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HCI in The Software Process

1) HCI affects the usability of interactive systems and usability engineering is used to define usability requirements throughout the software development lifecycle. 2) The software engineering lifecycle identifies activities from initial concept through eventual replacement, including requirements specification, design, coding, testing, integration, and maintenance. 3) Usability must be considered at all stages of the lifecycle, from requirements through maintenance, as usability design is not a single isolated activity.

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0% found this document useful (0 votes)
92 views15 pages

HCI in The Software Process

1) HCI affects the usability of interactive systems and usability engineering is used to define usability requirements throughout the software development lifecycle. 2) The software engineering lifecycle identifies activities from initial concept through eventual replacement, including requirements specification, design, coding, testing, integration, and maintenance. 3) Usability must be considered at all stages of the lifecycle, from requirements through maintenance, as usability design is not a single isolated activity.

Uploaded by

zayn khan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HCI In The Software Process.

tht
Software

Engineering and the


design process
Foo Interactive System

Usability Engineering →
usability requirements are used
goal
as a .

Iterative and

design prototyping
-

Design Rationale .

Software
Engineering Lifecycle
↳ describe the arthritics that takes plane from the initial
for software up until its eventual
concept
and
formation a
phasing
out
replacement .

↳ HIE
affecting usability of interactive system
.

Software Lifecycle a


identify activities that occur in software development -

↳ customer and
designed should be consider -

for usability of the life cycle



designing occurs at all
stages
-

isolated
not
single activity
.

as a

Activities in
Lifecycle ,_

Requirement specifications
and customer
↳ designer
↳ what →
expert to poovidc -

↳ how → system will provide expected services .

↳ information about environment and domain


eliciting
-

native
language

usually in .

↳ Hansformation from native to executable


language .
Architectural design ,_

↳ how the
system provide
will

level of the components


↳ high decomposition system into -
-


decomposition
functional
↳ interdependencies btw component -

MASCOT And HOOD 5P


"
↳ CORE
,
of architectural duo:p
↳ Functional requirement
functional iewuivement ( efficiency and Chi]
↳ non
timing
-

Detailed Design
↳ components that are not available too immediate integration
refinement of the component description

satisfy the behavioral constraints .

↳ non functional tear also

language must have some


analysis to assert Properties .

Code And Unit


Testing :-

after component tested Foo verification


coding the be
↳ can
-

↳ Ocs eaoih about automation of


coding activity
↳ formal methods operates under the
hypothesis
↳ transformation of detail design to
implementation .

↳ automatic of tests
generation
Integration And Testing ,_


components implemented and
individually tested → Integrated
↳ coooeet bchaiuiouo and acceptable use

↳ acceptance testing by the used -

↳ acc to requirements imposed by some outside authority .

↳ Health and safety , [so 9241


Maintenance
↳ afteo release all wook considered as maintenance -

↳ until newer version 00


product is phased out
entirely .

↳ coooeetion of errors

↳ revision of
system services .

Validation And Verification

Verification

designing the
poodwt right .

↳ most often occur within the


single activity 00 btw two activity .

Validation

designing the
right product
.

↳ customer Vey satisfied .

↳ validation HCS requirement referred to evaluation


against as -
Piotr
↳ formal Boot
↳ mathematical universal
proofing using measures -


rigorous proof
↳ mathematical

of
Language which relies on the
understanding
ieadeo to accept without full details

↳ too verification can


frequently one
language or b/w two language
↳ fine constraints and economic implications
↳ decides type of Proof

↳ validation proof are much trickier .

↳ Transformation b/w
languages

Formality Gap r

to
↳ validation always rely some extent on
subjective
means of proof
↳ increase confidence in
subjective proof by use of 8cal
world experts

design notation naooow the formality gap .

↳ design must be interpretable boom psychological perspective


commercial and legal
Management design in
and Contractual Issues ,

contexts -

and forces
s
managerial issues smh as time constraints economic
↳ takes into anoint
↳ marketability of
system , training needs , training
a of

skilled personnel or possible subcontractors

> the
temporal relationship btw various activities is more
imp
↳ described bound
manage
oial perspective is in
temporally phases
.

↳ Phase is documentation taken as input to the

documentation taken as an
Output -

↳ Customer0 documents
and designed must sign off on various

↳ documents can
caooy a
varying deqoce of contractual obligations

↳ contoaitual of software
obligation is necessary consequence managing
-

↳ negative implications the design process on

Interactive Systems and the software life cycle

↳ traditional life suits principal approach to design


software cycle a

↳ if know what to than we stouetuoe no appooouh to attain


we
design ◦ the

goal
'

↳ the interaction with users obscured and evaluated in oodeo to determine how to make

them more usable .

↳ either too much detailed of the system to be useful 00


only apply god oriented

planned out iuiwg


must observed how interact with the system
↳ designers the real neo
Usability Engineering → measurement
called usability
promoted by usability
metrics .
engineering are


appooaih of neo centered design
>
knowing exactly
what coiteoia will be used to
judge a
product for its
usability .

↳ test of usability based on used's experience .

↳ whole functional architecture +


cognitive capacity of the users should be
observed to arrive at
meaningful measures -

↳ inclusion of usability specification → important

describing, -
in

terms of
actual product
measurement , how attributes
with the ← ≥
will be measured
existing → Lowest acceptable
-

system measurement

Target for
best ← the
design
Possible
measurement ✓
given the
( silesia
current
too
stare
the
judging
success
can do it
you
can
youwant
achieve
do
with
# wasting
do you enjoy the

|
what
you effort ? Pool em ?

