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Design Design

The document discusses different software development process models and integrating usability into the development process. It covers traditional waterfall and evolutionary models, as well as more modern agile approaches. It emphasizes that usability concerns are often overlooked in traditional software engineering processes and that user-centered design involves iterative prototyping and evaluation.

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0% found this document useful (0 votes)
38 views30 pages

Design Design

The document discusses different software development process models and integrating usability into the development process. It covers traditional waterfall and evolutionary models, as well as more modern agile approaches. It emphasizes that usability concerns are often overlooked in traditional software engineering processes and that user-centered design involves iterative prototyping and evaluation.

Uploaded by

damalfitano00
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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Mensch-Maschine-Interaktion 1

Chapter 8 (July 15, 2010, 9am-12pm):


User-Centered Development Process

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 1


User-Centered Development Process

• Software Development Process Models


• User-Centered Development
• Integrating Usability into the Development Process

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 2


Design

Analysis Realization

Evaluation

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 3


Software Development Process Model
• Process model
– Segmentation of the overall (team) activity of software development into smaller
portions of work
• high-level structure: phases
• low-level structure: steps, activities
– Definition of an order for carrying out work units
– Guideline for the production of intermediate results
• Basic activities covered in all models:
– Analysis
– Design
– Implementation
– Validation (in particular Test, Integration)
– Deployment (in particular Maintenance)

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 4


“Pure” Waterfall Model

Product
Analysis definition

Design Design
specification

Implementation
Code

Test, Checked
Integration code

Maintenance
Change requests
W. Royce (1970)

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010


“Waterfall” with Feedback Loops and Prototyping
System
Requirements This is how the original
“waterfall model” by Royce looked like!
Software
Requirements

Preliminary
Program Design

Analysis
Scope Proto-
type Program Design
Analysis

Design Coding
Coding
Testing
Testing

Usage Operations

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 6


Evolutionary Development

Problem Analysis
Prototypes,
Early releases

Design Validation

Implementation

• Typical for small projects and experimental systems


• Technological progress (e.g. object orientation) may have improved
scalability to large systems

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010


Modern Adaptation – “Spiral Model”

Design Implementation

Analysis Test

Products (Releases)
including Prototypes

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 8


Rational Unified Process (RUP)

Software Process framework is a commercial product of Rational, now IBM.

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 9


Detailed Prescriptions in RUP

• Developers often consider this as not flexible enough for creative


work.
LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 10
Think different ... be creative ...

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 11


Agile Development
• "Agile" Software development (www.agilemanifesto.org):
– E.g. Extreme Programming (XP), Crystal, Scrum
• Recent trend in software development processes
– Radical evolutionary development
• Key characteristics of agile development:
– Individuals and interactions (rather than processes and tools)
– Working software (code rather than extensive documentation)
– Customer collaboration (instead of contract negotiations)
– Responding to change (instead of following a plan)
• Agile development is not just “hacking along”!
– Clear and strict rules
• Mixed information about success in practice
– Good experiences in small and innovative projects
– Large-scale projects tend to stay “conservative”, mainly due to transparency
for project management

Ludwig-Maximilians-Universität München Dr. Paul Holleis Mensch-Maschine-Interaktion – 1 -


User-Centered Development Process

• Software Development Process Models


• User-Centered Development
• Integrating Usability into the Development Process

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 13


Usability Aspects are Mostly Ignored by
Software Engineers
• Example:
– IEEE “SWEBOK” body of knowledge definition for SE mentions HCI as
“related discipline” under the name “software ergonomics”
• System perspectives
– SW Engineers take the “System 1” perspective
– Usability Engineers take the “System 2” perspective (following examples)
System 2

System 1

Application
Interface

User

Seffah/Desmarais/Metzker

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 14


Separation between Interaction Design and
Technical Design
• For interactive applications a separation into a two stage
process is often advisable
• 1st – Interaction design (iterative)
– concept
– Interaction analysis
– Prototypes
– Evaluation
– Stable and tested design
• 2nd – Technical realization
– Technical analysis
– Technical specification (e.g. architecture, platform)
– Implementation
– Evaluation and Quality management

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 15


Star Lifecycle
Task/Function
Implementation
Analysis

Evaluation

Requirements
Prototyping
Specification
Design

• Hix, Hartson 1993


– Non-sequential: any order of activities
– Evaluation-centric: every activity is evaluated
– Interconnected: evaluation connects everything
LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 16
Scenario-Based Design
• Mary Beth Rosson,
John M. Carroll:
Usability
Engineering -
Scenario-Based
Development of
Human-Computer
Interaction,
Academic Press
2002

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 17


ISO 13407

• Guidelines for integrating usability aspects into the development


process
– Proposes iterative process
– Stresses evaluation
– Design solutions cover also lightweight prototypes, mock-ups etc.
• See e.g. http://www.ucc.ie/hfrg/emmus/methods/iso.html

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 18


Problems of User Centered Design

• Users may be wrong


• Users may be resistant to change
• Users may expect disadvantages (e.g. being replaced by software)

