CS459559 HumanComputer Interaction - PowerPoint PPT Presentation

1 / 21
About This Presentation
Title:

CS459559 HumanComputer Interaction

Description:

Greg Lacey from IBM will talk on software development: Thurs., 4:00, SC162 ... May concentrate user acceptance tests on utility neglecting other usability goals ... – PowerPoint PPT presentation

Number of Views:43
Avg rating:3.0/5.0
Slides: 22
Provided by: yvon96
Category:

less

Transcript and Presenter's Notes

Title: CS459559 HumanComputer Interaction


1
CS459/559Human-Computer Interaction
  • Requirements
  • 9-19-2007
  • Prof. Searleman, jets_at_clarkson.edu

2
Announcements
  • Career Fair this week
  • IBM Info Night Wed., 845 945, SC160
  • Greg Lacey from IBM will talk on software
    development Thurs., 400, SC162
  • Innovative ideas wanted
  • Last week, President Collins asked that the
    campus community "think outside the box" to
    generate innovative ideas that could accelerate
    our future accomplishments. Your ideas could
    concern any aspect of campus activity academic
    programs, student life, academic facilities,
    residential facilities, etc.
  • There is a survey tool to collect your ideas at
    http//www.clarkson.edu/ideas.

a horrible death to die
3
Outline
  • Lifecycle Models (cont.)
  • Identifying needs establishing requirements
  • Personas
  • finish reading Chapter 9 and Chapter 10
  • also see Cooper (www.cooper.com personas)
  • and HCI dictionary entry on personas
  • Activity 3 look at the list of HCI presentation
    topics and bring in 3 choices for Friday (rank
    order as your 1st, 2nd 3rd choice) make
    webpage for your project

4
Recap Lifecycle models
  • Show how activities are related to each other
  • Lifecycle models are
  • management tools
  • simplified versions of reality
  • Last time we looked at
  • Waterfall, Spiral, RAD DSDM
  • Today well discuss
  • Xtreme Programming (XP, an agile methodology)
  • Usability Engineering Model, Star

5
Extreme Programming (XP)
  • Most prominent of the Agile methodologies
  • Developed in late 1990s
  • Adaptability emphasized over predictability
  • expect requirements to change, so must adapt to
    them
  • different from methods which attempt to define
    all requirements early in the life cycle
  • Communication frequent verbal communication to
    ensure users and developers are on the same page
  • Simplicity Start with simplest solution
    increase complexity as needed
  • Feedback Unit tests, acceptance tests (testing
    utility), quick estimates

6
Extreme Programming (XP)
  • Principles
  • Design for today, not for tomorrow
  • Throw code away if necessary
  • Rapid feedback from customers
  • Incremental rather than major changes
  • Expect changes in requirements
  • Less documentation
  • Less emphasis on design
  • May get tempted to keep adding features
  • May concentrate user acceptance tests on utility
    neglecting other usability goals

7
The Star Model (Hartson and Hix, 1989)
8
ISO 13407
9
Four Basic Activities of Interaction Design
  • Identifying needs and establishing requirements
  • Developing alternative designs
  • Building interactive versions of the designs
  • Evaluating designs

10
What, how and why
  • What
  • Two aims
  • Understand as much as possible about users, task,
    context
  • Produce a stable set of requirements
  • How
  • Data gathering activities
  • Data analysis activities
  • Expression as requirements
  • All of this is iterative

11
What, how and why?
  • Why
  • Requirements definition the stage where failure
    occurs most commonly

Getting requirements right is crucial
12
Establishing requirements
  • What do users want? What do they need?
  • Requirements need clarification, refinement,
    completion, re-scoping
  • Input requirements document (maybe)
  • Output stable requirements
  • Why establish?
  • Requirements arise from understanding users
    needs
  • Requirements can be justified related to data

13
Different kinds of requirements
  • Functional
  • What the system should do
  • Historically the main focus of requirements
    activities
  • (Non-functional memory size, response time,
    physical constraints, ... )
  • Data
  • What kinds of data need to be stored?
  • How will they be stored (e.g. database)?

14
Different kinds of requirements
  • Environment or context of use
  • physical dusty? noisy? vibration? light? heat?
    humidity? . (e.g. ATM)
  • social sharing of files, of displays, in paper,
    across great distances, work individually,
    privacy for clients
  • organizational hierarchy, IT departments
    attitude and remit, user support, communications
    structure and infrastructure, availability of
    training

15
An extreme example
16
Different kinds of requirements
  • Users Who are they?
  • Characteristics ability, background, attitude
    to computers
  • System use novice, expert, casual, frequent
  • Novice step-by-step (prompted), constrained,
    clear information
  • Expert flexibility, access/power
  • Frequent short cuts
  • Casual/infrequent clear instructions, e.g. menu
    paths

17
Different kinds of requirements
  • Usability learnability, throughput,
    flexibility, attitude
  • Note again that user requirements and usability
    requirements refer to different things

18
Activity
  • Suggest one key functional, data, environmental,
    user and usability requirement for each of the
    following
  • A system for use in a universitys self-service
    cafeteria that allows users to pay for their food
    using a credit system.
  • Cheel information kiosk

19
Know thy user
  • Most users are neither beginners nor experts
    instead, they are intermediates. Cooper, About
    Face 2.0, p. 33
  • Optimize for intermediates
  • Rapidly and painlessly help beginners achieve
    intermediacy.
  • Avoid putting obstacles in the way of those
    intermediates who want to become experts.
  • Keep perpetual intermediates happy as they stay
    in the middle of the skill spectrum.

20
What beginners need
  • Nobody wants to remain a beginner.
  • Imagine that users are simultaneously very
    intelligent and very busy. They need some
    instruction or aid, but the process must be rapid
    and targeted.
  • A newbie must grasp the concepts and scope of the
    program quickly gt ensure that the software
    reflects the users mental model of the tasks
  • standard on-line help is insufficient for this
  • a separate dialog box may be helpful to
    communicate overview, scope and purpose
  • beginners rely heavily on menus to learn commands

21
What perpetual intermediates need
  • Perpetual intermediates need access to tools
  • tooltips
  • online help
  • Intermediates develop a frequently used working
    set of features
  • May know that advanced features exist, but may
    not need them or know how to use them
Write a Comment
User Comments (0)
About PowerShow.com