lecture 10 hci in the software process. topics for today software engineering and the design process...
TRANSCRIPT
Lecture 10
HCI in the software process
Topics for Today Software engineering and the design process for
interactive systems
Usability engineering
Iterative design and prototyping
Design rationale
What is software engineering?
“The establishment and use of sound engineering principles in order to obtain economically built software that is reliable and works efficiently on real machines.”
“Software Engineering: (1) The application of a systematic, disciplines, quantifiable approach to the development, operation, and maintenance of software; that is the application of engineering to software. (2) The study of approaches as in (1).”
IEEE Definition (1993)
Classic Definition (1969)
From Wikipedia“Software engineering is the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software.’’
Software Engineering vs. Computer Science Computer science is concerned with theory and
fundamentals; software engineering is concerned with the practicalities of developing and delivering useful software.
Computer science theories are still insufficient to act as a complete underpinning for software engineering (unlike e.g. physics and electrical engineering).
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 software life cycle The software life cycle is an attempt to
identify the activities that occur in software development. These activities must then be ordered in time
in any development project and appropriate techniques must be adopted to carry them through.
The software life cycle In the development of a software product,
we consider two main parties: The customer who requires the use of the
product and the designer who must provide the product
Typically, the customer and the designer are groups of people and some people can be both customer and designer.
The software life cycle It is important to distinguish between the
customer who is the client of the designing company and the customer who is the eventual user of the system. These two roles of customer can be played by
different people. The group of people who negotiate the
features of the intended system with the designer may never be actual users of the system.
The waterfall model – Activities
Requirementsspecification
Requirementsspecification
Architecturaldesign
Architecturaldesign
Detaileddesign
Detaileddesign
Coding andunit testingCoding andunit testing
Integrationand testingIntegrationand testing
Operation andmaintenance
Operation andmaintenance
Requirement specification In requirements specification, the designer
and customer try to capture a description of what the eventual system will be expected to provide. This is in contrast to determining how the
system will provide the expected services, which is the concern of later activities.
Requirement specifications Requirements specification involves
eliciting information from the customer about the work environment, or domain, in which the final product will function.Aspects of the work domain include not only
the particular functions that the software product must perform.
Requirement specification It also includes details about the
environment in which it must operate, such as the people whom it will potentially affect and the new product’s relationship to any other products which it is updating or replacing.
Requirement Specification Requirements specification begins at the
start of product development. Though the requirements are from the customer’s perspective, if they are to be met by the software product they must be formulated in a language suitable for implementation.
Requirement Specification Requirements are usually initially
expressed in the native language of the customer. The executable languages for software are
less natural and are more closely related to a mathematical language in which each term in the language has a precise interpretation, or semantics
Requirement specification The transformation from the expressive
but relatively ambiguous natural language of requirements to the more precise but less expressive executable languages is one key to successful development.
Communication is a critical element.
Architectural design Architectural design concentrate on how the
system provides the services expected from it. The first activity is a high-level decomposition
of the system into components that can either be brought in from existing software products or be developed from scratch independently. An architectural design performs this
decomposition.
Architectural Design It is not only concerned with the functional
decomposition of the system, determining which components provide which services.
It must also describe the interdependencies between separate components and the sharing of resources that will arise between components.
Detailed Design The architectural design provides a
decomposition of the system description that allows for isolated development of separate components which will later be integrated. For those components that are not already
available for immediate integration, the designer must provide a sufficiently detailed description so that they may be implemented in some programming language.
Detailed Design The detailed design is a refinement of the
component description provided by the architectural design.
The behavior implied by the higher-level description must be preserved in the more detailed description.
Detailed Design
Coding and unit testing The detailed design for a component of
the system should be in such a form that it is possible to implement it in some executable programming language.
After coding, the component can be tested to verify that it performs correctly, according to some test criteria that were determined in earlier activities.
Coding and testing Here is plenty of research that is geared
towards the automation of this coding activity directly from a low-level detailed design.
Coding and Testing Most of the work in formal methods
operates under the hypothesis that, in theory, the transformation from the detailed design to the implementation is from one mathematical representation to another and so should be able to be entirely automated.
Coding and Testing Other work concentrates on the automatic
generation of tests from output of earlier activities which can be performed on a piece of code to verify that it behaves correctly.
Integration and testing Once enough components have been
implemented and individually tested, they must be integrated as described in the architectural design.
Further testing is done to ensure correct behavior and acceptable use of any shared resources.
