Human-Centered Software Engineering (eBook)

Software Engineering Models, Patterns and Architectures for HCI
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2009 | 2009
XXX, 398 Seiten
Springer London (Verlag)
978-1-84800-907-3 (ISBN)

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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.
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 "e;human-centered design"e; (Norman, 2005). Norman, who has been credited with coining the phrase "e;user-centered design,"e; 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.

Contents 6
List of Figures 11
List of Tables 17
Contributing Authors 20
1 Human-Centered Software Engineering: Software Engineering Architectures, Patterns, and Models for Human Computer Interaction 29
1.1 SCOPE 29
1.2 SPECIFIC OBJECTIVES OF THE CHISE VOLUME II 30
1.3 OVERVIEW 30
1.4 CHAPTER SUMMARIES 31
I User Experiences, Usability Requirements, and Design 35
2 WHAT DRIVES SOFTWARE DEVELOPMENT: BRIDGING THE GAP BETWEEN SOFTWARE AND USABILITY ENGINEERING 36
2.1 INTRODUCTION 36
2.2 USE CASE DRIVEN SOFTWARE DEVELOPMENT 38
2.3 ARCHITECTURE CENTRIC 41
2.4 FROM ESSENTIAL USE CASES TO THE CONCEPTUAL ARCHITECTURE 44
2.5 TOOL ISSUES 47
2.6 CONCLUSION 50
3 HUMAN ACTIVITY MODELING: TOWARD A PRAGMATIC INTEGRATION OF ACTIVITY THEORY AND USAGE-CENTERED DESIGN 53
3.1 INTRODUCTION 54
3.2 ACTIVITY THEORY 55
3.3 USAGE-CENTERED DESIGN 57
3.4 TOWARD INTEGRATION 59
3.5 HUMAN ACTIVITY MODELING 61
3.6 DESIGN IMPLICATIONS 69
3.7 PROCESS IMPLICATIONS 70
3.8 APPLICATION 71
3.9 DISCUSSION 73
4 A USER-CENTERED FRAMEWORK FOR DERIVING A CONCEPTUAL DESIGN FROM USER EXPERIENCES: LEVERAGING PERSONAS AND PATTERNS TO CREATE USABLE DESIGNS 78
4.1 INTRODUCTION 79
4.2 A FIRST LOOK AT THE PROPOSED FRAMEWORK 80
4.3 MODELING USER EXPERIENCES WITH PERSONAS 81
4.4 CREATING A CONCEPTUAL DESIGN USING PATTERNS 82
4.5 AN ILLUSTRATIVE CASE STUDY 86
4.6 A DETAILED DESCRIPTION OF UX-PROCESS 95
4.7 FURTHER INVESTIGATION: THE P2P MAPPER TOOL 99
4.8 CONCLUSION 101
References 104
5 XML-BASED TOOLS FOR CREATING, MAPPING, AND TRANSFORMING USABILITY ENGINEERING REQUIREMENTS 107
5.1 INTRODUCTION 107
5.2 TOOLSET OVERVIEW 109
5.3 USING XML TO STRUCTURE UE SPECIFICATIONS 113
5.4 MAPPING BETWEEN XML-BASED UE AND SE SPECIFICATIONS 116
5.5 TRANSLATING BETWEEN XML-BASED UE REQUIREMENTS INTO SE SPECIFICATIONS 123
5.6 CONCLUSION 126
II Modeling and Model-Driven Engineering 129
6 MULTIPATH TRANSFORMATIONAL DEVELOPMENT OF USER INTERFACES WITH GRAPH TRANSFORMATIONS 130
6.1 INTRODUCTION 131
6.2 RELATED WORK 133
6.3 EXPRESSING THE UI DEVELOPMENT CYCLE WITH GRAPH TRANSFORMATIONS 134
6.4 DEVELOPMENT PATHS 141
6.5 CONCLUSION 157
7 HUMAN-CENTERED ENGINEERING OF INTERACTIVE SYSTEMS WITH THE USER INTERFACE MARKUP LANGUAGE 162
7.1 INTRODUCTION 163
7.2 UIML: AN OVERVIEW 164
7.3 TOOLS FOR AND EXTENSIONS OF UIML 171
7.4 IMPROVEMENTS TO UIML FOR VERSION 4.0 179
7.5 UIML-RELATED STANDARDS 189
7.6 CONCLUSION 192
8 MEGAMODELING AND METAMODEL-DRIVEN ENGINEERING FOR PLASTIC USER INTERFACES: MEGA-UI 195
8.1 INTRODUCTION 196
8.2 PLASTICITY: CASE STUDY AND ENGINEERING ISSUES 197
8.3 MODELING, METAMODELING, AND MEGAMODELING 204
8.4 MDE FOR PLASTICITY 212
8.5 CONCLUSION AND PERSPECTIVES 218
9 CAUSE AND EFFECT IN USER INTERFACE DEVELOPMENT 223
9.1 INTRODUCTION 223
9.2 RESEARCH STUDY 227
9.3 ELICITING NEEDS AND CONTEXT 231
9.4 DESIGN 232
9.5 EVALUATION IN CONTEXT 236
9.7 CONCLUSION 240
