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Kursusgang 6 Oversigt: Kursusforlb: - Forml og evaluering - - - PowerPoint PPT Presentation

Kursusgang 6 Oversigt: Kursusforlb: - Forml og evaluering - Hidtidige kursusgange - Resten af kurset Metoder til HCI-design Modellering af brugere i design Design af brugerflader 6.1 Forml og evaluering Semesterml -


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SLIDE 1

Design af brugerflader 6.1

Kursusgang 6

Oversigt:

  • Kursusforløb:
  • Formål og evaluering
  • Hidtidige kursusgange
  • Resten af kurset
  • Metoder til HCI-design
  • Modellering af brugere i design
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SLIDE 2

Design af brugerflader 6.2

Formål og evaluering

  • Semestermål
  • Viden og erfaring med design og implementation af et edb-værktøj
  • Kursusformål
  • Give indsigt i principper, retningslinier og omgivelser til design og

implementation af grafiske brugergrænseflader.

  • Forstå de teorier og erfaringer, der udgør grundlaget for principper og

retningslinier.

  • Opnå praktisk erfaring med, hvordan design og implementering af en

grafisk brugergrænseflade kan udføres.

  • Dele (1 modul hver):
  • 1. Grundlæggende HCI og brugbarhedstest (kun Dat1)
  • 2. Videregående HCI
  • 3. Værktøjer og biblioteker til implementering af brugergrænseflader
  • 4. Programmering af brugergrænseflader (kun Inf1)
  • Evaluering
  • Evalueres gennem projektet.
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SLIDE 3

Design af brugerflader 6.3

Hidtidige kursusgange

Brugbarhedsevaluering:

  • Definition af brugbarhed
  • Placering i udviklings-

processen

  • Aktiviteter:
  • Etablering (rammer)
  • Planlægning (testrapport)
  • Forberedelse (situation)
  • Udførelse (tænke-højt)
  • Fortolkning (problemer)
  • Præsentation

Grundlæggende HCI:

  • Menneskelig

informationsbehandling

  • Kognitionsteori
  • Gestalt-love
  • Computeren
  • Input/output-enheder
  • Interaktion
  • Interaktionsformer
  • Interaktionsdesign
  • Paradigmer
  • Principper
  • Andre teknikker til test

(udførelse)

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SLIDE 4

Design af brugerflader 6.4

Resten af kurset

Hidtil Resten

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SLIDE 5

Design af brugerflader 6.5

Metoder til HCI-design

  • ”Metode” – hvad er det?
  • Hvad skal vi med metoder?
  • ”Metodiske anvisninger” – blødere
  • Dix: fire kategorier af metodske anvisninger for

designprocessen:

  • Life-cycle eller vandfaldsmodellen
  • Designregler
  • Usability engineering
  • Prototyping
  • Problem: hvordan skal vi vælge og kombinere metodiske

anvisninger? To løsninger:

  • Kontingensfaktorer
  • Mombineret metode
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SLIDE 6

Design af brugerflader 6.6

Vandfaldsmodellen

  • Det klassiske eksempel på en life-

cycle model

  • Hvad er ideen?
  • Udviklingsprocessen gennemløber

et antal faser

  • Hver fase har et klart defineret

produkt

  • Produktet af en fase valideres i

forhold til bestemte kriterier

  • Produktet af en fase er

udgangspunktet for den næste fase

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SLIDE 7

Design af brugerflader 6.7

Vandfaldsmodellen i Dix

  • Hvad betyder faserne?
  • Hvad er produkterne?

Requirements specification Operation and maintenance Architectural design Detailed design Coding and unit testing Integration and testing

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SLIDE 8

Design af brugerflader 6.8

Relation til OOA&D

Requirements specification Operation and maintenance Architectural design Detailed design Coding and unit testing Integration and testing

Krav til brug Model Beskrivelse af komponenter Beskrivelse af arkitektur

Design af komponenter Design af arkitektur Analyse af anvendelses-

  • mråde

Analyse af problem-

  • mråde
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SLIDE 9

Design af brugerflader 6.9

Erfaringer med vandfaldsmodellen

  • Projektledelse er simpelt:

Hvorfor?

