module2-part2
module2-part2
process
Lifecycle models
• Show how activities are related to each other
• Lifecycle models are:
— management tools
— simplified versions of reality
• Many lifecycle models exist, for example:
— from software engineering: waterfall, spiral, JAD/RAD,
Microsoft
— from HCI: Star, usability engineering
HCI in the software
process
• Software engineering and the design process
for interactive systems
• Usability engineering
• Design rationale
the software lifecycle
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
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
Real-world
requirements
and constraints The formality gap
Verification
designing the product right
Validation
designing the right product
Detailed
design
Coding and
unit testing
Integration
lots of feedback! and testing
Operation and
maintenance
HCI life cycle model
• Star
• usability engineering
The Star lifecycle
modelby Hartson and Hix
•Suggested
•Important features:
—Evaluation at the center of activities
—No particular ordering of activities.
—Development may start in any one
—Derived from empirical studies of
interface designers
Star Lifecycle “model”
Usability engineering
The ultimate test of usability based on measurement of user
experience
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
part of a usability
specification for a VCR
• effectiveness
– can you achieve what you want to?
• efficiency
– can you do it without wasting effort?
• satisfaction
– do you enjoy the process?
some metrics from ISO 9241
Usability Effectiveness Efficiency Satisfaction
objective measures measures measures
• 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
Prototyping Defined
Users can try the system and provide Each iteration builds on the previous
constructive feedback during iteration and further refines the solution.
development This makes it difficult to reject the initial
solution as inappropriate and start over.
Reference: http://facpub.stjohns.edu/~wolfem
Types of prototyping
• Throw-away Prototyping
• Evolutionary Prototyping
• Low Fidelity Prototyping
• High Fidelity Prototyping
Throw Away Prototype
• Throw Away Prototype is developed from the initial
requirements but is not used for the final project.
Rapid Development, Taming Wild Software Schedules, by Steven McConnell, Press 1996
Evolutionary Prototyping
phases
Advantages
• You are always looking for new ways to
improve the system.
• Management is required
Low vs. High Fidelity Prototyping Debate, Rudd J., Stern K.,Isensee S., ACM Interactions, Jan. 1996
High-Fidelity
Prototyping
• High-fidelity prototypes represent the core functionality of the
products user interface.
Low vs. High Fidelity Prototyping Debate, Rudd J., Stern K.,Isensee S., ACM Interactions, Jan. 1996
Comparison of two
prototyping efforts
Low vs. High Fidelity Prototyping Debate, Rudd J., Stern K.,Isensee S., ACM Interactions, Jan. 1996
Techniques for prototyping
Storyboards
need not be computer-based
can be animated
Types of DR:
• Process-oriented
– preserves order of deliberation and decision-making
• Structure-oriented
– emphasizes post hoc structuring of considered
design alternatives
• examples:
– Issue-based information system (IBIS)
– Design space analysis
– Psychological design rationale
Issue-based information
system (IBIS)
• basis for much of design rationale research
• process-oriented
• main elements:
issues
– hierarchical structure with one ‘root’ issue
positions
– potential resolutions of an issue
arguments
– modify the relationship between positions and issues
• gIBIS is a graphical version
structure of gIBIS
supports
Position Argument
responds to
Issue
responds to
objects to
Position Argument
specializes
Sub-issue generalizes
questions
Sub-issue
Sub-issue
Design space analysis
• structure-oriented
Option Criterion
Option Criterion
… Consequent …
Question
Question
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
• Methods
• 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