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HCI in the software process Chapter 6

HCI in the software process Chapter 6. Agenda. Software engineering and the design process for interactive systems Iterative design and prototyping When is each best? Self study – read and take your own notes Usability engineering Design rationale. The software lifecycle.

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HCI in the software process Chapter 6

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  1. HCI in the software process Chapter 6

  2. Agenda • Software engineering and the design process for interactive systems • Iterative design and prototyping • When is each best? • Self study – read and take your own notes • Usability engineering • Design rationale

  3. 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 • There are many models of the software life cycle we will look at the 2 main ones. • Waterfall, which assumes all the requirements can be predefined • Prototyping, which assumes the system must be build for the requirements to emerge. • In reality most software development is somewhere between these two extremes

  4. Requirementsspecification Architecturaldesign Detaileddesign Coding andunit testing Integrationand testing Operation andmaintenance The waterfall model

  5. 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 • Informal design and scenario based design will result in better requirements analysis

  6. Detailed design • Detailed design of the interface • Move from informal to formal specification • Separation of layers • A layered approach to software development will provide for more flexibility • Data • Logic • Interface

  7. Testing • Testing is not only about functionality of code • Usability testing • There are some basics that are nearly always important • Layout • Language • Number of click/steps to perform task • Choose rather than remember • More detail in weeks 7 & 8

  8. Requirementsspecification Architecturaldesign Detaileddesign Coding andunit testing Integrationand testing Operation andmaintenance The life cycle for interactive systems cannot assume a linearsequence of activitiesas in the waterfall model lots of feedback!

  9. Iterative design and prototyping • Iterative design overcomes inherent problems of incomplete requirements Requirements Review Design Implement

  10. Prototypes • simulate or animate some features of intended system • different types of prototypes • paper • throw-away • incremental • Evolutionary • When do you move from paper prototype to a functional prototype? • What are the consequences of moving too early or too late?

  11. Research example • We wanted to build a paperless assignment grading product with pen annotation of assignments. • New paradigm • Few studies • Technical challenges • Build a prototype

  12. Waterfall Interaction paradigm ‘standard’ and well understood? The problem is well understood? Data centric systems Information systems Data warehouse Prototype The interaction paradigm new or poorly understood? The problem definition is incomplete or poorly defined? Interface centric systems games Modelling Design tools Waterfall or Prototype

  13. Waterfall or prototype • It doesn’t have to be a one or the other decision • Many systems are a blend • With some parts are prototyped to elicit requirements • There isn’t one ‘best way’ • Nor is there a ‘silver bullet’

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