The tutorial offers examples, templates, and practice on a
specific set of design artifacts called intermediate work
products and a process for creating and evaluating them in
practical team design. The presentation is accessible to
beginners but the techniques are taken from real practice
and can be applied immediately.
Keywords
Design process, structured design, modeling, prototyping,
formative evaluation.
STRUCTURED APPROACH TO HCI DESIGN
Definition
The structured approach divides the HCI design process
into distinct but strongly interrelated components so a
design team can focus upon them individually. This
contrasts with the holistic approach, which treats all aspects
of design from requirements to look and feel as an
inseparable unity. The recent textbook of Preece et al. [7]
discusses the complementary use of both approaches.
Advantages
The structured approach has definite advantages over the
holistic approach in certain circumstances. Therefore,
having a structured approach in the personal tool kit is
advantageous for designers and consultants, especially when
there is a strong need to establish credibility or when a
convincing public rationale is needed for design decisions.
The approach is well suited to situations where an
incremental strategy is required or where support for
holistic or participatory design approaches is lacking.
Problems
There are problems with working through a sequence of
work products. For example, it is easy to get stuck in
working out an early intermediate work product in great
detail and never get on to others (analysis paralysis). Or it
is easy to make errors in the early work products and have
too little time to correct them when the consequences are
revealed later (the big bang problem). Another problem is
that there may be schedule adjustments or a need to
demonstrate progress that can embarrass a design that is
caught with only the first intermediate work products done.
MAKING THE STRUCTURED APPROACH PRACTICAL
The tutorial offers several templates and techniques for
overcoming the problems of the structured approach while
preserving the advantages. For example:
- * Seven specific intermediate work products spanning the
full HCI design space.
- * Small intermediate work products can be completed in
a day or two.
- * Relationships among work products and an effective
sequence for creating, evaluating, and revising them.
- * Evaluation against specific usability requirements:
learnability, relearnability, efficiency, error behavior,
and subjective satisfaction.
DESIGN STRATEGY
To help beginning designers organize the creation and
evaluation of a sequence of intermediate work products, this
tutorial suggests a design strategy that can be summarized
as follows:
- * Plan on several passes through the sequence
- * Work sequentially (or approximately so) through all the
intermediate work products
- * On each pass keep the level of detail about the same for
each intermediate work product
- * Formatively evaluate (Hix & Hartson, Developing User
Interfaces [2]) each as it is created to improve quality
but not to add detail
- * Each pass through the sequence, design in more detail.
INTERMEDIATE WORK PRODUCTS
Usability Requirements Specification
The usability requirements specification is the foundation
for all that follows. It includes at least:
- * A definition of users.
- * A qualitative statement of the relative importance of
each of the five usability dimensions:
Consult Nielsen's Usabilty Engineering [5].
Scenarios
A scenario (as we are using the term for today) is a short
story of a specific actor, in a specific situation, doing a
specific sequence of actions with our imagined system.
Scenarios are an effective way for a design team to
communicate an understanding of how an imagined system
is going to work. Look under "use cases" in Object-
Oriented Software Engineering, by Jacobson [3].
Work Models
A work model is an abstract representation of the activities
that can be performed by users of the imagined system to
achieve their purposes. Work models are an essential
means for the design team to summarize, the complexity of
the imagined system. Read the chapter on Dynamic
Modeling in Rumbaugh's Object-Oriented Modeling and
Design [8] as well as task hierarchy topic in Zemke's
Figuring Things Out [9].
Storyboards
A storyboard visually shows a specific sequence of actions
with our imagined system. Storyboards are a good way to
communicate the essentials of how a user will get work
done with a system, especially for stakeholders who want a
summary. See Film Directing Shot by Shot, Katz [4].
User Interface Map
A user interface map is an orienting graphical layout of the
user interface components, "navigation" paths, and
information flows. It provides an essential overview of the
whole user interface for the designers. We have no
reference for the user interface map, but the general ideas of
such diagrams are in Page-Jones' The Practical Guide to
Structured Systems Design [6].
Paper Prototype
The paper prototypes presented in the tutorial are quickly
built simulations of the imagined system designed to "run"
at about half the speed of an on-line system when operated
properly. They are specifically designed to get early user
feedback and engage users in participatory design. Paper
and on-line prototypes are presented by Andriole in Rapid
Application Prototyping [1].
On-Line Prototype
An on-line prototype created in a rapid prototyping tool.
(Visual Basic for the tutorial) is a useful transition to final
testing and implementation. See [1] for a discussion.
TUTORIAL ACTIVITIES
- * Introductory lecture to explain concepts for the day.
- * A case study with worked out examples called Willow
Tree Inn Visit Management System is supplied.
- * Working in small teams, participants modify or add to
each of the work products in the case and evaluate them
using several techniques. Instructors coach.
References
- 1. Andriole, Stephen. J. Rapid Application Prototyping,
QED Technical Publishing Group, Boston, MA, 1992.
- 2. Hix, D., and Hartson, R.H. Developing User Interfaces:
Ensuring Usability Through Product and Process. John
Wiley & Sons, New York, NY, 1993.
- 3. Jacobson, Ivar. Object-Oriented Software Engineering.
Addison-Wesley, Reading MA, 1992.
- 4. Katz, Steven D. Film Directing Shot by Shot. Michael
Weise Productions, Studio City, CA. 1991.
- 5. Nielsen, Jakob. Usability Engineering. Academic Press,
New York, NY, 1993.
- 6. Page-Jones, Meilir. The Practical Guide to Structured
Systems Design. Yourdon Press, New York, NY, 1980.
- 7. Preece, J., Rogers, Y., Sharp, H., Benyon, D., Holland,
S., Carey, T. Human-Computer Interaction. Adios-
Wesley. New York, NY, 1994.
- 8. Rumbaugh, J., Blaha, M., Premerlani, W., Eddy, F.,
Lorensen, W. Object-Oriented Modeling and Design.
Prentice Hall, Englewood Cliffs, NJ, 1991.
- 9. Zemke, R., Kramlinger, T., Figuring Things Out.
Addison-Wesley, New York, NY, 1982.