43 Pages

Ch4_Lect_7_8

Course: CS 324, Fall 2008
School: Bowling Green
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Process The of Usability Engineering laura leventhal and julie barnes 1 Sources s Protobook, chpt 4. 2 Building a UI - what do we know or can guess? s s s Principles of UI development are neither obvious nor intuitive Principles of UI development are not applied as often as they should be Developing a UI is part of the larger problem of developing software 3 Software Development is Hard s s s s Some...

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Process The of Usability Engineering laura leventhal and julie barnes 1 Sources s Protobook, chpt 4. 2 Building a UI - what do we know or can guess? s s s Principles of UI development are neither obvious nor intuitive Principles of UI development are not applied as often as they should be Developing a UI is part of the larger problem of developing software 3 Software Development is Hard s s s s Some authors believe that software development is in a sort of crisis that is characterized by projects which miss deadlines and are delivered with errors. Numerous strategies to improve the process of software development have been offered including alternative development methodologies and computer-aided tools. Adding a significant user interface makes software development more difficult. Software engineering and usability engineering are related. It makes sense to understand a little about the process of software engineering as we are discussing the process of usability engineering. 4 Characteristic Software Development Activities s There are activities that have to happen in software or usability engineering. These include Understanding and documenting the context of the project. Understanding and documenting the problem to be solved Designing and documenting a solution in the context. Implementing the solution. Testing and evaluating the solution. Documenting the outcome of the evaluation. 5 The software explosion (sometimes called "crisis") s s s s free falling costs increases the potential market for s/w burgeoning (diversification of) demand for functionality size and complexity of s/w is always increasing What are the big trends driving the field today? The Software Crisis Software Chronic Problem 6 Forget crisis s Forget "crisis" according to Pressman, this is a chronic affliction. Symptoms: s/w takes a long time to develop costs are high s/w is often delivered with errors difficult to measure progress as s/w is developed 7 Special challenges to UI development s The communications explosion s The media explosion s The usability explosion 8 The communications explosion. s Essence of UI used to be one-user, standalone. Now moving more toward connectivity Internet WWW Businesses wanting CSCW (computer supportee cooperative work) Communications services Expanding user populations 9 The media explosion s User interfaces offer a myriad of devices (media) Mice, pens, touch screens, video, speech, VR etc. s To support these devices, UI code is half or more of the code Gets more complicated, the more the media (e.g., multimedia) 10 The usability explosion s Users want usability. It is not an option. s Users want *availability* (open architectures) 11 Incorporating UI into SE s Benefits of including UE (usability engineering) as part of SE methodology The problem: Overhead 12 Software Life Cycle plus UE s s The Traditional Waterfall Model suggests a reasonable linear progression of the activities that takes place in Software development Waterfall model - Escher drawing systematic, sequential approach to software development begins at system level and progresses through a series of phases 13 Waterfall Picture system engineering Classic (waterfall) lifecycle model analysis design code testing maintenance 14 Phases s Systems engineering and analysis s Software requirements analysis s Software design s Code s Testing s Maintenance Memorize for tests and interviews! 15 Maintenance If development is 1 year, maintenance could go on for 10 years. Maintenance activities Correcting errors Adding features Updating software to accommodate environmental changes such as a new operating system 16 Effort Guessing Game s If my development involves 100 units of effort, how much do I spend on Specification and design? Coding? Testing? 17 Issues for the Waterfall Model s The waterfall model is the oldest and most widely-used paradigm for software engineering. 18 Some benefits: s Following any methodology imposes discipline on the software development process. s It appears to be easy to specify a timetable and costing for s/w developed with the waterfall model. 19 Some problems: s s s Real problems rarely follow the sequential flow that the model suggests. Iteration always occurs and creates problems in the application of the paradigm. It is difficult for the customer to state all requirements explicitly. The classic life cycle has difficulty accommodating the natural uncertainty that exist at the beginning of many projects. Customer must have patience. A working version of the software will not be available until late in the time span. 20 Building a Model that includes UE s Problems with waterfall are especially significant when developing a UI s How could we modify the waterfall model to make it more appropriate for a project that includes a significant UI? 21 Getting real... s Even traditional software engineering projects often benefit from iteration and re-evaluation. s How to know whether to go back or forward? Prototypes provide a basis for evaluation and control of iteration Evaluation can also be based on usability, risk analysis, projected future costs, expected market value or other criteria. 