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Human-CenteredSoftwareEngineering:
BridgingHCI,UsabilityandSoftwareEngineering From its beginning in
the 1980's, the ?eld of human-computer interaction (HCI) has
beende?nedasamultidisciplinaryarena. BythisImeanthattherehas
beenanexplicit recognition that distinct skills and perspectives
are required to make the whole effort of designing usable computer
systems work well. Thus people with backgrounds in Computer Science
(CS) and Software Engineering (SE) joined with people with ba-
grounds in various behavioral science disciplines (e. g. ,
cognitive and social psych- ogy,
anthropology)inaneffortwhereallperspectiveswereseenasessentialtocreating
usable systems. But while the ?eld of HCI brings individuals with
many background disciplines together to discuss a common goal - the
development of useful, usable, satisfying systems - the form of the
collaboration remains unclear. Are we striving to coordinate the
varied activities in system development, or are we seeking a richer
collaborative framework? In coordination, Usability and SE skills
can remain quite distinct and while the activities of each group
might be critical to the success of a project, we need only insure
that critical results are provided at appropriate points in the
development cycle. Communication by one group to the other during
an activity might be seen as only minimally necessary. In
collaboration, there is a sense that each group can learn something
about its own methods and processes through a close pa- nership
with the other. Communication during the process of gathering
information from target users of a system by usability
professionals would not be seen as so- thing that gets in the way
of the essential work of software engineering professionals.
Developing software systems which are easy to use while
simultaneously increasing the productivity, performance and
satisfaction of users is still a major challenge in software
engineering. Thus a large number of usability engineering methods
have been proposed to systematically develop software with high
usability. A large number of studies indicate that even basic
usability engineering methods are not integrated in software
development lifecycles practiced in industrial settings. Yet
problems in the adoption of methods by project teams are rarely
examined. This book provides a new perspective on the integration
and adoption of usability engineering methods by software
development teams. The adoption of methods by project teams -
contrary to popular belief - is not assured just because it is
mandated by the organization. This work argues that usability
engineering methods can only be regarded as integrated in the
software development process of an organization when these methods
are practiced and accepted by development teams. So far no
frameworks for examining the acceptance of methods by project teams
and for exploiting such data for guiding project teams in method
deployment are available. To address this problem, this book
presents an approach which consists of a process meta-model for
guiding project teams in the deployment of usability en- neering
methods and a measurement framework for measuring the acceptance of
the deployed methods. The approach is called Adoption-Centric
Usability Engineering.
Activity theory is a way of describing and characterizing the
structure of human - tivity of all kinds. First introduced by
Russian psychologists Rubinshtein, Leontiev, and Vigotsky in the
early part of the last century, activity theory has more recently
gained increasing attention among interaction designers and others
in the hum- computer interaction and usability communities (see,
for example, Gay and H- brooke, 2004). Interest was given a
signi?cant boost when Donald Norman suggested activity-theory and
activity-centered design as antidotes to some of the putative ills
of "human-centered design" (Norman, 2005). Norman, who has been
credited with coining the phrase "user-centered design," suggested
that too much attention focused on human users may be harmful, that
to design better tools designers need to focus not so much on users
as on the activities in which users are engaged and the tasks they
seek to perform within those activities. Although many researchers
and practitioners claim to have used or been in?uenced by activity
theory in their work (see, for example, Nardi, 1996), it is often
dif?cult to trace precisely where or how the results have actually
been shaped by activity theory. Inmanycases,
evendetailedcasestudiesreportresultsthatseemonlydistantlyrelated,
if at all, to the use of activity theory. Contributing to the lack
of precise and traceable impact is that activity theory, - spite
its name, is not truly a formal and proper theory.
As interactive systems are quickly becoming integral to our
everyday lives, this book investigates how we can make these
systems, from desktop and mobile apps to more wearable and
immersive applications, more usable and maintainable by using HCI
design patterns. It also examines how we can facilitate the reuse
of design practices in the development lifecycle of multi-devices,
multi-platforms and multi-contexts user interfaces. Effective
design tools are provided for combining HCI design patterns and
User Interface (UI) driven engineering to enhance design whilst
differentiating between UI and the underlying system features.
Several examples are used to demonstrate how HCI design patterns
can support this decoupling by providing an architectural framework
for pattern-oriented and model-driven engineering of
multi-platforms and multi-devices user interfaces. Patterns of HCI
Design and HCI Design of Patterns is for students, academics and
Industry specialists who are concerned with user interfaces and
usability within the software development community.
There is an intrinsic conflict between creating secure systems and
usable systems. But usability and security can be made synergistic
by providing requirements and design tools with specific usable
security principles earlier in the requirements and design phase.
In certain situations, it is possible to increase usability and
security by revisiting design decisions made in the past; in
others, to align security and usability by changing the regulatory
environment in which the computers operate. This book addresses
creation of a usable security protocol for user authentication as a
natural outcome of the requirements and design phase of the
authentication method development life cycle.
