new
HMI for an existing User Application (UA) of the cockpit.
We have considered the Navigation Display (ND)
application of the A350. On the display configuration Figure
9, the NDs are circled in orange. The NDs display the
horizontal situation of the aircraft on a map. The possible
information displayed is weather, traffic information… he
Flight Management System (FMS) also sends to the NDs
information regarding the aircraft flight plan and flying
mode. Then NDs then display the various graphical
constructions (routes, waypoints…) according to the FMS
data. Figure 9 represents a ND of an aircraft flying in
HE DING mode (pilots are commanding the aircraft’s
heading). The displays in the A350 are not tactile but we
based our work on plausible scenarios such as: “ he pilots
have just received a message from an air traffic controller,
for a heading modification. The flying pilot needs to execute
the order and wants to modify the current heading of the
aircraft using the ND touchscreen.”
The right side of Figure 9 represents the symbols used for the
heading mode on the ND. The circled symbol corresponds to
the heading selected by the pilots. In order to change the
selected heading value, the Tap_and_Hold is used to select
the current heading symbol directly on the touch screen.
CONCLUSIONS AND PERSPECTIVES
The paper has presented the use of formal description
techniques for the specification and prototyping of touch-
based interfaces. Beyond the design issues that have been
presented in this paper more technical ones might have a
strong impact on the deployability in the cockpit of future
aircrafts. Indeed, while, ARINC 661 [2] describes a client-
server communication protocol which was developed to
facilitate and reduce the costs of the WIMP HMI
implementation into cockpits, the use of another modality,
such as multi-touch, raises the question of the compatibility
of the protocol. Work needs to be done to determine whether
or not an extension of the actual A661 is enough or if the
current standard has to be modified. Indeed, in the actual
architecture, the response time between CDS request and UA
answer is too long to provide usable multi-touch interactions
and the interactions feedback will not be displayed fast
enough. In order to palliate this problem, more
responsibilities may be included in the user interface server
itself. Currently, the conversion from ICO models to
SCADE Suite is done manually. Future work will consist in
developing an automated conversion tool to support moving
from the design/specification level to implementation.
ACKNOWLEDGMENTS
This work is partly funded by Airbus under the contract
CIFRE PBO D08028747-788/2008 and R&T CNES
(National Space Studies Center) Tortuga R-S08/BS-0003-
029.
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Cockpit Display System Interfaces to User Systems. ARINC
Specification 661-4; (2010)
3. Barboni E., Conversy S., Navarre D. & Palanque P. Model-Based
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