  • Virker ikke i praksis!
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SLIDE 10

Design af brugerflader 6.10

Problemer med Life-cycle modellen

Effects (Zuboff)

  • Sensory satisfaction with handling of

physical objects (forms, books, etc.) was missing.

  • Experienced less interaction with

humans (customers, supervisors) and more with computers.

  • Did not fully understand where data on

their screens came from and what it meant.

  • Reduced feeling of certainty and control

because of lack of concreteness (no names, no history, etc.).

  • Less skill and knowledge of insurance

claims required (the computer knows it).

  • More computer skills required.
  • Routine work, just ”pushing buttons”.
  • Baserer sig udelukkende på

specifikationer, men de er vanskelige at lave og forstå

  • Mange negative effekter af de

udviklede systemer

  • Svært at uddestillere

brugernes viden om deres arbejde

  • Krav ændrer sig over tid
  • Ikke-tekniske aspekter er

svære at beskrive

  • Fungerer kun, når vi ved hvad

vi vil have, og vi kan beskrive det præcist og utvetydigt

  • Tilbagekobling bliver

nødvendigt

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SLIDE 11

Design af brugerflader 6.11

Designregler

  • En anden måde at støtte designerne på
  • Eksempel: en standard for GUI-design
  • Går fra generelle principper til specifikke anvisninger
  • Variende krav om, hvor meget de skal følges
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SLIDE 12

Design af brugerflader 6.12

Usability engineering

  • Forsøg på at specificere, hvad brugbarhed konkret er i et

givet projekt

  • Eksempel: videobåndoptager (VCR)
  • Specifikationen sammenholdes med kriterier for brugbarhed
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SLIDE 13

Design af brugerflader 6.13

Prototyping

  • Brug af prototyper er et

andet alternativ til life-cycle modellen

  • Hvad er en prototype?
  • En prototype realiserer

bestemte egenskaber ved et system

  • Brugerne kan arbejde og

eksperimentere med den for at illustrere deres krav

  • Der findes forskellige former

for prototyper

  • De bruges på forskellige

tidspunkter i udviklingsprocessen

  • Quick and dirty

Early implementation without prior analysis and design. Revised until the users are satisfied. Revisions become complicated and maintenance is very expensive.

  • Throw-away

Development in order to enquire into and express requirements. Is often described as a ”running” requirements specification.

  • Design-driven

An implementation of a design which is as close to the final systems as possible. Often used for technical experiments, e.g. with the technical platform.

  • Mock-up

A cardboard or similar non-executable model of the system.

  • Evolutionary

A modifiable, running model of part of a

  • system. Is gradyally developed into the

final version which becomes the system.

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SLIDE 14

Design af brugerflader 6.14

Eksempel: Mock-up

  • UTOPIA project
  • Tools for graphical workers for page

make-up and image processing.

  • Oppose the deskilling that occurred

when computers were introduced.

  • Started describing requirements to a

tool, but that was too abstract for the graphical workers.

  • Made mock-ups to simulate how the

computerized system would work.

  • The mock-ups were made of cardboard

boxes, overhead projectors and projector screens.

  • Simulation involved people performing

the operations of the computer.

  • A prototype was developed from the

experiences with the mock-ups.

