1 / 22

Usability Engineering Lifecycles

Usability Engineering Lifecycles. As Part of User-Centred Design. What This Lecture Is About. The problem with software today Usability engineering lifecycles Next: early analysis activities. Building a UI — What Do We Know?. Principles of UI development are neither obvious nor intuitive

iola
Download Presentation

Usability Engineering Lifecycles

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Usability Engineering Lifecycles As Part of User-Centred Design

  2. What This Lecture Is About • The problem with software today • Usability engineering lifecycles • Next: early analysis activities

  3. Building a UI — What Do We Know? • 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 • What are the big trends driving the field today? • The software crisis • Software chronic problem

  4. Special Challenges to UI Development • The communications explosion • The media explosion • The usability explosion

  5. The Communications Explosion • Essence of UI used to be one-user, standalone. Now moving more toward connectivity (e.g., WWW, CSCW, etc.) • Superhighway; Communications services; Expanding user pops

  6. The Media Explosion • Mice, pens, touch screens, video, speech, VR etc. • UI code is half the code • Gets more complicated, the more the media (e.g., multimedia)

  7. The Usability Explosion • Users want availability (open architecture) • Increased awareness of costs of poor UIs

  8. The SE S/W Dev. Life Cycle Plus UE • Waterfall model • Systematic, sequential approach to software development • Begins at system level and progresses through a series of phases

  9. Waterfall Model (picture) System Engineering Classic Lifecycle Model Requirements Analysis Design Coding Testing Maintenance

  10. Phases • Systems engineering and analysis • Software requirements analysis • Software design • Coding • Testing • Maintenance

  11. Integrating UE Processes Curtis & Hefley Figure 5 (p. 31)

  12. Issues for Waterfall Model • The waterfall model is the oldest and most widely-used paradigm for software engineering • Following any methodology imposes discipline on the software development process • It appears to be easy to specify a timetable and costing for s/w developed with the waterfall model

  13. Some Problems (1) • Real problems rarely follow the sequential flow that model suggests: • Iteration always occurs and • Creates problems in the application of the paradigm • Difficult for customer to state all requirements explicitly: • Life cycle has difficulty accommodating uncertainty that exist at beginning of many projects

  14. Some Problems (2) • Customer must have patience • Working version of the software will not be available until late in the time span

  15. Spiral Model • Common model for risky development • Iteration is built-in • It is ‘rapid’ but still rigid

  16. Spiral Model

  17. The ‘Let's Get Real’ Model • Hix & Hartson observed that UI developers worked in ‘alternating waves’ of top-down, bottom-up, inside-out, … • See Star Life Cycle figure • Fig. 4.2 in Hix & Hartson • Figs 6.13in Preece et al. (2002) • Figs. 2.8, 18.5 in Preece et al. (1994)

  18. Star Life Cycle

  19. The Star Life Cycle Is… • Not sequential • Activities can proceed in any order • Evaluation-centred • Each activity is evaluated • Interconnected • Through the evaluation in the middle

  20. Getting Started—specifics • SE/UI lifecycle divided into • Definitional activities (Called ‘early system analysis activities’) • Development/design activities

  21. Early System Analysis Activities • Documents concerned with • Detailing the UI from the user’s perspective • Goal • Produce detailed documents that spell out as specifically as possible what the UI for the product will be like • Details • See the ‘early analysis activities’ slides

  22. Review Curtis & Hefley Figure 5 (p. 31)

More Related