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Methods for Mobile Computing Software design

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The HAnDM method. Research underway at Staffordshire University ... HAnDM (Handheld Application Design Method) Background to HAnDM: A project to investigate ... – PowerPoint PPT presentation

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Title: Methods for Mobile Computing Software design


1
Methods for Mobile Computing Software design
2
Requirement for a Mobile Computing design method
  • Real mobile computing only emerged in the early
    nineties, so there are few examples of good
    practice
  • Thus far few specific design methods / approaches
    has been devised
  • In general software for mobile computing has not
    been overly efficient to use
  • - Carried straight over from the Desktop PC
  • - Software often adopts unsuitable interface
    styles
  • - Usability is a common failing
  • All in all the approach has devalued the
    experience and lowers users take-up of mobile
    computing

3
Requirement for a Mobile Computing design method
  • We clearly need to
  • Improve software quality by adding rigor to the
    design process
  • Start to evaluate devices to establish
    limitations to form a capabilities
    specification to aid in the design process
  • Need to produce a method framework
  • Add usable tools, techniques and guidelines to
    aid designers getting things right first time

4
How do other domains help?
  • Although we recognize mobile computing is scaled
    down compared to desktop computing many issues
    remain the same (but need careful focus
    scaling)
  • A mobile method must address
  • - Information gathering techniques
  • - User modeling task models
  • - Metaphor
  • - Navigation design
  • - Media selection
  • - Interface design
  • - Interaction design
  • - Prototyping
  • - Testing

5
The HAnDM method
  • Research underway at Staffordshire University
  • HAnDM (Handheld Application Design Method)
  • Background to HAnDM A project to investigate
    challenges involved with mobile computing
    application design, and to devise a formalized
    development method
  • - To address both design and implementation
  • perspectives
  • - Contain usable tools, techniques, models
    and
  • guidelines
  • - The overall goal is to produce a method to
  • enhance software quality, and get it to a
    default
  • level that is always usable and efficient

6
HAnDM Development approach
  • Firstly needed to establish limitations of mobile
    computing software and hardware, forming a
    consolidated state-of-the-art mobile computing
    specification
  • - Utilized 4 units (both software and
    hardware)
  • - Output written as a formal specification
  • Secondly contributory theory and methods were
    examined
  • Involved the review of existing methods (e.g. all
    computing domains) to gain steps, models and
    techniques

7
HAnDM Development approach
  • Thorough work also investigated information
    gathering techniques, user modeling, task models,
    metaphor, navigation models, prototyping,
    testing, media theory, interface design and
    interaction research, etc.
  • The above is then utilized to produce the
    architecture of the method (with tools and
    techniques)
  • - Gives a first workable version
  • To further develop HAnDM, formative and
    evaluative case studies (artifacts) are used to
    upgrade the method, leading to a final version
  • - Adds robustness to the approach

8
Formative development
  • Used as a vehicle to help enhance the method,
    giving it robustness as already identified
  • A set of four case studies (artifacts) used
  • - A shopping application
  • - An educational application
  • - A classroom assistant application
  • - A paramedic application
  • After creation determine the quality of the
    artifact, inferior products reflect on
    deficiencies in the method
  • Repair and improve the method
  • Gives a revised second version

9
Evaluative development
  • Test the second version of HAnDM
  • Four case studies again used
  • - A CSCW engineering design
  • application
  • - A navigational application
  • - An organizer application
  • - A designers drawing application
  • Products again reviewed
  • Method repaired
  • Gives a third and final version
  • - Fully validated by the 8 test artifacts

10
HAnDM method Steps
  • Step One Card task model creation
  • Step Two Integrate media
  • Step Three Add interaction
  • Step Four Implement software artifact

11
HAnDM Step One
  • Card Task Model Creation
  • Collect a specification on device and its
    software representation capabilities
  • - e.g. Compaq iPaq / Windows PocketPC 3.0
  • Specify a task outline (project brief)
  • - e.g. AE data capture application,
    form-filling
  • required, series of cards to elicit
    patient data, etc.
  • Get user profile details
  • - e.g. Paramedic working under pressure, no
    room
  • for error, real-time data capture
    possibly required, etc.
  • Gather task information
  • - e.g. Get in the nitty-gritty level of
    information, what
  • to do and how done

12
HAnDM Step One
  • Card Task Model Creation (continued)
  • Lay out information to cards
  • - Review the task information gathered and
  • divide it up into a workable series of
    cards (all
  • independent of each other)
  • Determine information requirements thoroughly
  • - Review cards to check the information you
  • want to show on a card is o.k.

13
HAnDM Step One
  • Card Task Model Creation

14
HAnDM Step Two
  • Integrate media
  • Map card specifications to media (a screen at a
    time)
  • Standard multimedia theory (specifically cut
    down)
  • - Resource model is specific to device type
    and specific
  • model (e.g. Nokia 7110)
  • - Do a media combination analysis for each
    card
  • HAnDM Step Three
  • Add interaction
  • Use card designs to inform interaction decisions
  • Identify interface interaction mechanism and
    routes
  • Choose actual interaction mechanism, e.g. pen,
    speech, or keyboard etc.
  • Do an interaction combination analysis (if
    required)

15
HAnDM Step Four
  • Implement Software Artifact
  • Generate cards
  • Add screen details
  • - Media and interaction
  • Build in a metaphor if
  • required (PDAs and above)
  • Test the software
  • Repair any found voids
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