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					Design of interactive software

Session 1 February 19, 2008

Course introduction and scenario-based design basics
AGENDA - Introduction (Tradeoffs 1-7) - Contents and structure - Schedule - Assignments - Project (HCI Challenge 2008)

CONCEPTS - Usability - Scenario

REFERENCES
Rosson, M., Carroll, J. 2002. Usability Engineering: Scenario-Based Development of Human-Computer Interaction, Morgan Kaufmann, ch. 1 Donald Normann (2005) Human-Centered Design Considered Harmful, Interaction, July/August: 14-19 <copy>

WEB http://ucs.ist.psu.edu http://www.hec.unil.ch/fbodart/IHM/

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TRADEOFF 1.1 [Rosson, 2002] p. 8 A software development “waterfall” helps to manage software development projects, BUT can deprive requirements analysts of critical information that becomes available only later in system development or use

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TRADEOFF 1.2 [Rosson, 2002] p. 8 Prototyping encourages iteration in software development, BUT may leads to inefficiency or local optimization of software

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CONCEPT USABILITY

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CONCEPT SCENARIO

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TRADEOFF 1.3 [Rosson, 2002] p. 21 Designers are motivated to make progress quickly, BUT premature decisions and commitment can lead to poor solutions

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TRADEOFF 1.4 [Rosson, 2002] p. 22 Analyzing users’ current tasks is essential in designing useful and usable systems BUT new designs change what people can do and how the choose to do it

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TRADEOFF 1.5 [Rosson, 2002] p. 22 The rapidly evolving software market demands innovation and new features, BUT some functionality may actually undermines usability

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TRADEOFF 1.6 [Rosson, 2002] p. 23 Technical design representations can increase the precision of communication, BUT may exclude participations by untrained team members

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TRADEOFF 1.7 [Rosson, 2002] p. 24 Software development provides concrete rewarding evidence of progress, BUT can direct attention away from reflection and analysis

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FIGURE 1 [Rosson, 2002] p. 8 Scenario-Based Usability Engineering Process

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HCI CHALLENGE 2008 This year the project takes the form of a "HCI Challenge 2008" which will harness the creativity and energy of the participants to address different issues facing the students living on the Unil campus. The challenge will focus on the design of IT artefacts supporting different exchanges between students and Unil; the solution will be mainly based on portable, nomadic and "post-modern" gadgets (iTouch and Nabaztag)

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