CS 66-460
Introduction to Graphical Human Machine Interfaces
The Usability Engineering Lifecycle
MONDAY, FEBRUARY 24, 1997
Instructor: G. Bowden Wise
Rensselaer Polytechnic Institute
Spring 1997
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e.g., design of on-line documentation based on analysis of reading of printed manuals
users turn pages frequently
naive interpretation: system need fast scrolling/paging
functional analysis: users turn pages a lot because it is hard to find what they want
Learn how well its functionality and interaction techniques support the kinds of tasks the planned new product is expected to support based on the initial analysis of the intended users
Will provide ideas for the new design and give a list of ad hoc guidelines for approaches that seem to work and those that should be avoided.
Usability has many different aspects
Normally not all usability aspects can be given equal weight
So we have to prioritize by setting goals for each aspect
Pick levels for each aspect:
cost of system per hour = number of users * loaded salary per hour * hours using system
Make a Prototype or partial implementation of the system early and quickly
Redesign the interface based on feedback from evaluation
New design may be worse or may break something else.
Keep track of reasons for design decisions
Implementation Phase:
Requirements -> Design -> Detailed Design -> Code -> Integration -> Implementation -> Testfully elaborated documents as completion criteria for stages
Uses of Prototypes:
scenarios
PICTIVE = plastic interface for collaborative technology initiatives through video exploration
interactive prototyping using prototyping tools
Use of the Prototype Tools
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Working out initial ideas Paper, SILK
Demonstration of the concepts Paper, Director, Hypercard, VB
Experiments with users Paper, ~Director, Hypercard, VB
Release "experimental" version ~Hypercard, VB, C++
Real, delivered system C++