HCI in the software. chapter 6. HCI in the software process. The waterfall model. the software lifecycle

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HCI in the software process chapter 6 HCI in the software process Software engineering and the process for interactive systems Usability engineering Iterative and prototyping Design rationale the software lifecycle The waterfall model Software engineering is the discipline for understanding the software process, or life cycle Designing for usability occurs at all stages of the life cycle, not as a single isolated activity Requirements specification Architectural Detailed Coding and unit testing Integration and testing Operation and maintenance

Activities in the life cycle Verification and validation Requirements specification er 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 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 refinement of architectural components and interrelations to identify modules to be implemented separately the refinement is governed by the nonfunctional requirements Verification ing the product right Validation ing the right product Real-world requirements and constraints The formality gap The formality gap validation will always rely to some extent on subjective means of proof Management and contractual issues in commercial and legal contexts The life cycle for interactive systems Usability engineering Requirements specification Architectural Detailed cannot assume a linear sequence of activities as in the waterfall model Coding and unit testing 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 lots of feedback! Integration and testing Operation and maintenance Problems usability specification requires level of detail that may not be possible early in satisfying a usability specification does not necessarily satisfy usability

part of a usability specification for a VCR Attribute: Backward recoverability Measuring concept: Measuring method: Now level: Worst case: Planned level: Best case: Undo an erroneous programming sequence Number of explicit user actions to undo current program No current product allows such an undo As many actions as it takes to program-in mistake A maximum of two explicit user actions One explicit cancel action ISO usability standard 9241 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? some metrics from ISO 9241 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 and prototyping Iterative 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 Design rationale Storyboards need not be computer-based can be animated Limited functionality simulations some part of system functionality provided by ers tools like HyperCard are common for these Wizard of Oz technique Warning about iterative 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 rationale communication throughout life cycle reuse of knowledge across products enforces discipline presents arguments for trade-offs organizes potentially large space capturing contextual information Design rationale (cont d) Types of DR: Process-oriented preserves order of deliberation and decision-making Structure-oriented emphasizes post hoc structuring of considered alternatives Two examples: Issue-based information system (IBIS) Design space analysis Issue-based information system (IBIS) basis for much of 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

structure of gibis Design space analysis Position supports Argument structure-oriented specializes Issue responds to responds to Position objects to Argument QOC hierarchical structure: questions (and sub-questions) represent major issues of a options Sub-issue questions Sub-issue generalizes Sub-issue 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 the QOC notation Psychological rationale Question Option Option Option Criterion Criterion Criterion Question Consequent Question to support task-artefact cycle in which user tasks are affected by the systems they use aims to make explicit consequences of for users ers 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 can be used to improve next iteration of

Summary The software engineering life cycle distinct activities and the consequences for interactive system Usability engineering making usability measurements explicit as requirements Iterative and prototyping limited functionality simulations and animations Design rationale recording knowledge process vs. structure