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HCI in software development process
Presentation of HCI
Topic
HCI in software process
Presented by
kainat ilyas #3
Department
BS-I.T(5th)
UOS FSD women campus
Introduction:
• HCI is used in software process to interact product with user and give them
a simple and comfort able interface. Software developers check the
envoirment that it is simple and interactive for selected envoirment and it is
only possible human interaction.
• In addition, cultural and national differences play a part. Another
consideration in studying or designing HCI is that user interface technology
changes rapidly, offering new interaction possibilities to which previous
research findings may not apply. Finally, user preferences change as they
gradually master new interfaces.
Usability:
• Is the ease of use and learnability of a human-made object?
• 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
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?
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
Prototyping Model
The Prototyping Model is a systems development method in which
a prototype (an early approximation of a final system or product) is built,
tested, and then reworked as necessary until an acceptable prototype is
finally achieved from which the complete system or product can now be
developed.
When to use Prototype model:
• Prototype model should be used when the desired system needs to have a
lot of interaction with the end users.
• Typically, online systems, web interfaces have a very high amount of
interaction with end users, are best suited for Prototype model. It might
take a while for a system to be built that allows ease of use and needs
minimal training for the end user.
• Prototyping ensures that the end users constantly work with the system and
provide a feedback which is incorporated in the prototype to result in a
useable system. They are excellent for designing good human computer
interface systems.
Design:
Design is the planning of:
• Artifacts and systems
• Interactions and interventions
Which
• Achieve goals within constraints
• Select appropriate trade-offs improve on existing solutions.
• Design requires understanding the specific task domain, users and requirements.
The “materials” for HCI are:
People
• Human capabilities and psychology, human error, social context, cultural experience,
Compute
• Processing capabilities, limitations, interaction facilities: WIMP, audio, video, Platform
conventions and design rules, interface building blocks, toolkits, Particular sub domains have
specialized materials. Consider games design, CAD, VR, mobile devices, web, applications,
etc.
Design process:
what is there vs. what is wanted
WHAT IS
WANTED
ANALYSIS
DESIGN
IMPLEMENT
& DEPLOY
PROTOTYPING

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hci in software development process

  • 1. HCI in software development process Presentation of HCI Topic HCI in software process Presented by kainat ilyas #3 Department BS-I.T(5th) UOS FSD women campus
  • 2. Introduction: • HCI is used in software process to interact product with user and give them a simple and comfort able interface. Software developers check the envoirment that it is simple and interactive for selected envoirment and it is only possible human interaction. • In addition, cultural and national differences play a part. Another consideration in studying or designing HCI is that user interface technology changes rapidly, offering new interaction possibilities to which previous research findings may not apply. Finally, user preferences change as they gradually master new interfaces.
  • 3. Usability: • Is the ease of use and learnability of a human-made object? • 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
  • 4. Problems • Usability specification requires level of detail that may not be • Possible early in design • Satisfying a usability specification does not necessarily satisfy usability
  • 5. 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?
  • 6. 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
  • 7. Prototyping Model The Prototyping Model is a systems development method in which a prototype (an early approximation of a final system or product) is built, tested, and then reworked as necessary until an acceptable prototype is finally achieved from which the complete system or product can now be developed.
  • 8. When to use Prototype model: • Prototype model should be used when the desired system needs to have a lot of interaction with the end users. • Typically, online systems, web interfaces have a very high amount of interaction with end users, are best suited for Prototype model. It might take a while for a system to be built that allows ease of use and needs minimal training for the end user. • Prototyping ensures that the end users constantly work with the system and provide a feedback which is incorporated in the prototype to result in a useable system. They are excellent for designing good human computer interface systems.
  • 9. Design: Design is the planning of: • Artifacts and systems • Interactions and interventions Which • Achieve goals within constraints • Select appropriate trade-offs improve on existing solutions. • Design requires understanding the specific task domain, users and requirements. The “materials” for HCI are: People • Human capabilities and psychology, human error, social context, cultural experience, Compute • Processing capabilities, limitations, interaction facilities: WIMP, audio, video, Platform conventions and design rules, interface building blocks, toolkits, Particular sub domains have specialized materials. Consider games design, CAD, VR, mobile devices, web, applications, etc.
  • 10. Design process: what is there vs. what is wanted WHAT IS WANTED ANALYSIS DESIGN IMPLEMENT & DEPLOY PROTOTYPING