The design process z Software engineering and the design process for interactive systems z Standards and guidelines as design rules z Usability engineering.

Slides:



Advertisements
Similar presentations
HCI in the Software Process and Design Rules
Advertisements

Interaksi Manusia Komputer – Marcello Singadji. design rules Designing for maximum usability – the goal of interaction design Principles of usability.
Chapter 6 HCI in the software process. Software engineering and the design process for interactive systems Usability engineering Iterative design and.
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Software Processes.
Lecture # 2 : Process Models
Virtual University - Human Computer Interaction 1 © Imran Hussain | UMT Imran Hussain University of Management and Technology (UMT) Lecture 16 HCI PROCESS.
Unit 2. Software Lifecycle
Software Project Management
The design process IACT 403 IACT 931 CSCI 324 Human Computer Interface Lecturer:Gene Awyzio Room:3.117 Phone:
HCI in the software process Chapter 6
The software process A software process is a set of activities and associated results which lead to the production of a software product. This may involve.
Human Computer Interaction
ISNE101 Dr. Ken Cosh. Recap  We’ve been talking about Software…  Application vs System Software  Programming Languages  Vs Natural Languages  Syntax,
SECOND MIDTERM REVIEW CS 580 Human Computer Interaction.
Alternate Software Development Methodologies
Supporting Design Managing complexity of designing Expressing ideas Testing ideas Quality assurance.
Software Engineering General Project Management Software Requirements
The Process of Interaction Design. What is Interaction Design? It is a process: — a goal-directed problem solving activity informed by intended use, target.
Chapter 7 design rules.
1 Software Testing and Quality Assurance Lecture 1 Software Verification & Validation.
HCI in the software process
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 17 Slide 1 Rapid software development.
Imran Hussain University of Management and Technology (UMT)
S/W Project Management Software Process Models. Objectives To understand  Software process and process models, including the main characteristics of.
Tietojärjestelmien peruskurssi Systeemisuunnittelu ja prototyyppimenetelmä Malin Brännback.
© 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1 A Discipline of Software Design.
Software Models (Cont.) 9/22/2015ICS 413 – Software Engineering1 -Component-based software engineering -Formal Development Model.
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Software Processes.
CENG 394 Introduction to Human-Computer Interaction
Gary MarsdenSlide 1University of Cape Town Human-Computer Interaction - 7 Design Guidelines & Standards Gary Marsden ( ) July 2002.
Requirements Engineering Requirements Elicitation Process Lecture-8.
Editted and revised by Razan Salman.  Software engineering and the design process for interactive systems  Usability engineering  Iterative design.
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
HCI in Software Process Material from Authors of Human Computer Interaction Alan Dix, et al.
Lecture 10 HCI in the software process. Topics for Today Software engineering and the design process for interactive systems Usability engineering Iterative.
Week 8 - The process of interaction design
Design Rules-Part B Standards and Guidelines
Lecture 7: Requirements Engineering
1 SWE Introduction to Software Engineering Lecture 4.
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Software Processes.
1 Introduction to Software Engineering Lecture 1.
1 Human Computer Interaction Week 7 Prototyping. 2 Introduction Prototyping is a design technique where users can be involved in testing design ideas.
Human Computer Interaction
1 Software Engineering: A Practitioner’s Approach, 7/e Chapter 2 Process: A Generic View Software Engineering: A Practitioner’s Approach, 7/e Chapter 2.
MODEL-BASED SOFTWARE ARCHITECTURES.  Models of software are used in an increasing number of projects to handle the complexity of application domains.
CSE 303 – Software Design and Architecture
Formal Specification: a Roadmap Axel van Lamsweerde published on ICSE (International Conference on Software Engineering) Jing Ai 10/28/2003.
Process Asad Ur Rehman Chief Technology Officer Feditec Enterprise.
Software Development Process CS 360 Lecture 3. Software Process The software process is a structured set of activities required to develop a software.
Lectures 2 & 3: Software Process Models Neelam Gupta.
Requirements in the product life cycle Chapter 7.
Lecture 7 Design Process for Interactive Systems.
Design rules.
Topic for Presentaion-2
Usability engineering
Iterative design and prototyping
Design rules.
HCI in the software process
The design process Software engineering and the design process for interactive systems Standards and guidelines as design rules Usability engineering.
The design process Software engineering and the design process for interactive systems Standards and guidelines as design rules Usability engineering.
HCI – DESIGN RATIONALE 20 November 2018.
CSE310 Human-Computer Interaction
HCI in the software process
HCI in the software process
Chapter 7 design rules.
Chapter 7 design rules.
Chapter 7 design rules.
Human Computer Interaction Lecture 14 HCI in Software Process
Chapter 7 design rules.
Presentation transcript:

The design process z Software engineering and the design process for interactive systems z Standards and guidelines as design rules z Usability engineering z Iterative design and prototyping z Design rationale

Introduction Paradigms and principles concentrated on examining the product of interactive system design. Now we focus on the process of design. Software engineering is the emerging discipline for understanding the design process, or life cycle. Designing for usability occurs at all stages of the life cycle, not as a single isolated activity

The software life cycle The waterfall model

Activities in the life cycle Requirements specification designer 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 design high-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 design refinement of architectural components and interrelations to identify modules to be implemented separately the refinement is governed by the nonfunctional requirements

Verification and validation Verification designing the product right Validation designing the right product The formality gap validation will always rely to some extent on subjective means of proof Management and contractual issues design in commercial and legal contexts

The life cycle for interactive systems cannot assume a linear sequence of activities as in the waterfall model

Using design rules Design rules suggest how to increase usability Standards set by national or international bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology hardware standards more common than software high authority and low level of detail ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks

Using design rules (cont'd) Guidelines more suggestive and general many textbooks and reports full of guidelines abstract guidelines (principles) applicable during early life cycle activities detailed guidelines (style guides) applicable during later life cycle activities understanding justification for guidelines aids in resolving conflicts

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

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

Techniques for prototyping Storyboards need not be computer-based can be animated Limited functionality simulations some part of system functionality provided by designers tools like HyperCard are common for these Wizard of Oz technique Warning about iterative design design inertia – early bad decisions stay bad diagnosing real usability problems in prototypes…. …. and not just the symptoms

Design rationale Design rationale is information that explains why a computer system is the way it is. Benefits of design rationale communication throughout life cycle reuse of design knowledge across products enforces design discipline presents arguments for design trade-offs organizes potentially large design space capturing contextual information

Types of DR: Process-oriented preserves order of deliberation and decision-making Structure-oriented emphasizes post hoc structuring of considered design alternatives Two examples: Issue-based information system (IBIS) Design space analysis Design rationale (cont’d)

Issue-based information system (IBIS) basis for much of design rationale research process-oriented hierarchical structure of issues, with one root issue positions are potential resolutions of an issue arguments modify the relationship between positions and issues gIBIS is a graphical version

Design space analysis structure-oriented QOC – hierarchical structure questions (and sub-questions) represent major issues of a design options provide alternative solutions to the question criteria the means to assess the options in order to make a choice DRL – similar to QOC with a larger language and more formal semantics

Psychological design rationale to support task-artefact cycle in which user tasks are affected by the systems they use aims to make explicit consequences of design for users designers identify tasks system will support scenarios are suggested to test task users are observed on system psychological claims of system made explicit negative aspects of design can be used to improve next iteration of design

Summary The software engineering life cycle distinct activities and the consequences for interactive system design Using design rules standards and guidelines to direct design activity Usability engineering making usability measurements explicit as requirements Iterative design and prototyping limited functionality simulations and animations Design rationale recording design knowledge process vs. structure