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SLIDE 15

Design af brugerflader 6.15

Kontingensfaktorer

  • Hvad gør man med de mange metoder?
  • Relevansen af life-cycle metoder og prototyping kan afgøres

ud fra kontingensfaktorer:

  • Kompleksitet
  • Usikkerhed

Kan simpelt defineres ud fra den tingængelige information:

Quantity Too much Too little Quality Too difficult Too unreliable Complexity Uncertainty

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SLIDE 16

Design af brugerflader 6.16

En simpel kontingenmodel

System Life Cycle Prototyping Mixed Methodology Prototyping High Low High Low Complexity Uncertainty

Reference: Burns & Dennis

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SLIDE 17

Design af brugerflader 6.17

Kombineret metode

  • Spiralmodellen kombinerer

prototyping og vandfaldsmodellen

  • Baseret på cykler, som indeholder

fire typer aktivitet

  • Den radiale dimension svarer til

den samlede indsats på et givet tidspunkt

  • Vinkeldimensionen svarer til hvad

der er opnået I en enkelt cykel.

  • Ved hver passage af x-aksen

(klokken 3) tages en beslutning

  • Beslutningen baserer sig på

risikoanalyse

  • Når alle risici er eliminerede, fases

der ud I en vandfaldsmodel

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SLIDE 18

Design af brugerflader 6.18

Modellering af brugere i design

  • Hvorfor er det nødvendigt?
  • Interaktive systemer
  • Modellering af krav
  • Sociotekniske metoder: ETHICS
  • Modellering: systembeskrivelse i Florence
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SLIDE 19

Design af brugerflader 6.19

The Payroll System: Computerizing

  • A classical IS.
  • All employees are paid on

a monthly basis.

  • The monthly payment is

calculated manually. Computerization:

  • The IS replaces the

manual work in the payroll department.

  • The working hours are

registered manually and then typed onto a tape.

  • Batch mode: the data

processing calculates the payment for the month and updates the accumulated information.

hours of work in current month for each employee Typing hours of work in current month for all employees Data processing Information about all employees:

  • Salary rate
  • Tax rate
  • Accumulated year-to-date

Update Payments

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SLIDE 20

Design af brugerflader 6.20

Consequences of the Payroll System

  • The first generation of

administrative information systems replaced repetitive manual work (e.g. payroll).

  • The information system was

integrated into and used by the department that performed the original manual task.

  • A new typing function was

introduced, often conducted in a separate department or

  • ffice.
  • Benefits:
  • Reduction of simple manual

work.

  • Faster processing.
  • More accurate calculations.
  • Problems:
  • A group of clerical workers

become superfluous.

  • Work in the typing department

is extremely repetitive.

  • New type of errors because

input data are not checked when output data seem unreasonable.

  • Data are only correct right after

processing.

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SLIDE 21

Design af brugerflader 6.21

The Payroll System: Modernizing

  • A second generation of

administrative systems that modernized the first generation.

  • Going from batch processing

to on-line:

  • Data are captured at their

source: Employees enter their working hours directly into the system.

  • Data are processed when they

are needed.

  • The information system

becomes the communication channel between departments.

  • Advantages:
  • The database is always up to

date.

  • Capture of data is integrated

into the work that produces the data.

  • Fewer errors because data are

registered in their context.

  • Organizational changes:
  • The typing department becomes

superfluous.

  • More people (all employees) are

using computers which may require more training.

  • New relationships between

departments.

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SLIDE 22

Design af brugerflader 6.22

Systemudviklerne forstår ikke brugerne

  • g deres arbejde
  • Jeg har brug for hjælp til at udfylde

min SU-ansøgning

  • Vi starter på Aalborg Universitets

web-sted:

  • Vi finder aldrig den nødvendige

hjælp; kun samlinger af regler og bestemmelser

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SLIDE 23

Design af brugerflader 6.23

ETHICS: Basics

  • Information system development method

created by Enid Mumford.

  • Effective Technical and Human Implementation
  • f Computer-Based Systems.
  • Focus on the interaction of technology and

people

  • Result: work systems that are both technically

efficient and have social characteristics which lead to high job satisfaction.

  • ”All change involves some conflicts of interest.

