Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.

Slides:



Advertisements
Similar presentations
Prescriptive Process models
Advertisements

1 Requirements and the Software Lifecycle The traditional software process models Waterfall model Spiral model The iterative approach Chapter 3.
1COM6030 Systems Analysis and Design © University of Sheffield 2005 COM 6030 Software Analysis and Design Lecture 2- Software Process Models and Project.
Virtual University - Human Computer Interaction 1 © Imran Hussain | UMT Imran Hussain University of Management and Technology (UMT) Lecture 16 HCI PROCESS.
©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 4 Slide 1 Software Processes.
Software Project Management
Chapter 4 Design Approaches and Methods
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.
CHAPTER 1 SOFTWARE DEVELOPMENT. 2 Goals of software development Aspects of software quality Development life cycle models Basic concepts of algorithm.
Alternate Software Development Methodologies
Agile
Dynamic Systems Development Method (DSDM)
1 CS 425/625 Software Engineering CS 425/625 Software Engineering Software Processes Based on Chapter 4 of the textbook [SE-7] Ian Sommerville, Software.
A Prototyping Lifecycle. The Waterefall Model and Prototyping 4 As early as the 1980’s the classic “Waterfall model” of software development was criticised.
Chapter 1 Software Development. Copyright © 2005 Pearson Addison-Wesley. All rights reserved. 1-2 Chapter Objectives Discuss the goals of software development.
CS 425/625 Software Engineering Software Processes
The Process of Interaction Design. What is Interaction Design? It is a process: — a goal-directed problem solving activity informed by intended use, target.
03/12/2001 © Bennett, McRobb and Farmer Managing Object-Oriented Projects—DSDM and XP Based on Chapter 21 of Bennett, McRobb and Farmer: Object.
Course Wrap-Up IS 485, Professor Matt Thatcher. 2 C.J. Minard ( )
Software Engineering: A Practitioner’s Approach, 6/e Chapter 4 Agile Development copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc. For University.
Principles of Information Systems, Sixth Edition 1 Systems Investigation and Analysis Chapter 12.
Coming up: The Manifesto for Agile Software Development 1 Software Engineering: A Practitioner’s Approach, 7/e Chapter 3 Agile Development Software Engineering:
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Software Processes.
CHAPTER 19 Building Software.
Software Development Process
1COM6030 Systems Analysis and Design © University of Sheffield 2005 COM 6030 Software Analysis and Design Lecture 2- Software Process Models and Project.
Chapter 2 The process Process, Methods, and Tools
THE PROTOTYPING MODEL The prototyping model begins with requirements gathering. Developer and customer meet and define the overall objectives for the software.
 Since in 1994, DSDM, the Dinamic Systems Development Method, has gradually become the number one framework for rapid application development (RAD) in.
Chapter 4 Agile Development 1. The Manifesto for Agile Software Development 2 “We are uncovering better ways of developing software by doing it and helping.
-Nikhil Bhatia 28 th October What is RUP? Central Elements of RUP Project Lifecycle Phases Six Engineering Disciplines Three Supporting Disciplines.
CS 360 Lecture 3.  The software process is a structured set of activities required to develop a software system.  Fundamental Assumption:  Good software.
DISCOVERY Textbook: S. Heim, The Resonant Interface: HCI Foundations for Interaction Design [Chapter 4] Addison-Wesley, 2007 March 2, 2011 CS 320 Interaction.
Industrial Software Project Management Some views on project managing industrial and business software projects.
May 11, 2007Mohamad Eid Interaction Design Process Chapter 4.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.
Interaction Design Process COMPSCI 345 S1 C and SoftEng 350 S1 C Lecture 5 Chapter 3 (Heim)
 CS 5380 Software Engineering Chapter 2 – Software Processes Chapter 2 Software Processes1.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.
Interaction Design CMU. Today’s objectives Continue Design approaches (UCD, ACD)  User-Centered Design  Activity-Centered Design.
Object-oriented Analysis and Design Stages in a Software Project Requirements Writing Analysis Design Implementation System Integration and Testing Maintenance.
Coming up: The Manifesto for Agile Software Development 1 Software Engineering: A Practitioner’s Approach, 7/e Chapter 3 Agile Development Software Engineering:
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.
INTERACTION DESIGN PROCESS Textbook: S. Heim, The Resonant Interface: HCI Foundations for Interaction Design [Chapter 3] Addison-Wesley, 2007 February.
1 Software Development Software Engineering is the study of the techniques and theory that support the development of high-quality software The focus is.
Principles of Information Systems, Sixth Edition Systems Investigation and Analysis Chapter 12.
University of Toronto at Scarborough © Kersti Wain-Bantin CSCC40 other methodologies 1 Method/Process = step-by-step description of the steps involved.
Fundamentals of Information Systems, Second Edition 1 Systems Development.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Lecturer: Prof Jim Warren Based on Chapter 5 of The Resonant Interface HCI.
© The McGraw-Hill Companies, Software Project Management 4th Edition Selection of an appropriate project approach Chapter 4.
Chapter 3 Agile Development
Prototyping life cycle Important steps 1. Does prototyping suit the system 2. Abbreviated representation of requirements 3. Abbreviated design specification.
Agile. Processes Waterfall Traditional With prototyping Sprial Agile Dynamic Systems Development Method (DSDM) Scrum Crystal eXtreme Programming (XP)
 Many models have been proposed to deal with the problems of defining activities and associating them with each other  The first model proposed was the.
Interaction Design Process COMPSCI 345 S1 C and SOFTENG 350 S1 C Lecture 19 Lecturer: Jim Warren Based on Heim Chapter 3.
DSDM Dynamic Systems Development Method. DSDM Methodology Goals On time Within budget Of desired quality.
Software Development Process CS 360 Lecture 3. Software Process The software process is a structured set of activities required to develop a software.
44222: Information Systems Development
1 Chapter 2 SW Process Models. 2 Objectives  Understand various process models  Understand the pros and cons of each model  Evaluate the applicability.
Software Engineering: A Practitioner’s Approach, 6/e Chapter 4 Agile Development copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc. For University.
The Project Infrastructure
Software Engineering: A Practitioner’s Approach, 6/e Chapter 4 Agile Development copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc. For University.
Software Engineering: A Practitioner’s Approach, 7/e Chapter 3 Agile Development copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc. For University.
Requirements and the Software Lifecycle
Lecture # 5 Software Development Project Management
Lecture 2 Revision of Models of a Software Process
Usability Techniques Lecture 13.
Software Engineering: A Practitioner’s Approach, 6/e Chapter 4 Agile Development copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc. For University.
Software Engineering: A Practitioner’s Approach, 6/e Chapter 4 Agile Development copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc. For University.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.
Presentation transcript:

