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CENG 394 Introduction to Human-Computer Interaction

CENG 394 Introduction to Human-Computer Interaction. CENG 394 HCI HCI in the software process. HCI in the software process. Software engineering and the design process for interactive systems Usability engineering Iterative design and prototyping. the software lifecycle.

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CENG 394 Introduction to Human-Computer Interaction

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  1. CENG 394Introduction to Human-Computer Interaction CENG 394 HCI HCI in the software process

  2. HCI in the software process • Software engineering and the design process for interactive systems • Usability engineering • Iterative design and prototyping

  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

  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 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

  6. The formality gap Real-worldrequirementsand constraints 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

  7. 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!

  8. 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 bepossible early in design satisfying a usability specification • does not necessarily satisfy usability

  9. part of a usability specification for a VCR • 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

  10. 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?

  11. some metrics from ISO 9241 • Usability Effectiveness Efficiency Satisfactionobjective 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 fortrained 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

  12. 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

  13. 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

  14. Why prototype? • Evaluation and feedback are central to interaction design • Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing • Team members can communicate effectively • You can test out ideas for yourself • It encourages reflection: very important aspect of design • Prototypes answer questions, and support designers in choosing between alternatives

  15. What to prototype? • Technical issues • Work flow, task design • Screen layouts and information display • Difficult, controversial, critical areas

  16. Low-fidelity Prototyping • Uses a medium which is unlike the final medium, e.g. paper, cardboard • Is quick, cheap and easily changed • Examples: sketches of screens, task sequences, etc ‘Post-it’ notes storyboards ‘Wizard-of-Oz’

  17. Storyboards • Often used with scenarios, bringing more detail, and a chance to role play • It is a series of sketches showing how a user might progress through a task using the device • Used early in design

  18. Sketching • Sketching is important to low-fidelity prototyping • Don’t be inhibited about drawing ability. Practice simple symbols

  19. Card-based prototypes • Index cards (3 X 5 inches) • Each card represents one screen or part of screen • Often used in website development

  20. ‘Wizard-of-Oz’ prototyping • The user thinks they are interacting with a computer, but a developer is responding to output rather than the system. • Usually done early in design to understand users’ expectations User >Blurb blurb >Do this >Why?

  21. High-fidelity prototyping • Uses materials that you would expect to be in the final product. • Prototype looks more like the final system than a low-fidelity version. • For a high-fidelity software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk. • Danger that users think they have a full system…….see compromises

  22. Compromises in prototyping • All prototypes involve compromises • For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality? • Two common types of compromise • ‘horizontal’: provide a wide range of functions, but with little detail • ‘vertical’: provide a lot of detail for only a few functions • Compromises in prototypes mustn’t be ignored. Product needs engineering

  23. Summary The software engineering life cycle • distinct activities and the consequences for interactive system design Usability engineering • making usability measurements explicit as requirements Iterative design and prototyping • limited functionality simulations and animations Four basic activities in the design process • Establishing requirements • Designing alternatives • Prototyping • Evaluating User-centered design rests on three principles • Early focus on users and tasks • Empirical measurement using quantifiable & measurable usability criteria • Iterative design

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