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• Creating interventions in often complex situations
using technology of many kinds including PC
software, the web and physical devices.
• Design involves:
– Achieving goals within constraints and trade-off between
these
– Understanding the raw materials: computer & human
– Accepting limitations of humans and of design
Identifying needs and establishing
requirements for the user experience
Developing alternative designs that meet
those requirements
Building interactive versions of the designs
Evaluating what is being built throughout
the process and the user experience it offers
• Must know who our target users are and what kind
of support an interactive product could usefully
provide.
• These needs form the basis of the product
requirements and underpin subsequent design and
development.
• This activity is fundamental to a user-centered
approach, and is very important in interaction
design.
• Can be divide into 2 sub-categories :
– Conceptual design
– Physical design
• Conceptual design involves producing the conceptual
model for the product, & a conceptual model describes
what the product should do, what it should look like &
how it should behave.
• Physical design considers the detail of the product
including the colors, sounds, & images to use, menu
design & icon design.
• Alternatives are considered at every point.
• Interaction design involves designing interactive
products.
• The most sensible way for users to evaluate such
designs, then, is to interact with them.
• There are different techniques for achieving
‘interaction’, not all of which require a working piece
of software.
• Determining the usability & acceptability of the
product or design that is measured in terms of a
variety of criteria including the number of errors
users make using it, how appealing it is, how well it
matches the requirements, and so on.
• Interaction design requires a high level of user
involvement throughout development, & this
enhances the chances of an acceptable product
being delivered.
Software engineering and the design
process for interactive systems
Usability engineering
Iterative design and prototyping
Design rationale
• Software engineering is the discipline for understanding the
software design process, or life cycle
• The design process in software engineering can be assessed
for its effectiveness in interaction system design.
• Designing for usability occurs at all stages of the life cycle,
not as a single isolated activity
• Software engineering has spawned many lifecycle models
including the waterfall, the spiral, and rapid application
development (RAD).
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
• Requirements specification
– The designer & customer try to capture a description of
what the eventual system will be expected to provide.
– Involves eliciting information from the customer about
the work environment, or domain, in which the final
product will function.
– Aspect of the work domain include not only the particular
functions that the software product must perform but also
details about the environment in which it must operate,
such as the people whom it will potentially affect & the
new product’s relationship to any other products which it
is updating or replacing.
• Architectural design
– Concentrate on how the system provides the services
expected from it.
– 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 non-functional requirements
• Detailed design
– refinement of architectural components and interrelations
to identify modules to be implemented separately the
refinement is governed by the non-functional
requirements
• Coding & Unit testing
– Implement in some executable programming language.
– Then, the component can be tested to verify that it
performs correctly.
• Integration &Testing
– Once enough components have been implemented &
individually tested, they must be integrated as described
in the architectural design.
– Further testing is done to ensure correct behavior &
acceptable use of any shared resources.
• Maintenance
– After product release, all work on the system is
considered under the category of maintenance, until such
time as a new version of the product demands a total
redesign or the product is phased out entirely.
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
Real-world
requirements
and constraints The formality gap
cannot assume a linear
sequence of activities
as in the waterfall model
lots of feedback!
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
• 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
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
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?
Usability Effectiveness Efficiency Satisfaction
objective 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 for
trained 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
• 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
• 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 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
• 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
• 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
Sub-issue
Issue
Sub-issue
Sub-issue
Position
Position
Argument
Argument
responds to
responds to
objects to
supports
questions
generalizes
specializes
• 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
Question
Option
Option
Option
Criterion
Criterion
Criterion
Question
… Consequent
Question
…

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POLITEKNIK MALAYSIA

  • 1.
  • 2. • Creating interventions in often complex situations using technology of many kinds including PC software, the web and physical devices. • Design involves: – Achieving goals within constraints and trade-off between these – Understanding the raw materials: computer & human – Accepting limitations of humans and of design
  • 3. Identifying needs and establishing requirements for the user experience Developing alternative designs that meet those requirements Building interactive versions of the designs Evaluating what is being built throughout the process and the user experience it offers
  • 4. • Must know who our target users are and what kind of support an interactive product could usefully provide. • These needs form the basis of the product requirements and underpin subsequent design and development. • This activity is fundamental to a user-centered approach, and is very important in interaction design.
  • 5. • Can be divide into 2 sub-categories : – Conceptual design – Physical design • Conceptual design involves producing the conceptual model for the product, & a conceptual model describes what the product should do, what it should look like & how it should behave. • Physical design considers the detail of the product including the colors, sounds, & images to use, menu design & icon design. • Alternatives are considered at every point.
  • 6. • Interaction design involves designing interactive products. • The most sensible way for users to evaluate such designs, then, is to interact with them. • There are different techniques for achieving ‘interaction’, not all of which require a working piece of software.
  • 7. • Determining the usability & acceptability of the product or design that is measured in terms of a variety of criteria including the number of errors users make using it, how appealing it is, how well it matches the requirements, and so on. • Interaction design requires a high level of user involvement throughout development, & this enhances the chances of an acceptable product being delivered.
  • 8. Software engineering and the design process for interactive systems Usability engineering Iterative design and prototyping Design rationale
  • 9. • Software engineering is the discipline for understanding the software design process, or life cycle • The design process in software engineering can be assessed for its effectiveness in interaction system design. • Designing for usability occurs at all stages of the life cycle, not as a single isolated activity • Software engineering has spawned many lifecycle models including the waterfall, the spiral, and rapid application development (RAD).
  • 10.
  • 11.
  • 12.
  • 14. • Requirements specification – The designer & customer try to capture a description of what the eventual system will be expected to provide. – Involves eliciting information from the customer about the work environment, or domain, in which the final product will function. – Aspect of the work domain include not only the particular functions that the software product must perform but also details about the environment in which it must operate, such as the people whom it will potentially affect & the new product’s relationship to any other products which it is updating or replacing.
  • 15. • Architectural design – Concentrate on how the system provides the services expected from it. – 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 non-functional requirements
  • 16. • Detailed design – refinement of architectural components and interrelations to identify modules to be implemented separately the refinement is governed by the non-functional requirements • Coding & Unit testing – Implement in some executable programming language. – Then, the component can be tested to verify that it performs correctly.
  • 17. • Integration &Testing – Once enough components have been implemented & individually tested, they must be integrated as described in the architectural design. – Further testing is done to ensure correct behavior & acceptable use of any shared resources. • Maintenance – After product release, all work on the system is considered under the category of maintenance, until such time as a new version of the product demands a total redesign or the product is phased out entirely.
  • 18. 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 Real-world requirements and constraints The formality gap
  • 19. cannot assume a linear sequence of activities as in the waterfall model lots of feedback! Requirements specification Architectural design Detailed design Coding and unit testing Integration and testing Operation and maintenance
  • 20. • 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
  • 21. 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
  • 22. 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?
  • 23. Usability Effectiveness Efficiency Satisfaction objective 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 for trained 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
  • 24. • 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
  • 25. • 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
  • 26. • 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
  • 27. 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
  • 28. • 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
  • 29. • 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
  • 31. • 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