22 Our model s Our model incorporates Waterfall phases UI development phases Iteration 23 SE development activities Requireme nts Specificati on Design Implementati on Testing Architectur al Design Low-level Design System Engineering & Context Setting UI development activities Interaction Design Interface Design Task Analysis Design Implementati on User Testing Figure 1: Parallel SE and UI development activities 24 Parallel SE and UE Activity Context Setting Req.ts Analysis Sample SE Activities Systems Engineering problem Sample Understand UE Activities Establishing need for interface. Identify user tasks Identify interface feature Design - High level Design - Detailed Implementation Evaluation Architectural Design Algorithms, d. structures Implementation Testing flow and function Identify user characteristics. Design of interaction Architectural design to support interact Design individual interaction Algorithms, d. structures Implementation Evaluation by experts or user testing Software testing 25 Savings from good UE s Nielsen (1993) describes a number of examples of projects that benefited from good UE 26 Nielsen example (p.3) A major computer company saved $41,700 the first day the system was in use by making sign-on attempts faster for a security application. This increased usability was achieved through iterative design at a cost of only $20,700. 9Darat, 1990) 27 Other SE issues s The Design Team s Participatory Design 28 The Design Team s Activities of interface design throughout the software design and life cycle, the interface can't be produced or analyzed at one point by a group of interface specialists. s The job of building a good interface has to be taken on by the team that designs the product as a whole. 29 Design Team Composition s The design team needs to be composed of persons with a variety of skills share several common characteristics. They need to care about users They need to have experience with both bad and good interfaces They need to be committed to and optimistic about creating an effective system. 30 Design Team Composition - 2 s The team should include representatives from the entire range of interface-related areas: Software engineers User interface and human factors specialists Technical writers Training package developers Marketing specialists 31 Responsibility s Designers who create the software shouldn't sign off on their product and hand it off to an entirely separate group that creates the manuals, who then hand off to another group that handles training. s All of these activities need to be coordinated 32 Command/Team Structure s Distribution of activities and communications Chief programmer team Egoless programming s Choice depends on group dynamic and type of problem Exploratory problems may work better with egoless programming where familiar wellstructured problems may be better with a chief programmer structure. 33 Participatory Design s s We have been assuming a split between the roles of designers and customers/users that has been traditional in U.S. system design. Designers generally are not customers or users; they gather information from users and reflect it in systems they build; they give these systems to users who use them or not. There is an alternative approach, pioneered by workers in Scandinavia, that rejects this structure. 34 Specifics/Participatory Design s In participatory design, systems are designed by designers and customers/users working together: a slogan is DESIGNING WITH rather than DESIGNING FOR. 35 Defining Characteristics s Blomberg and Henderson stress three defining attributes of participatory design (Blomberg, A.L. and Henderson, A. "Reflections on participatory design." In Proc. CHI'90 Conference on Human Factors in Computer Systems. New York: ACM, 1990, pp. 353-359). : The goal of the activity is to improve the work life of users The activity is collaborative, with all goals and decisions actively negotiated and n...

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Understanding and Documenting the Context and Problemlaura leventhal and julie barnes1SourcessChapters 5 and 6, Protobook2Understanding and Documenting ActivitiessGoals Analysis Understanding the context and the details of the proble
Bowling Green - CS - 324
Design Activities in Usability Engineeringlaura leventhal and julie barnesReading Chapter7 in ProtobookOverviewTopics Design Process Interaction Styles Overview Design Issues for Individual Interaction Styles Using Standards and Guid
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Details of Interaction StylesDr.s Barnes and LeventhalReference/Reading Chapter 8Reminder Usability is an outcome of the interaction of situational variables (task and user characteristics) and characteristics of the user interface. We c
Bowling Green - CS - 324
Interaction Styles - FormsDr.s Barnes and LeventhalReference Chapter 8Form Fill-in Form fill-in user interfaces are modeledafter paper forms Users see the virtual form and fill in fieldsForm fill-in/Advantages Use of form is primarily re
Bowling Green - CS - 324
Window-based Interaction StylesDr.s Barnes and LeventhalReference Chapter 8,9, Top-ten Blunders by VisualDesigners.Windows-based Interaction StylesWindows allow the user to interact with multiple sources of information at the same time, as
Bowling Green - CS - 324
Verbal (symbol) Based InteractionsDr.s Barnes and LeventhalReference Chapter 8Definition Verbal (symbol) Based InteractionsThese include command-line, natural language and speech-based interactionsCommand Line Interactions/General Command
Bowling Green - CS - 324
Other Interaction Styles: Direct Manipulation, Haptic, Multimedia, Multimodal, Virtual Reality, Video GamesDr.s Barnes and LeventhalReference Chapter 8Direct Manipulation - IntroductionImagine driving a car that has no steering wheel, accele