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition by Steven Heim Chapter 3: Interaction Design Process

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-2 Section II – Designing Interaction

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-3 Chapter 3 – Interaction Design Process Iterative Design User-Centered Design Interaction Design Models Overview of Interaction Design Models

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-4 Iterative Design Interaction design is an iterative process –One step forward, two steps back The knowledge path is constantly moving forward

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-5 User-Centered Design (USD) How do designers come up with an interface that’s not in your face? That just does what you want, and doesn’t make you waste time doing what it wants? (IBM, 2006)

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-6 User-Centered Design (UCD) Pioneered by Donald Norman’s research laboratory at the University of California at San Diego. The objective of UCD is to develop a design framework that enables interaction designers to build more usable systems. ISO Standard—Human Centered Design Processes for Interactive SystemsHuman Centered Design Processes for Interactive Systems

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-7 User-Centered Design Design should emerge from the user’s –tasks –goals –environment Focuses on human-centric issues –cognition –perception –physical attributes and conditions user environment

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-8 User-Centered Design The basic tenants of user-centered design: –Early focus on users and their tasks –Continuous evaluations to determine ease of learning and ease of use –Iterative design

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-9 User-Centered Design UCD projects generally involve the following methods: –User Participation –Focus Groups –Questionnaires –Ethnographic Observations –Walkthroughs –Expert Evaluations –Usability Testing