As interactive systems are quickly becoming integral to our
everyday lives, this book investigates how we can make these
systems, from desktop and mobile apps to more wearable and
immersive applications, more usable and maintainable by using HCI
design patterns. It also examines how we can facilitate the reuse
of design practices in the development lifecycle of multi-devices,
multi-platforms and multi-contexts user interfaces. Effective
design tools are provided for combining HCI design patterns and
User Interface (UI) driven engineering to enhance design whilst
differentiating between UI and the underlying system features.
Several examples are used to demonstrate how HCI design patterns
can support this decoupling by providing an architectural framework
for pattern-oriented and model-driven engineering of
multi-platforms and multi-devices user interfaces. Patterns of HCI
Design and HCI Design of Patterns is for students, academics and
Industry specialists who are concerned with user interfaces and
usability within the software development community.
Human-CenteredSoftwareEngineering: BridgingHCI,
UsabilityandSoftwareEngineering From its beginning in the 1980's,
the ?eld of human-computer interaction (HCI) has
beende?nedasamultidisciplinaryarena. BythisImeanthattherehas
beenanexplicit recognition that distinct skills and perspectives
are required to make the whole effort of designing usable computer
systems work well. Thus people with backgrounds in Computer Science
(CS) and Software Engineering (SE) joined with people with ba-
grounds in various behavioral science disciplines (e. g., cognitive
and social psych- ogy,
anthropology)inaneffortwhereallperspectiveswereseenasessentialtocreating
usable systems. But while the ?eld of HCI brings individuals with
many background disciplines together to discuss a common goal - the
development of useful, usable, satisfying systems - the form of the
collaboration remains unclear. Are we striving to coordinate the
varied activities in system development, or are we seeking a richer
collaborative framework? In coordination, Usability and SE skills
can remain quite distinct and while the activities of each group
might be critical to the success of a project, we need only insure
that critical results are provided at appropriate points in the
development cycle. Communication by one group to the other during
an activity might be seen as only minimally necessary. In
collaboration, there is a sense that each group can learn something
about its own methods and processes through a close pa- nership
with the other. Communication during the process of gathering
information from target users of a system by usability
professionals would not be seen as so- thing that gets in the way
of the essential work of software engineering professionals.
Activity theory is a way of describing and characterizing the
structure of human - tivity of all kinds. First introduced by
Russian psychologists Rubinshtein, Leontiev, and Vigotsky in the
early part of the last century, activity theory has more recently
gained increasing attention among interaction designers and others
in the hum- computer interaction and usability communities (see,
for example, Gay and H- brooke, 2004). Interest was given a
signi?cant boost when Donald Norman suggested activity-theory and
activity-centered design as antidotes to some of the putative ills
of "human-centered design" (Norman, 2005). Norman, who has been
credited with coining the phrase "user-centered design," suggested
that too much attention focused on human users may be harmful, that
to design better tools designers need to focus not so much on users
as on the activities in which users are engaged and the tasks they
seek to perform within those activities. Although many researchers
and practitioners claim to have used or been in?uenced by activity
theory in their work (see, for example, Nardi, 1996), it is often
dif?cult to trace precisely where or how the results have actually
been shaped by activity theory. Inmanycases,
evendetailedcasestudiesreportresultsthatseemonlydistantlyrelated,
if at all, to the use of activity theory. Contributing to the lack
of precise and traceable impact is that activity theory, - spite
its name, is not truly a formal and proper theory.
Developing software systems which are easy to use while
simultaneously increasing the productivity, performance and
satisfaction of users is still a major challenge in software
engineering. Thus a large number of usability engineering methods
have been proposed to systematically develop software with high
usability. A large number of studies indicate that even basic
usability engineering methods are not integrated in software
development lifecycles practiced in industrial settings. Yet
problems in the adoption of methods by project teams are rarely
examined. This book provides a new perspective on the integration
and adoption of usability engineering methods by software
development teams. The adoption of methods by project teams -
contrary to popular belief - is not assured just because it is
mandated by the organization. This work argues that usability
engineering methods can only be regarded as integrated in the
software development process of an organization when these methods
are practiced and accepted by development teams. So far no
frameworks for examining the acceptance of methods by project teams
and for exploiting such data for guiding project teams in method
deployment are available. To address this problem, this book
presents an approach which consists of a process meta-model for
guiding project teams in the deployment of usability en- neering
methods and a measurement framework for measuring the acceptance of
the deployed methods. The approach is called Adoption-Centric
Usability Engineering.
There is an intrinsic conflict between creating secure systems and
usable systems. But usability and security can be made synergistic
by providing requirements and design tools with specific usable
security principles earlier in the requirements and design phase.
In certain situations, it is possible to increase usability and
security by revisiting design decisions made in the past; in
others, to align security and usability by changing the regulatory
environment in which the computers operate. This book addresses
creation of a usable security protocol for user authentication as a
natural outcome of the requirements and design phase of the
authentication method development life cycle.
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