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Roles in project teams IMD07101: Introduction to Human Computer Interaction Brian Davison.

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Presentation on theme: "Roles in project teams IMD07101: Introduction to Human Computer Interaction Brian Davison."— Presentation transcript:

1 Roles in project teams IMD07101: Introduction to Human Computer Interaction Brian Davison

2 Agenda Working in teams Project management How to do meetings UML: Activity diagrams From specification to plan

3 Working in teams Forming Storming Norming Performing High dependency on leader to clarify objectives and roles. Anxiety about processes Decisions are difficult; team members compete for importance; rebellion against leader Roles are clarified; decisions made as a group; group norms established Shared vision; disagreements resolved positively; constructive problem-solving

4 Roles not people Technical (Microsoft) –Architect –Developer –Designer –Author –Tester –Administrator Belbin –Innovator (Plant) –Investigator –Co-ordinator –Shaper –Evaluator –Teamworker –Implementer –Finisher –Specialist

5 Specification of requirements Functional –WHAT the system must do Non-functional –HOW the functions are presented Specification Implement prototype Evaluate prototype Plan Design

6 Project plan: Gantt chart List of tasks Task durations Timeline Task bar Milestone

7 Development PlanTest Prototype 1Prototype 2Prototype 3Final prototype

8 One way to organise your week...

9 Two kinds of prototype Throwaway or low-fidelity –Paper –Powerpoint Evolutionary or high-fidelity –Early prototypes develop into finished product

10 Fixed duration Controlling prototyping Dynamic Systems Development Method (DSDM) Prioritisation of requirements Timeboxing PlanReview

11 Prioritisation M ust have o S hould have o C ould have o W on’t have Aim to complete M and S within timebox

12 Project Management Maintain the plan Ensure timescale is observed Ensure testing is being done Ensure documentation is being produced Review the issue log Take action to resolve issues

13 Time management Whole team agrees a plan Project Manager ensures everyone performs All team members have to take responsibility The PM helps ensure things happen at the agreed time PM adjusts the plan as the project goes along

14 Communications Contact details –Email –Phone Shared location –Google Docs –Windows Live –Dropbox –Facebook

15 The issue log Running list Any team member may add to the list Reviewed regularly by the Project Manager Status updated as appropriate Issue details: Issue Number Type (RFC, Off-Spec or General) Author Date Identified Date of Last Update Description Status

16 Team routines Regular times? All together? Prototyping cycle? Meetings? Pizza?

17 Meetings Purpose Process Roles –Chair –Minute taker –Participants

18 Team meetings Meeting 1 Meeting 2 Meeting 3 MinutesAgendaMinutesAgendaMinutesAgenda

19 Meeting agenda 1.Apologies 2.Confirmation of previous minutes 3.Matters arising 4.… 5.…

20 Minutes AB AB, CD AB CD Meeting metadata: Title, date, attendees Action column: Record of who is responsible Notes divided by agenda item

21 Short break

22 Translating ideas into specifications Use cases –Identify actors –For each actor, identify interactions Activity diagrams –Like flowcharts (but better) –Develop each use case as an activity diagram

23 Example Library Borrow book Extend loan Place hold Perform search Library user Library staff Issue book Actors Collect hold

24 Borrow book Activity diagrams describe processes Allow branching and parallel activities Find shelfmark on catalogue Go to shelf Self issuePlace hold Wait for email Find alternative [book not on shelf][book on shelf] Start Activity (process) Branch Guard expression Fork Join End

25 Swimlanes Request student card Find item Issue item Library staff Go to library desk Ask for held item Provide student card Library user Return card

26 OXO specification OXO Start game Make move Player System Actors Check result

27 System Start game Make move Player Check results [Player starts] [System starts] Make move Check results [Winner][No winner] Offer new game [No winner] [Winner] [Spaces] [No spaces] [Spaces] [No spaces]

28 Use cases OXO Start game Make move Player System Actors Check result Offer new game

29 Start game Click system start Open home page Click start button Player [System start][Player start]

30 Make move Choose square Place symbol Player/system

31 Check result Check positions System [System wins][System does not win] Display "I win" [Player wins][Player does not win] Display "You win"

32 UML to pseudo-code Display start page with start options If system starts –System moves While spaces –Player moves –Check for winner –System moves –Check for winner Offer new game

33 Non-functional requirements P –What kind of people will use the system? –How can you reflect their needs in the design? A –What kind of activities are involved – work/leisure, urgent/relaxed, etc? –What implications are there for the interface? C –In what context will the system be used – work, home, public place, mobile, etc? –Implications? T –What technologies are available? –Which technology choice would be appropriate?

34 Design Principles (Benyon p.90) Access, Learn and Remember –Visibility –Consistency –Familiarity –“Affordance” A Sense of Control –Navigation –Control –Feedback Safety and Security –Recovery –Constraints Suitable –Flexibility –Style –Conviviality


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