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-10 Interaction Design Models Waterfall Model Spiral Model Dynamic Systems Development Method Prototype-Based Models Discount Usability Engineering Contextual Inquiry

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-11 Interaction Design Models - Waterfall Model Winston Royce (1970) –Spacecraft missions Planning Commanding Post-flight analysis

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-12 Interaction Design Models - Waterfall Model Analysis and Coding Small projects Programmers are the users Requirements are fixed Not user-centered

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-13 Interaction Design Models - Waterfall Model Advantages of the waterfall model: –Highly disciplined process of documentation –Easily observable development progress –Easy to create budget –Consistent review process Disadvantages of the waterfall model: –Document centric; can be difficult for customer to understand –Not user centered –Makes assumptions about requirements that are inflexible

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-14 Interaction Design Models - Spiral Model Barry Boehm (1988) –More flexible –Centered on risk reduction –Incorporates prototype development –Encourages iteration –Starts with value proposition identifies a particular corporate mission that could be improved by technology

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-15 Interaction Design Models - Spiral Model

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-16 Interaction Design Models - Spiral Model Breaks project into subprojects identifying specific risks –Budget and schedule predictability –System integration problems –User interface errors –Requirement instability resulting in code modification at a late stage –Mission-critical sensitivity to error –Investment versus productivity gains –High-level improvements that are incompatible with the client culture –Mismatches to the user project’s needs and priorities

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-17 Interaction Design Models - Spiral Model Advantages of the spiral model include the following: –Appropriateness for large-scale enterprise systems –Flexibility in terms of its sensitivity to the dynamic nature of the software industry –High sensitivity to risk at each stage of development Disadvantages of the spiral model include the following: –Complex nature makes it difficult for customers to grasp –Requires extensive information regarding risk assessment –Undetected risks can be problematic

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-18 Interaction Design Models - Dynamic Systems Development Method (DSDM) Rapid Application Development (RAD) The Dynamic Systems Development Method (DSDM) –Not-for-profit consortium –Currently in version 4.2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-19 Interaction Design Models - Dynamic Systems Development Method (DSDM)

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-20 Interaction Design Models - Dynamic Systems Development Method (DSDM) Time-sensitive Business-centered –Main focus – on-time delivery of high-quality software for current business needs –80% of a software solution can be developed in 20% of the time required to complete a total solution.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-21 Interaction Design Models - Dynamic Systems Development Method (DSDM) Time frame and allocated resources are fixed Functional requirements are flexible Three stages –Pre-project, feasibility study, and business study phases –Iteration between the functional model iteration, design and build iteration, and implementation phases –Post-project phase

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-22 Interaction Design Models - Dynamic Systems Development Method (DSDM) The DSDM framework recognizes nine principles: 1.Active user involvement is imperative. 2.The team must be empowered to make decisions. 3.The focus is on frequent delivery of products. 4.Fitness for business purpose is the essential criterion for acceptance of deliverables. 5.Iterative and incremental development is necessary to converge on an accurate business solution.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-23 Interaction Design Models - Dynamic Systems Development Method (DSDM) The DSDM framework recognizes nine principles: 6.All changes during development are reversible. 7.Requirements are baselined at a high level. 8.Testing is integrated throughout the life cycle. 9.Collaboration and cooperation among all stakeholders is essential.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-24 Interaction Design Models - Dynamic Systems Development Method (DSDM) The DSDM Core Techniques –Facilitated Workshops –Timeboxing Investigation Refinement Consolidation –MoSCoW (prioritize requirements) Must have Should have Could have Won’t have

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-25 Interaction Design Models - Dynamic Systems Development Method (DSDM) The DSDM Core Techniques –Modeling –Prototyping 1.Business—Demonstrate the business processes being automated. 2.Usability—Demonstrate how the user interacts with the system. 3.Performance and Capacity—Test for system robustness. 4.Capability/Technique—Test conceptual designs. –Testing –Configuration Management