III Interactive Systems Architectures 245
10 FROM USER INTERFACE USABILITY TO THE OVERALL USABILITY OF INTERACTIVE SYSTEMS: ADDING USABILITY IN SYSTEM ARCHITECTURE 246
10.1 INTRODUCTION 247
10.2 BACKGROUND AND RELATED WORK 248
10.3 IDENTIFYING AND CATEGORIZING TYPICAL SCENARIOS 249
10.4 PATTERNS AS SOLUTIONS TO THE PROBLEMS DOCUMENTED AS SCENARIOS 251
10.5 MODELING CAUSE-EFFECT RELATIONSHIPS BETWEEN SOFTWARE ELEMENTS AND USABILITY 258
10.6 CONCLUSION AND FUTURE INVESTIGATIONS 263
11 TOWARD A REFINED PARADIGM FOR ARCHITECTING USABLE SYSTEMS 265
11.1 INTRODUCTION 265
11.2 AN OVERVIEW OF PREVIOUS WORK 266
11.3 USABILITY AT THE REQUIREMENTS DEFINITION STAGE 268
11.4 USABILITY-CENTERED SOFTWARE DEVELOPMENT PROCESS 271
11.5 CONCLUSION 273
12 TRACE-BASED USABILITY EVALUATION USING ASPECT-ORIENTED PROGRAMMING AND AGENT-BASED SOFTWARE ARCHITECTURE 276
12.1 INTRODUCTION 276
12.2 FIRST APPROACH FOR EARLY USABILITY EVALUATION: INJECTION OF THE MECHANISM OF TRACES BY ASPECT-ORIENTED PROGRAMMING 277
12.3 SECOND APPROACH: INTERACTIVE AGENT-BASED ARCHITECTURE AND EVALUATION MODULE 282
12.4 TOWARDS AN ASSISTANCE SYSTEM FOR THE EVALUATION OF AGENT-BASED INTERACTIVE SYSTEMS 285
12.5 COMPARISON BETWEEN THE TWO APPROACHES 287
12.6 CONCLUSION 292
13 ACHIEVING USABILITY OF ADAPTABLE SOFTWARE: THE AMF-BASED APPROACH 296
13.1 INTRODUCTION 296
13.2 STATE-OF-THE-ART 297
13.3 AMF AND ITS RELATIONSHIPS WITH OTHER MODELS 300
13.4 A METHOD FOR DESIGNING ADAPTABLE APPLICATIONS 308
13.5 FUTURE DEVELOPMENTS AND CONCLUSION 313
IV Reengineering, Reverse Engineering, and Refactoring 317
14 THE GAINS DESIGN PROCESS: HOW TO DO STRUCTURED DESIGN OF USER INTERFACES IN ANY SOFTWARE ENVIRONMENT 318
14.1 THE COSTS OF CHANGING USER INTERFACES 319
14.2 OVERVIEW OF THE GAINS PROCESS 321
14.3 OVERVIEW OF XP’S PLANNING LEVELS 322
14.4 EVALUATIONS OF USABILITY 330
14.5 DIFFICULTIES WITH TWO XP ASSUMPTIONS 331
14.6 CONCLUSIONS 331
15 LEGACY SYSTEMS INTERACTION REENGINEERING 333
15.1 INTRODUCTION 334
15.2 MOTIVATION FOR INTERACTION ENGINEERS 334
15.3 GENERIC METHODOLOGY 335
15.4 APPLICATIONS OF INTERACTION REENGINEERING 339
15.5 FROM WEBSITES TO WEB SERVICES 341
15.6 ADVANTAGES AND LIMITATIONS 347
16 USING REVERSE ENGINEERING FOR AUTOMATED USABILITY EVALUATION OF GUI-BASED APPLICATIONS 350
16.1 INTRODUCTION 350
16.2 GUI MODEL 353
16.3 DESIGN OF THE GUI RIPPER 360
16.4 IMPLEMENTATION 362
16.5 EMPIRICAL EVALUATION 364
16.6 RELATED WORK 366
16.7 CONCLUSIONS AND FUTURE WORK 367
17 TASK MODELS AND SYSTEM MODELS AS A BRIDGE BETWEEN HCI AND SOFTWARE ENGINEERING 371
17.1 INTRODUCTION 372
17.2 RELATED WORK 373
17.4 A CLASSICAL SYSTEM MODEL 375
17.5 THE IMPROVED SYSTEM MODEL 376
17.6 SCENARIOS AS A BRIDGE BETWEEN TASKS AND SYSTEM MODELS 377
17.7 A CASE STUDY 379
17.8 THE INTEGRATION OF THE MODELS: CTT-ICO 389
17.9 CONCLUSIONS 396
Author Index 400
Subject Index 407

Erscheint lt. Verlag 19.6.2009
Reihe/Serie Human–Computer Interaction Series
Human–Computer Interaction Series
Zusatzinfo XXX, 398 p.
Verlagsort London
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Mathematik / Informatik Informatik Software Entwicklung
Schlagworte Design • HCI • Modeling • programming • software architecture • software development • Software engineering • structured design • Systems Architecture • user interface
ISBN-10 1-84800-907-0 / 1848009070
ISBN-13 978-1-84800-907-3 / 9781848009073
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