Integration and testing It is also possible at this time to perform
some acceptance testing with the customers to ensure that the system meets their requirements.
It is only after acceptance of the integrated system that the product is finally released to the customer.
Maintenance After product release, all work on the
system is considered under the category of maintenance, until such time as a new version of the product demands a total redesign or the product is phased out entirely.
Maintenance The majority of the lifetime of a product is
spent in the maintenance activity. Maintenance involves the correction of
errors in the system which are discovered after release and the revision of the system services to satisfy requirements that were not realized during previous development.
Activities in the life cycle -OverviewRequirements 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 designhigh-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 designrefinement of architectural components and interrelations to identify modules to be implemented separately the refinement is governed by the nonfunctional requirements
Verification and Validation Throughout the life cycle, the design must
be checked to ensure that it both satisfies the high-level requirements agreed with the customer and is also complete and internally consistent.
These checks are referred to as validation and verification.
Verification.. Verification of a design will most often
occur within a single life-cycle activity or between two adjacent activities. For example, in the detailed design of a
component of a payroll accounting system, the designer will be concerned with the correctness of the algorithm to compute taxes deducted from an employee’s gross income.
Verification ..The architectural design will have provided a
general specification of the information input to this component and the information it should output.
The detailed description will introduce more information in refining the general specification.
Verification.. The detailed design may also have to change
the representations for the information and will almost certainly break up a single high-level operation into several low-level operations that can eventually be implemented.
Verification.. In introducing these changes to information and
operations, the designer must show that the refined description is a legal one within its language (internal consistency) and that it describes all of the specified behavior of the high-level description (completeness) in a provably correct way (relative consistency).
Validation Validation of a design demonstrates that
within the various activities the customer’s requirements are satisfied.
Validation is a much more subjective exercise than verification, mainly because the disparity between the language of the requirements and the language of the design forbids any objective form of proof.
Validation.. In interactive system design, the validation
against HCI requirements is often referred to as evaluation and can be performed by the designer in isolation or in cooperation with the customer.
Verification and validation
Verificationdesigning the product right
Validationdesigning the right product
The formality gap
validation will always rely to some extent on subjective means of proof
Management and contractual issuesdesign in commercial and legal contexts
Real-worldrequirementsand constraints The formality gap
The life cycle for interactive systems
cannot assume a linearsequence of activities
as in the waterfall model
lots of feedback!
Requirementsspecification
Requirementsspecification
Architecturaldesign
Architecturaldesign
Detaileddesign
Detaileddesign
Coding andunit testingCoding andunit testing
Integrationand testingIntegrationand testing
Operation andmaintenance
Operation andmaintenance
Management and contractual issue
The life cycle concentrated on the more technical features of software development. In a technical discussion, managerial issues
of design, such as time constraints and economic forces, are not as important.
The different activities of the life cycle are logically related to each other.
Management and contractual issue
We can see that requirements for a system precede the high-level architectural design which precedes the detailed design, and so on.
In reality, it is quite possible that some detailed design is attempted before all of the architectural design.
Management and contractual issue
In management, a much wider perspective must be adopted which takes into account the marketability of a system, its training needs, the availability of skilled personnel or possible subcontractors, and other topics outside the activities for the development of the isolated system.
Managerial Issues In managing the development process, the
temporal relationship between the various activities is more important, as are the intermediate deliverables which represent the technical content, as the designer must demonstrate to the customer that progress is being made.
Usability engineeringThe 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 actionsto 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
use a VCR to pre-record two programs
ISO usability standard 9241
adopts traditional usability categories:
effectivenesscan you achieve what you want to?
efficiencycan you do it without wasting effort?
satisfactiondo you enjoy the process?
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 forfunctions 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 prototypingStoryboards
need not be computer-basedcan be animated
Limited functionality simulationssome part of system functionality provided by designerstools like HyperCard are common for these Wizard of Oz technique
Warning about iterative designdesign inertia – early bad decisions stay baddiagnosing real usability problems in prototypes….
…. and not just the symptoms
Design rationaleDesign 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
Sub-issue
Issue
Sub-issue
Sub-issue
Position
Position
Argument
Argument
responds to
responds toobjects to
supports
questions
generalizes
specializes
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 semanticsDesign Representation Languge
the QOC notation
Question
Option
Option
Option
Criterion
Criterion
Criterion
Question … ConsequentQuestion
…
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 of today’s topicsThe 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