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-26 Interaction Design Models - Dynamic Systems Development Method (DSDM) Advantages of the DSDM: –Provides a technique-independent process –Flexible in terms of requirement evolution –Strict time and budget adherence –Incorporates stakeholders into the development process Disadvantages of the DSDM: –Involves progressive development of requirements –Focus on RAD can lead to decrease in code robustness –Requires full commitment to DSDM process –Requires significant user involvement –Requires a skilled development team in both the business and technical areas

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-27 Interaction Design Models - Prototype-Based Models Prototypes are used to develop, demonstrate and test design ideas Appropriate for small-scale projects Enable discussions of: –Look and feel –Scope –Information flow –Product concept

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-28 Interaction Design Models - Prototype-Based Models Throwaway Prototyping Model Evolutionary Prototyping Model Advantages of prototyping include the following: –Easy for users to give feedback –Reduced development time and cost –Involvement of the user in the development process Disadvantages of prototyping include the following: –Can be viewed by client as the final product –May lead to insufficient analysis due to the ease of development –Difficult for developers to discard and start creating the final product from scratch

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-29 Interaction Design Models - Discount Usability Engineering (DUE) Jakob Nielsen (1994) Nielsen argued that the benefits derived from even small amounts of user testing would have a significant impact on the usability of the design. DUE is based on the use of the following three techniques: –Scenarios –Simplified thinking aloud –Heuristic evaluation

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-30 Interaction Design Models - Discount Usability Engineering (DUE) Nielsen suggested that the number of problems that could be identified from a usability test with n users can be calculated according to the following equation: N [1(1L)n] where: N total number of usability problems in a design L proportion of usability problems discovered with a single participant

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-31 Interaction Design Models - Discount Usability Engineering (DUE) Nielsen proposed a set of 10 usability heuristics that could be used by designers to investigate and document usability problems. –DUE requires some experience –Should be done by a few reviewers to avoid personal bias Will help to indicate issue frequency –Should be done early in the design process

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-32 Interaction Design Models - Contextual Inquiry Hugh Beyer and Karen Holzblatt 1998 Contextual Design: Defining Customer-Centered Systems. Involves –Observation –Inquiry –Interpretation It is based on four main principles: –Context –Partnership –Focus –Interpretation

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-33 Interaction Design Models - Contextual Inquiry Context –how and why people use software products Partnership –partnering with a typical user in a master/apprentice relationship.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-34 Interaction Design Models - Contextual Inquiry Focus –Observations are focused on collecting information, which can be categorized as follows: Tools—The various applications people use to perform their tasks. Artifacts—Nondigital tools required by the work but not part of the design. Terminology—The labels and terms people use to identify objects and processes. Sequences—The order in which people perform their tasks. Methods—Organization techniques used by the workers. Interactions—How and why people interact with each other.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-35 Interaction Design Models - Contextual Inquiry Interpretation –An affinity diagram is a way to sort, organize, and prioritize observations –They involve post-it notes and grouping observations –The team creates models of : Communication flows Information sequences Physical environments Corporate culture structures –They lead to the conceptual models of the design

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-36 Overview of Interaction Design Models Elements that appear in many of the standard models –Cost and risk analysis –Observation –Task analysis –Requirements assessment –Conceptual design –Physical design –Prototyping –Evaluation –Usability testing –Implementation –Maintenance

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-37 The Design Process Model

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-38 The Design Process Model Discovery Phase questions –What are the components of the project –Who is involved –What are the current work space and work flow like –What are the contextual and extraneous factors that affect the work flow

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-39 The Design Process Model Design—The design phase has two parts: –Conceptual Design—What are the possible ways in which the design can address the needs of the problem space? Personas, Scenarios, Use cases, etc. –Physical Design—What are the possible ways that the conceptual design can be realized in the real world? Low-fidelity prototypes Wireframes Functional prototypes

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-40 The Design Process Model Evaluation—Questions –How can we determine the relative merits of one design over another –How can we measure the success of a proposed design –How can we get real users to give us feedback about a proposed design –How can we incorporate usability testing at the early stages of the design process This is documented by the results of formal and informal usability testing. Evaluation is not a discrete phase, it is layered