Problems with usability


engineering

usability metrics oely measurements of action in
on
very user
very
specific situations -

and situation will be then



designer knows what the actions

they set for measured observations impossible at early


can
goals →
stages
↳ limitation → provides
and not
a means of
necessarily usability
satisfying
.
usability specification
Iterative Design And
Prototyping
Iterative design inherent problem of incomplete requirements by cycling

overcomes

through sevcoal designs , incrementally improving upon


the fi al-

product
with each pass
-

iterative described of

design is
by the use
prototypes

Prototyping features r

Throw away -
c- Prototype is built and tested
↳ design knowledge is gained to build find poodut
prototype discarded
↳ actual .

Incremental -
↳ fi - al poodurt as
sepeoate component
of find
↳ one overall
design system
↳ partitioned independent
into
and smaller
component
↳ final prod wit release as a

series of Products
↳ each 8 Cleanse include

component
-

one move
Evolutionary discarded basis for the next

prototype is not and serves as the
of design -

↳ the actual
system from limited initial
is seen as
evolving a
very
version to its final release
↳ modification which made to the
system that arise
during
operation and maintenance .

Animation r
→ of tewuioement

↳ involve no 00 limited real functionality


↳ to simulate of interactive
only a small aspect behavior

↳ full functionality provided at the expense of other


characteristics
↳ tolerance
speed or error

Management issues
Time → poopohjpes take time

↳ Throw prototype means taking precious time any


-

away

only appreciated it fast → rapid prototyping
↳ rapid rushed evaluation
development and manipulation →
↳ results to erroneous oestrus and invalidate the
of
use
Prototype .
Planning
do not have

Project managers the experience

necessary for adequate planning
↳ results costing a design pooled
involving prototype
-

Nonfunctional features
↳ safety and reliability ,
icsponec time

↳ sacrifice in
developing a prototype

contracts
↳ contractual
agreement btw customer designer and .

↳ affected and technical issues


by managerial
.

and cannot form the basis of legal contract



prototypes others a .

↳ effective way translate results from


needed to the
prototype into
adequate documentation .

Techniques Foo Prototypes


storyboard a


simplest notion
↳ outward appearance without any Syrian functionality .

↳ need not to be computer based .

origins Foom film



industry .

↳ Provide of interface
snapshots at particular points
↳ customer oo uses
impression can be evaluated quickly
↳ animation can be used .

↳ if not animated → include annotations and scripts -


Limited functionality simulations -

should be simulated

Functionality .


graphical and textual + behavior to the object -

can be evaluated and



rapidly changed .

and Wizard of

HyperCard Oz technique .

Matos ↳ Limited
functionality
images placed on cards ↳ wseo
input
↳ wizard received translateit
link b/w cards
input and
interactive behavior into commands
by attaching a

script .

subject 's input can poouide advice to enhance

Pootohgpe -

High level
Programming support

Hypeo talk
designed poogoamme feature from
↳ help to have certain otter system
like speed of tcsponse of space efficiency
.

↳ poeuioushy programmer home to know a bit of Hardware but it

away from Haodwaoc specifics


allow to abstract
programmer
.

↳ uses interface management system ( USMS)


↳ separate application Functionality Foom its presentation _

↳ connect the behavior at the interface with the


underlying Functionality .

stcoatine designs
Warning about

design inertia -3 early bad decision stays bad


.

diagnosing real usability problems in


prototypes not

just the
symptoms
.
Design Rationale .

↳ explains why computer system is the it is


a
way
structure , architectural description functional
including
↳ ,
or

behavioral description .

↳ activity of both deflection and documentation .

Benefits u
life
↳ communication throughout cycle
↳ reuse of design knowledge across products
↳ enforce design principle
trade off

}
poesenl arguments for design
-

↳ -

Imp" " ante



Organized potentially large design space
design
of
rationale

capturing contextual information -

Techniques
Poo cess - Oriented
↳ focus on
providing historical record of design
decisions

pocseoves odder of deliberation and decision

making
Stcuutnoe -
Oriented
↳ captured whole
story of the moment
↳ as
analysis of the design space

Psychological
↳ psychology of the neo that are implied by an

interactive system and the tasks .

£¥- impinges design process


degree to which technniwve
↳ one on

↳ the lost of using technique


↳ amount of computational power provides
Pincers -
Oriented design rationale

↳'acned on issue - based information system


↳ hieoaoichal 118 cutuoe
↳ ooo t issue is identified
↳ various
position as
potential resolution of issue
or refuted
↳ Position is supported by arguments
of 5-BSS

graphical representation
↳ Issues , positions and Arguments are nodes in the
graph
↳ intended to me
during design meetings as a means of
the issues deliberated and decision made
decorating and
structuring .

→ Adv i- ab ]Tv art the design in such a


way
Design Space Analysis
it can be use i- one . poor uu .

☐ is - ad v u int overhead

↳ Question , Options and Criteria


↳ set of Questions issues raised based on
=

reflection 4 undeo
standing .

↳ options = alternative solutions to the questions

↳ability principle me
↳ Decision Representation Language (another technion )

↳ have formal semantics


↳ decision problem alternatives ,
most favorable
and Options
goals .
favorable
option _ . _ . . _
Negative
Links
Psychological Design Rationale -

↳ to task artefact in which user tasks affected


support -

cycle are

by the
systems they use

↳ aims to make explicit consequences of design for users


designers identity task
system will
support
.

↳ task
scenarios are
suggested to test -

↳ users are observed on


system .


psychological claims of
system made explicit
negative aspects of design can be used to improve
next iteration of design .

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