To be resolved, these conflicts need to be recognised, brought out into the open, negotiated and a solution arrived at which largely meets the interests of all the parties in the situation ... successful change strategies require institutional mechanisms which enable all these interests to be represented, and participation provides these.” Job satisfaction: the attainment of a good 'fit' between

  • What the employee

is seeking from his work: job needs, expectations and aspirations

  • What he is required

to do in his job: the

  • rganisational job

requirements which mould his experience. Job satisfaction: the attainment of a good 'fit' between

  • What the employee

is seeking from his work: job needs, expectations and aspirations

  • What he is required

to do in his job: the

  • rganisational job

requirements which mould his experience.

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SLIDE 24

Design af brugerflader 6.24

Step 3. Example of input/output analysis of one section of a Purchase Invoice Dept. This department checks and passes for payment the invoices of firms who supply goods and services the Company. Inputs Mail Clerks sort invoices VAT clerks edit invoices Comp operator check invoices Invoice is microfilmed data prep
  • ne copy
Commercial or Production Invoice Clearance Sections Here invoices are matched with GRNs
  • ne copy
data prep Goods Received Notes Goods received notes are batched and checked Outputs

ETHICS: Methodology

1.

Why Change?

2.

System boundaries

3.

Description of the existing system (5 different levels, operative tasks to whole system)

4.

Definition of key objectives

5.

Definition of key tasks

6.

Definition of key information needs

7.

Diagnosis of efficiency needs

8.

Diagnosis of job satisfaction needs

9.

Future analysis

  • 10. Specifying and weighting efficiency and

job satisfaction needs and objectives

  • 11. The organisational design of the new

system

  • 12. Technical options
  • 13. The preparation of a detailed job design
  • 14. Implementation
  • 15. Evaluation

Step 4 - Examples of key objectives of the Purchase Invoice Dept.

  • Key objectives are to ensure that the Company obtains goods and services from suppliers which

are of the right quality and price and arrive on the date promised. Also to provide a satisfying, stimulating work environment for Purchase Invoice and Treasurer's Dept. staff.

  • Relationships with suppliers are often very poor due to inaccurate or delayed payment of

suppliers accounts. This is affecting the quality of the supplier's service. Step 5 - Examples of key tasks of the Purchase Invoice Dept.

  • The fast, correct payment of suppliers accounts
  • The fast, correct answering of suppliers queries
  • The fast, accurate notification to suppliers' of rejected goods and requests for

financial compensation

  • The monitoring and improvement of the suppliers' service

Step 6 - Example of key information needs

  • Operating Information
  • Information on suppliers and the state of their accounts
  • Information on payments made
  • Problem prevention/solution information
  • Accurate goods received information
  • Which suppliers have not been paid and why
  • Co-ordination information
  • Which receipts have been transferred from Purchase Invoice to Treasurer's Dept. for

payment

  • Development Information
  • Which suppliers are antagonistic to the Company and why
  • Control information
  • The extent to which goods and services provided by suppliers are meeting company

quality standards

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SLIDE 25

Design af brugerflader 6.25

ETHICS: Discussion

  • Common reaction to ETHICS: it is impractical because
  • Unskilled users cannot do the design properly.
  • Management would never accept it.
  • To reaction 1: Mumford argues that users can and do, design
  • properly. They need training and help, but this can be provided

relatively easily. More importantly, they have the skills of knowing about their own work and system, and have a stake in the design.

  • To reaction 2: Mumford’s experience is that managers have often

welcomed participation and can be convinced of its benefits.

  • Examples:
  • A group of secretaries at Imperial Chemical Industries (ICI) designed

new work systems for themselves in the wake of the introduction of word-processing equipment.

  • A group of purchase clerks helped design a major on-line computer

system.

  • The first major use of ETHICS in the development of a large system

was DECs XSEL, an expert system for their sales offices, used to configure DEC hardware systems for particular customers.

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SLIDE 26

Design af brugerflader 6.26

System Description in Florence

  • Analysis of work conducted in

a three-day seminar where both nurses and system developers participated.

  • The purpose of the seminar

was to establish a detailed and precise understanding of nursing.

