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The design process ,[object Object],[object Object],[object Object],[object Object],[object Object]
Introduction Paradigms and principles concentrated on examining the product of interactive system design.   Now we focus on the process of design.   Software engineering is the emerging discipline for understanding the design process, or life cycle.   Designing for usability occurs at all stages of the life cycle, not as a single isolated activity
The software life cycle The waterfall model  
Activities in the life cycle Requirements specification designer and customer try capture  what  the system is expected to provide   can be expressed in natural language or more precise languages, such as a task analysis would provide Architectural design high-level description of  how  the system will provide the services required   factor system into major components of the system and how they are interrelated   needs to satisfy both functional and nonfunctional requirements Detailed design refinement of architectural components and interrelations to identify modules to be implemented separately   the refinement is governed by the nonfunctional requirements
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
The life cycle for interactive systems cannot assume a linear sequence of activities as in the waterfall model
Using design rules Design rules suggest how to increase usability Standards set by national or international bodies to ensure compliance by a large community of designers   standards require sound underlying theory and slowly changing technology hardware standards more common than software   high authority and low level of detail ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks
Using design rules (cont'd)     Guidelines more suggestive and general many textbooks and reports full of guidelines abstract guidelines (principles) applicable during early life cycle activities detailed guidelines (style guides) applicable during later life cycle activities understanding justification for guidelines aids in resolving conflicts
Usability engineering The ultimate test of usability based on measurement of user experience Usability engineering demands that specific usability measures be made explicit as requirements   Usability specification usability attribute/principle measuring concept measuring method now level/ worst case/ planned level/ best case Problems usability specification requires level of detail that may not be possible early in design   satisfying a usability specification does not necessarily satisfy usability
Iterative design and prototyping Iterative design overcomes inherent problems of incomplete requirements 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
Techniques for prototyping Storyboards need not be computer-based can be animated 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
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
Types of DR: 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 Design rationale (cont’d)
Issue-based information system (IBIS) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design space analysis ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Psychological design rational e ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Summary The software engineering life cycle distinct activities and the consequences for interactive system design Using design rules standards and guidelines to direct design activity 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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Iterative Design Process for Interactive Systems

  • 1.
  • 2. Introduction Paradigms and principles concentrated on examining the product of interactive system design.   Now we focus on the process of design.   Software engineering is the emerging discipline for understanding the design process, or life cycle.   Designing for usability occurs at all stages of the life cycle, not as a single isolated activity
  • 3. The software life cycle The waterfall model  
  • 4. Activities in the life cycle Requirements specification designer and customer try capture what the system is expected to provide can be expressed in natural language or more precise languages, such as a task analysis would provide Architectural design high-level description of how the system will provide the services required factor system into major components of the system and how they are interrelated needs to satisfy both functional and nonfunctional requirements Detailed design refinement of architectural components and interrelations to identify modules to be implemented separately the refinement is governed by the nonfunctional requirements
  • 5. 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
  • 6. The life cycle for interactive systems cannot assume a linear sequence of activities as in the waterfall model
  • 7. Using design rules Design rules suggest how to increase usability Standards set by national or international bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology hardware standards more common than software high authority and low level of detail ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks
  • 8. Using design rules (cont'd)     Guidelines more suggestive and general many textbooks and reports full of guidelines abstract guidelines (principles) applicable during early life cycle activities detailed guidelines (style guides) applicable during later life cycle activities understanding justification for guidelines aids in resolving conflicts
  • 9. Usability engineering The ultimate test of usability based on measurement of user experience Usability engineering demands that specific usability measures be made explicit as requirements   Usability specification usability attribute/principle measuring concept measuring method now level/ worst case/ planned level/ best case Problems usability specification requires level of detail that may not be possible early in design satisfying a usability specification does not necessarily satisfy usability
  • 10. Iterative design and prototyping Iterative design overcomes inherent problems of incomplete requirements 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
  • 11. Techniques for prototyping Storyboards need not be computer-based can be animated 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
  • 12. 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
  • 13. Types of DR: 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 Design rationale (cont’d)
  • 14.
  • 15.
  • 16.
  • 17. Summary The software engineering life cycle distinct activities and the consequences for interactive system design Using design rules standards and guidelines to direct design activity 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