• Be aware – you are expected to create an optimal system with


regard to the goals specified
– this is unfortunately NOT necessarily the system users would like to have (e.g.
trade-off between employers and employees)

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 19


User-Centered Development Process

• Software Development Process Models


• User-Centered Development
• Integrating Usability into the Development Process

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 20


Concurrent Workflows, Competing Cultures
• User Interaction Design and Software/System Design are concurrent
activities
– One depends on the other, one influences the other
• Separate cultures led to competing models of the development process
– Software Engineering: Artefact-centric (e.g. design documents), disciplined order of
steps, quantitative evaluation (metrics, tests), highly compatible to project
management needs
– User-Centred Development: Interdisciplinary, loose (e.g. rough guidelines), flexible in
order of steps, open to late changes, continuous qualitative evaluation (e.g. user tests
with prototypes), difficult to “sell” to project managers
• Ambiguous overlaps in terminology
– The same terms are used in many methods with differently defined or weakly defined
semantics
• E.g. “scenario”, “use case”, “test”
• Integration of process models
– “Interface development is transitioning from an artistic exercise into an engineering
discipline.” (Curtis/Hefley)

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 21


Concurrency of UI and SW Engineering
User Interface Development Software
Engineering Phase Engineering

User & task analysis ⇐ Requirements analysis ⇒ Application design

Human vs. Machine ⇐ Requirements allocation ⇒ Hardware vs. Software

Dialogue design ⇐ Preliminary design ⇒ Architectural design

Screen design ⇐ Detailed design ⇒ Logical design

Coding ⇐ Implementation ⇒ Coding

Usability lab ⇐ Implementation testing ⇒ Unit & Integration testing

Contextual observation ⇐ System testing ⇒ System testing

Human performance ⇐ Optimization ⇒ Machine performance


(Curtis/Hefley)

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 22


User Experience “Plugin” for the RUP
• Extensions of roles, activities and (UML) artifacts
– Use cases extended by “use case storyboards”
– UI Prototyping as a specific activity
– Screens as special cases of classes
(derived from Conallen’s UML-based Web Design Method)

• Steps to create User Experience Storyboards:


1. Add actor characteristics to the use case.
2. Add usability guidance and usability requirements to the use case.
3. Identify UX elements.
4. Model the use-case flows with the UX elements.
5. Model screen navigation for the use case.

http://www-128.ibm.com/developerworks/rational/library/content/RationalEdge/nov03/f_usability_jh.pdf

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 23


User Experience “Plugin” for the RUP
Actor characteristics
Usability guidance / requirements
UX elements
Use-case flows
Screen navigation

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 24


User Experience “Plugin” for the RUP
Actor characteristics
Usability guidance / requirements
UX elements
Use-case flows
Screen navigation

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 25


User Experience “Plugin” for the RUP
Actor characteristics
Usability guidance / requirements
UX elements
Use-case flows
Screen navigation

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 26


User Experience “Plugin” for the RUP
Actor characteristics
Usability guidance / requirements
UX elements
Use-case flows
Screen navigation

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 27


User Experience “Plugin” for the RUP

Actor characteristics
Usability guidance / requirements
UX elements
Use-case flows
Screen navigation

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 28


Wrap-Up & Outlook
• Mensch-Maschine-Interaktion
• Informationsverarbeitung des Menschen
• Ein- und Ausgabeeinheiten für Computer, eingebettete Systeme und mobile Geräte
• Grundlagen und Beispiele für den Entwurf von Benutzungsschnittstellen
• Prinzipien, Richtlinien und Standards für den MMI-Bereich
• Designgrundlagen und Designmethoden
• Methoden zur Modellierung von Benutzungsschnittstellen
• Evaluierung von Systemen zur Mensch-Maschine-Interaktion

• Mensch-Maschine-Interaktion 2:
• HCI and the Web
• Mobile and Ubiquitous User Interfaces
• Information Visualization
• Interactive Surfaces

• Next lecture: results from and evaluation of (video) prototypes


LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 29
References
• Ahmed Seffah, Jan Gulliksen, Michel C. Desmarais (eds.): Human-Centered Software
Engineering - Integrating Usability in the Development Process, Springer 2005
• Mary Beth Rosson, John M. Carroll: Usability Engineering - Scenario-Based Development
of Human-Computer Interaction, Academic Press 2002
• Deborah Hix and H. Rex Hartson: Developing User Interfaces Ensuring Usability Through
Product & Process, John Wiley 1993
• Bill Curtis, Bill Hefley: A WIMP no more: the Maturing of User Interface Engineering, ACM
interactions 1(1), January 1994, 22-34
• John M. Carroll, Mary Beth Rosson: Getting Around the Task-Artifact How to Make Claims
and Design Cycle: by Scenario, ACM Transactions on Information Systems, Vol. 10, No. 2,
April 1992, 181-212

LMU München – Medieninformatik – Andreas Butz + Paul Holleis – Mensch-Maschine-Interaktion 1 – SS2010 30

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