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chapter 6

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

• Design rationale
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
The waterfall model
       Requirements
       specification


                       Architectural
                          design


                                       Detailed
                                        design


                                                  Coding and
                                                  unit testing


                                                                 Integration
                                                                 and testing


                                                                               Operation and
                                                                               maintenance
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
Verification and validation

                               Real-world
                               requirements
                               and constraints   The formality gap


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
The life cycle for interactive
systems
     Requirements                                   cannot assume a linear
     specification
                                                       sequence of activities
                     Architectural                 as in the waterfall model
                        design


                                     Detailed
                                      design


                                                Coding and
                                                unit testing


                                                               Integration
lots of feedback!                                              and testing


                                                                             Operation and
                                                                             maintenance
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 be
    – possible early in design satisfying a usability specification
    – does not necessarily satisfy usability
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
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 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
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
Design rationale

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
Design rationale (cont’d)

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
Issue-based information
system (IBIS)
• 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
structure of gIBIS
                                                           supports
                                              Position                  Argument
                                     responds to
                 Issue
                                     responds to
                                                           objects to
                                              Position                  Argument
   specializes



Sub-issue                                  generalizes

                         questions

                                                   Sub-issue

                     Sub-issue
Design space analysis

• 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
the QOC notation
                      Criterion
           Option


Question   Option     Criterion


           Option     Criterion


           …        Consequent    …
Question
                     Question
Psychological design rationale

• 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
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
Design rationale
   – recording design knowledge
   – process vs. structure

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E3 chap-06

  • 1. chapter 6 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 • 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
  • 4. The waterfall model Requirements specification Architectural design Detailed design Coding and unit testing Integration and testing Operation and maintenance
  • 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. Verification and validation Real-world requirements and constraints The formality gap 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. The life cycle for interactive systems Requirements cannot assume a linear specification sequence of activities Architectural as in the waterfall model design Detailed design Coding and unit testing Integration lots of feedback! and testing Operation and maintenance
  • 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 be – possible 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 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
  • 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. Design rationale 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
  • 15. Design rationale (cont’d) 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
  • 16. Issue-based information system (IBIS) • 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
  • 17. structure of gIBIS supports Position Argument responds to Issue responds to objects to Position Argument specializes Sub-issue generalizes questions Sub-issue Sub-issue
  • 18. Design space analysis • 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
  • 19. the QOC notation Criterion Option Question Option Criterion Option Criterion … Consequent … Question Question
  • 20. Psychological design rationale • 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
  • 21. 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 Design rationale – recording design knowledge – process vs. structure