Chapter 4 Slides - 1635819841573

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THE PROCESS OF USABILITY

ENGINEERING
Usability Engineering: Process,
Products, and Examples
Chapter 4

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BUILDING A USER INTERFACE

 Building a User Interface is part of the larger problem of building


a software system.
 Software development is hard.
 Software development is an example of a wicked problem.

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USER INTERFACE DEVELOPMENT
CHANGES SOFTWARE DEVELOPMENT
 Adding a significant user interface to a software development
project adds challenges.
 Support for connectivity.
 Support for media.
 Support for user-tailoring.

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ACTIVITIES IN SOFTWARE
ENGINEERING
 Understanding and documenting the context of the project.
 Understanding and documenting the problem to be solved
 Designing and documenting a solution in the context.
 Implementing the solution.
 Testing and evaluating the solution.

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THE WATERFALL MODEL OF
SOFTWARE DEVELOPMENT

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PHASES OF THE WATERFALL
MODEL
 Systems engineering and analysis
 Software requirements analysis
 Software design
 Code
 Testing
 Maintenance

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BENEFITS OF EXACTLY FOLLOWING
THE WATERFALL MODEL
 Following any methodology imposes discipline on the software
development process.
 Following a phased model improves cost and resource forecasting.

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PROBLEMS OF FOLLOWING THE
WATERFALL MODEL
 Does not inherently support iteration.
 Requires customer to completely elaborate requirements at the
beginning of the project.
 Customer will not see an artifact until late in the development cycle.

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ACTIVITIES OF USABILITY
ENGINEERING
 Understanding and documenting the context of the project.
 Understanding and documenting the problem to be solved.
 Designing and documenting a solution in the context.
 Implementing the solution.
 Testing and evaluating the solution.

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USABILITY AND SOFTWARE
ENGINEERING
 In the abstract, the steps for both tasks are the same.
 We can set up parallel flows of activities for both usability and
software engineering.
 The model supports iteration.

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USABILITY AND SOFTWARE
ENGINEERING ACTIVITIES

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USABILITY AND SOFTWARE
ENGINEERING ACTIVITIES

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THE DEVELOPMENT TEAM

 Building a good interface is often the result of the efforts of a


team.

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DEVELOPMENT TEAM
STRUCTURE
 Distribution of activities and communications
 Chief programmer team
 Egoless programming

 Choice depends on group dynamic and type of


problem
 Exploratory problems may work better with egoless programming where
familiar well-structured problems may be better with a chief programmer
structure.

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PARTICIPATORY DESIGN

 Users are members of the development team and work closely


with the designers.
 Advocates of participatory design stress that the participatory
aspect leads to greater buy-in from users and hence higher user
satisfaction.

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CONCLUSIONS

 Usability and software engineering always follow a process.


 Usability engineering often takes place in the larger context of
software engineering.

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