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HCI in the software process
Software engineering and the design process for interactive systems
Usability engineering
Iterative design and prototyping
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the software lifecycle
Software engineering is the discipline for understanding the software design process, or life cycle
Designing for usability occurs at all stages of the life cycle, not as a single isolated activity
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The waterfall model
Requirementsspecification
Requirementsspecification
Architecturaldesign
Architecturaldesign
Detaileddesign
Detaileddesign
Coding andunit testingCoding andunit testing
Integrationand testingIntegrationand testing
Operation andmaintenance
Operation andmaintenance
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Activities in the life cycle
Requirements specificationdesigner and customer try capture what the system is expected to provide can be expressed in natural language or more precise languages, such as a task analysis would provide
Architectural designhigh-level description of how the system will provide the services required factor system into major components of the system and how they are interrelated needs to satisfy both functional and nonfunctional requirements
Detailed designrefinement of architectural components and interrelations to identify modules to be implemented separately the refinement is governed by the nonfunctional requirements
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Verification and validation
Verificationdesigning the product right
Validationdesigning the right product
The formality gap
validation will always rely to some extent on subjective means of proof
Management and contractual issuesdesign in commercial and legal contexts
Real-worldrequirementsand constraints The formality gap
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The life cycle for interactive systems
cannot assume a linearsequence of activities
as in the waterfall model
lots of feedback!
Requirementsspecification
Requirementsspecification
Architecturaldesign
Architecturaldesign
Detaileddesign
Detaileddesign
Coding andunit testingCoding andunit testing
Integrationand testingIntegrationand testing
Operation andmaintenance
Operation andmaintenance
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Usability engineering
The ultimate test of usability based on measurement of user experience
Usability engineering demands that specific usability measures be made explicit as requirements
Usability specification usability attribute/principle measuring concept measuring method now level/ worst case/ planned level/ best case
Problems usability specification requires level of detail that may not be possible early in
design satisfying a usability specification does not necessarily satisfy usability
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part of a usability specification for a VCR
Attribute: Backward recoverability
Measuring concept: Undo an erroneous programming sequence
Measuring method: Number of explicit user actionsto undo current program
Now level: No current product allows such an undo Worst case: As many actions as it takes to
program-in mistake Planned level: A maximum of two explicit user actions Best case: One explicit cancel action
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ISO usability standard 9241
adopts traditional usability categories:
effectiveness can you achieve what you want to?
efficiency can you do it without wasting effort?
satisfaction do you enjoy the process?
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some metrics from ISO 9241
Usability Effectiveness Efficiency Satisfactionobjective measures measures measures
Suitability Percentage of Time to Rating scale for the task goals achieved complete a task for satisfaction
Appropriate for Number of power Relative efficiency Rating scale fortrained users features used compared with satisfaction with
an expert user power features
Learnability Percentage of Time to learn Rating scale forfunctions learned criterion ease of learning
Error tolerance Percentage of Time spent on Rating scale for errors corrected correcting errors error handling successfully
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Iterative design and prototyping
Iterative design overcomes inherent problems of incomplete requirements
Prototypes simulate or animate some features of intended system different types of prototypes
throw-away incremental evolutionary
Management issues time planning non-functional features contracts
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Techniques for prototyping
Storyboardsneed not be computer-basedcan be animated
Limited functionality simulationssome part of system functionality provided by designerstools like HyperCard are common for these Wizard of Oz technique
Warning about iterative designdesign inertia – early bad decisions stay baddiagnosing real usability problems in prototypes….
…. and not just the symptoms
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Why prototype? Evaluation and feedback are central to interaction design Stakeholders can see, hold, interact with a prototype
more easily than a document or a drawing Team members can communicate effectively You can test out ideas for yourself It encourages reflection: very important aspect of design Prototypes answer questions, and support designers in
choosing between alternatives
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What to prototype?
Technical issues
Work flow, task design
Screen layouts and information display
Difficult, controversial, critical areas
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Low-fidelity Prototyping Uses a medium which is unlike the final medium, e.g. paper,
cardboard
Is quick, cheap and easily changed
Examples:sketches of screens, task sequences, etc‘Post-it’ notesstoryboards‘Wizard-of-Oz’
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Storyboards
Often used with scenarios, bringing more detail, and a chance to role play
It is a series of sketches showing how a user might progress through a task using the device
Used early in design
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Sketching
Sketching is important to low-fidelity prototyping
Don’t be inhibited about drawing ability. Practice simple symbols
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Card-based prototypes
• Index cards (3 X 5 inches) • Each card represents
one screen or part of screen• Often used in website
development
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‘Wizard-of-Oz’ prototyping• The user thinks they are interacting with a computer, but a developer is responding to output rather than the system.
• Usually done early in design to understand users’ expectations
>Blurb blurb>Do this>Why?
User
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High-fidelity prototyping• Uses materials that you would expect to be in the
final product.
• Prototype looks more like the final system than a
low-fidelity version.
• For a high-fidelity software prototype common
environments include Macromedia Director, Visual
Basic, and Smalltalk.
• Danger that users think they have a full
system…….see compromises
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Compromises in prototyping•All prototypes involve compromises
•For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality?
•Two common types of compromise• ‘horizontal’: provide a wide range of
functions, but with little detail• ‘vertical’: provide a lot of detail for only a
few functions•Compromises in prototypes mustn’t be ignored. Product needs engineering
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Summary
The software engineering life cycle distinct activities and the consequences for interactive system design
Usability engineering making usability measurements explicit as requirements
Iterative design and prototyping limited functionality simulations and animations
Four basic activities in the design process1. Establishing requirements2. Designing alternatives3. Prototyping4. Evaluating
User-centered design rests on three principles1. Early focus on users and tasks2. Empirical measurement using quantifiable & measurable usability criteria3. Iterative design