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Overview of Standards and Guidelineslaura leventhalReadings5protobook - chpt. 9Human Factors Information that Influences a User Interaction Design and Evaluation5UI Guidelines 5 UI Standards 5 Commercial Platform Guidelines 5 Customized st
Bowling Green - CS - 324
Predictive Assessment of UsabilityLaura Marie LeventhalEvaluating the Usability of an Interaction Design As you are designing your interaction solution, wouldn't it be nice to predict, in advance, that one of your possible designs would be more l
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A Brief Introduction to Software Design and Design QualityBy Laura LeventhalReference Chapter 11Design of Interface We have already seen that design of user interfaces involves Design of Interaction Design of the software to run the Interact
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Usability Assessment, Evaluation and TestingLaura and JulieReadings and reference Chapter 12 of protobookUsability Assessment, Evaluation and Testing Alongside task analysis, assessment of usability is the most common form of human factors act
Bowling Green - CS - 324
Prototyping and Development Toolslaua leventhalWhy Discuss Prototyping Here? Iteration is an integral part of the UI lifecycle Prototyping is our mechanism for iteration GUI builders can be used as prototyping toolsIntroduction Many in the
Bowling Green - CS - 324
Usability Assessment, Evaluation and TestingLaura and JulieReadings and reference Chapter 13 of protobookUsability Assessment, Evaluation and Testing Alongside task analysis, assessment of usability is the most common form of human factors act
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An Overview of the "H" in HCIlaura leventhalReference Reference Chapter14OverviewsThis lecture is a whirlwind tour of some of the important psychological characteristics of people that impacts HCI.Psycholgy and UI DesignsGoal of UI de
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A (Uncolorful) Lecture on Color for UI'sUse of Color in UI Design (not ready for distribution)laura leventhalReference Chapter 14Introduction Color is increasingly important in interface design, especially in the design of interfaces with vi
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Introduction to Memorylaura leventhalReferencesChapter 14Types of Memory-OverviewsSensory memory s Short-term memory s Working storage s Long-term memorySensory MemorysA sensory memory for each input channel s Echoic Memory s Iconic M
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Overview of Long-Term Memorylaura leventhalReferencesChapter 14Learning and LTMsThe major task of learning new material is to integrate it into the existing structure of information that is already in LTM. s Rehearsal is useful to retainin
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Overview of Information Processinglaura leventhalReference Reference Chapter14Why Information ProcessingsWe have looked at cognitive structures I/O memorysNow we will look at some facets of information processing Problem-solving De
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Accommodating Human DiversityLaura Leventhal Bowling Green State UniversityReferenceChapter 15IntroductionContemporary usability engineers confront a significant challenge: designing for diverse user groups and supporting universal usability.
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:)Advanced:) Visual Basiclaura leventhal and julie barnes1Main Points VB classes and OOP Timer object2Why Think About OO with Event-Driven Programming Recall that the idea of event driven programming is that the program is ready and waiti
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CS324 GENERAL GUIDELINES (PRINCIPLES) OF UI DESIGN (from Ch. 2 of Hix and Hartson) 1. User-centered design - know the user - involve the user via participatory design - prevent user errors - optimize usr operations: most effect for least effort - kee
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Scenario Two Ellen and Fred are also on the year book staff. Their assignment is to organize the group photos that will go into the year book. They need to identify each athletic team and student organization and match photos to each group. For each
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Term Project User Interface Specifications in a Usability Engineering Course: Challenges and SuggestionsLaura Leventhal Julie Barnes Joe Chao Bowling Green State University Bowling Green, OH 43403BowlingGreen State UniversityOverview of Present
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CS 324 Spring 2004 Exercise 1 5 points Psychology of Everyday Things:Barnes/Leventhal Due: January 22In class we discussed how our conceptual model of everyday things is affected by at least three characteristics: affordances, con
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CS324 BarnesStudy GuideFinal 2004Dates of Test 1. 1:00 Section - Tuesday, 5/4 at 1:15 - 3:15 p.m. 2. 2:30 Section - Friday 5/7 at 3:30 - 5:30 p.m. Major points, terms and concepts 1. POET. 2. Historic view: How usability emerges as an issue in
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CS324 BarnesStudy Guide Quiz 1Jan. 27, 2003Major points, terms and concepts for the first two weeks: 1. User friendly vs. Usability 2. HCI = study of entire area of human computer interaction 3. POET psychology of everyday thi
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CS324 BarnesStudyGuide Quiz2Feb.12,2004Majorpoints,termsandconceptsforQ2: 1. QuestionsaboutEasonsusabilitymodelandtheUsabilityExercise. 2. Questionsaboutthevideo,FatalError. 3. Softwarecrisis(orchronicdisease)Whatarethesymptoms?Howhavewetriedto
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