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HCI in the Software Process

HCI in the Software Process. Editted and revised by Razan Salman. Overview. Software engineering and the design process for interactive systems Usability engineering Iterative design and prototyping Design rationale. Software Engineering. What is engineering?

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HCI in the Software Process

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  1. HCI in the Software Process Editted and revised by Razan Salman

  2. Overview • Software engineering and the design process for interactive systems • Usability engineering • Iterative design and prototyping • Design rationale

  3. Software Engineering • What is engineering? • It is the structured application of scientific techniques to the development of a product • The Idea • Treat software engineering the same • This means… • Finding the “scientific techniques” or activities required in software development, • and Enforcing “structure” on them, and ordering them in time in a development project • Result: software lifecycle

  4. The Software Lifecycle • Software engineering is the discipline for understanding the software design process, or life cycle • Designing for usability occurs at all stages of the life cycle, not as a single isolated activity

  5. Requirements Specification Architectural Design Detailed Design Coding & Unit Testing Integration & Testing Operation & Maintenance The waterfall Model The structure imposed on the development of a software product. Sequential- Phases should be followed in order.

  6. Activities in the Life Cycle • Requirements specification • Designer and customer capture what the system should provide • Expressed in natural language, or more precise languages via a task analysis • Architectural design • High-level description of how the system provides the services required • Divide into system components and how they interrelate • Satisfy functional and non-functional requirements • Non—functional requirements • Those features not directly related to services provided, but that relate to the manner in which services are provided • E.g., efficiently, reliability, timing, safety

  7. Activities in the Life Cycle (2) • Detailed design • Refinement of architectural components and interrelations to identify modules to be implemented separately • Refinement is governed by the non-functional requirements • Coding and unit testing • Implement in a computer language • Formal methods • A field of research seeking to automate the coding • Views transformation from “detailed design” to “implementation” as a transformation from one mathematical expression to another (hard!) • Unit testing • Verify according to test criteria determined earlier • Some research in “automatic” generation of test

  8. Activities in the Life Cycle (3) • Integration and testing • Combine modules that interact • Some acceptance testing with customer to ensure requirements are met • Acceptance by “outside authority” (aircraft certification, ISO9241), if necessary • Operation and maintenance • Includes all work on system, after product release • Majority of a product’s lifetime occurs in this phases • Activities include • Correct errors, discovered after release • Revision of system services to satisfy requirements • Maintenance phase provides feedback to all other phases

  9. Advantages of the Waterfall Model • Simple and easy to use. • Easy to manage due to the rigidity of the model – each phase has specific deliverables and a review process. • Phases are processed and completed one at a time. • Works well for smaller projects where requirements are very well understood.

  10. Disadvantages of the Waterfall Model • Adjusting scope during the life cycle can kill a project • No working software is produced until late during the life cycle. • High amounts of risk and uncertainty. • Poor model for complex and object-oriented projects. • Poor model for long and on-going projects. • Poor model where requirements are at a moderate to high risk of changing.

  11. Go to the link and take a look at the different models of the software lifecycle. • http://codebetter.com/raymondlewallen/2005/07/13/software-development-life-cycle-models/

  12. The formality gap Real-worldrequirementsand constraints are often subjective Verification and Validation • Verification • Designing the product right • Validation • Designing the right product •  The formality gap • Validation will always rely to some extent on subjective means of proof • Management and contractual issues • Design in commercial and legal contexts

  13. Requirementsspecification Architecturaldesign Detaileddesign Coding andunit testing Integrationand testing Operation andmaintenance Lifecycle for Interactive Systems • cannot assume a linear sequence of activities as in the waterfall model • Lots of Feedback

  14. Usability Engineering • Ultimate test of usability • Based on measurement of user experience • Usability engineering demands specific usability measures as requirements • Usability specification • Usability attribute/principle • Measuring concept • Measuring method • Current level, worst case, planned level, best case • Problems • Usability specification requires level of detail that may not be known early in design • Satisfying a usability specification does not necessaril6y satisfy usability

  15. Usability Specification for a VCR • Attribute: Backward recoverability • Measuring concept: Undo an erroneous programming sequence • Measuring method: Number of explicit user actions to undo current program • Now level: No current product allows such an undo • Worst case: As many actions as it takes to program-in mistake • Planned level: A maximum of two explicit user actions • Best case: One explicit cancel action

  16. ISO usability standard 9241 Adopts traditional usability categories: • Effectiveness • can you achieve what you want to? • Efficiency • can you do it without wasting effort? • Satisfaction • do you enjoy the process?

  17. Metrics from ISO 9241 • Usability Effectiveness Efficiency Satisfactionobjective measures measures measures • Suitability Percentage of Time to Rating scale for the task goals achieved complete a task for satisfaction • Appropriate for Number of power Relative efficiency Rating scale fortrained users features used compared with satisfaction with an expert user power features • Learnability Percentage of Time to learn Rating scale for functions learned criterion ease of learning • Error tolerance Percentage of Time spent on Rating scale for errors corrected correcting errors error handling successfully

  18. Iterative Design and Prototyping • Iterative design overcomes inherent problems of incomplete requirements • Works to incorporate crucial customer feedback early in the design process to inform critical decisions which affect usability. Test Deployment of Final Product Customer feedback Design Analyze Results

  19. Iterative Design and Prototyping (2) • 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

  20. Techniques for Prototyping • Storyboards • Simplest notion of prototype. • Need not be computer-based • Can be animated • A graphical representation of the outward appearance of the intended system, without any accompanying system functionality. • Limited functionality simulations • Some part of system functionality provided by designers • Tools like HyperCard are common for these • Wizard of Oz technique • Warning about iterative design • Design inertia – early bad decisions stay bad • Diagnosing real usability problems in prototypes…. and not just the symptoms

  21. Design Rationale • Design rationale is information that explains why a computer system is the way it is. • Benefits of design rationale • communication throughout life cycle • reuse of design knowledge across products • enforces design discipline • presents arguments for design trade-offs • organizes potentially large design space • capturing contextual information

  22. Design Rationale (2) Types of design rationale: • Process-oriented • preserves order of deliberation and decision-making • Structure-oriented • emphasizes post hoc structuring of considered design alternatives • Two examples: • Issue-based information system (IBIS) • Design space analysis

  23. 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

  24. supports Position Argument responds to Issue responds to objects to Position Argument specializes Sub-issue generalizes questions Sub-issue Sub-issue Structure of gIBIS

  25. Design Space Analysis • Structure-oriented • QOC – hierarchical structure: • Questions (and sub-questions) • Represent major issues of a design • Options • Provide alternative solutions to the question • Criteria • The means to assess the options in order to make a choice • DRL – Similar to QOC with a larger language and more formal semantics

  26. The QOC notation Criterion Option Question Option Criterion Option Criterion ConsequentQuestion … … Question

  27. 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 • 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

  28. Summary The software engineering life cycle • distinct activities and the consequences for interactive system design Usability engineering • making usability measurements explicit as requirements Iterative design and prototyping • limited functionality simulations and animations Design rationale • recording design knowledge • process vs. structure

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