  • The flow of data was to be
  • described. At the seminar the

participants were trained in making data flow diagrams (Yourdon 1982), and were then supposed to apply this tool to describe their work.

  • Three groups of nurses were

established: A, B, and C.

  • Each group included nurses

from three different wards and a systems developer.

  • An external consultant with

extensive development experience circulated between the three groups.

  • The nurses’ experience was

chosen as the starting point. While working with the descriptions it became clear that their experience was different:

  • Varying degrees of skill.
  • Differences in the organization
  • f work in different wards.
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SLIDE 27

Design af brugerflader 6.27

Group A

  • In group A, the work was mainly

led by the nurses. The systems developer was primarily acting as an advisor.

  • The description concentrated on

relations between the manual routines of nursing and it focused

  • n the physical situation in the

three wards of the participants.

  • It reflected how work was actually
  • rganized and carried out.
  • It was an attempt to describe

human information processing instead of simple data transformation and the contents of the forms applied.

  • The rules of the method were not

strictly observed:

  • A special signature for informal

communication between various persons was introduced.

  • The routines were not described in

the exact way in which the incoming data flows were transformed to the

  • utgoing data flows. Instead, the

group focused on criteria that were influencing the major decisions.

  • Various time consuming activities

were included in the description, even though they were not of direct importance to the data transformation.

  • The description also included the

nurses’ relation to customers and local management (the manager of the ward).

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SLIDE 28

Design af brugerflader 6.28

Group B and C

  • The descriptions made by group B and group C differed

much from that of group A.

  • In both groups, the system developer was the most

dominant person.

  • Much weight was attached to observation of the rules and

guidelines of the method, and in this sense the descriptions produced were more correct.

  • The participants were surprised that these two descriptions turned
  • ut to be very different anyway.
  • In group B, there was an experienced nurse, and her

understanding of work in the ward in which she was employed influenced the description very much.

  • In group C, the participants were more equal. This implied that

their description gave a more generalized picture of the work in the three wards.

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SLIDE 29

Design af brugerflader 6.29

Comparison

  • On the last day of the seminar,

the descriptions were presented.

  • The nurses stressed that all

three descriptions gave a strongly biased impression of “actual” nursing.

  • Group A gave the most

relevant picture of their work.

  • The consultant emphasized the

quality of the description from group C.

  • After the seminar, system

developers, who did not participate in the seminar, were presented to the descriptions.

  • They had problems in

understanding the descriptions.

  • This especially applied to the

description produced by group A but also to the descriptions produced by group B and C.

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SLIDE 30

Design af brugerflader 6.30

Florence Results

  • The descriptions were only applicable to a limited extent.
  • To supplement them, a number of prototypes were

developed.

  • A prototype was developed in collaboration with the nurses

at two different hospital wards.

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SLIDE 31

Design af brugerflader 6.31

Hvilke typer information om brugere modelleres

  • Information is used for

something by somebody (application domain)

  • E.g.: by a bank clerk for

assessing whether a customer should be granted a loan.

  • Information is about

something (problem domain)

  • E.g.: about the financial

situation of a person.

  • An information system is

based on an understanding of these contexts.

System Problem domain Application domain User

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SLIDE 32

Design af brugerflader 6.32

Transfer Knowledge (Nonaka)

  • A key reference in knowledge management
  • Question: how can you transfer knowledge to others?
  • Distinguishes between explicit and tacit knowledge

From

Tacit knowledge Explicit knowledge

To

Tacit knowledge Explicit knowledge

Internalization Converting explicit knowl- edge into tacit knowledge; learning by doing; studying previously captured explicit knowledge (manuals, documentation) to gain technical know-how Socialization Transfering tacit knowledge through shared experiences, apprenticeships, on-the-job training, talking at the water cooler Externalization Articulating and thereby capturing tacit knowledge through use of metaphors, analogies, and models Combination Combining existing explicit knowledge through exchange and synthesis into new explicit knowledge