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9780201924787

Software for Use : A Practical Guide to the Models and Methods of Usage-Centered Design

by ;
  • ISBN13:

    9780201924787

  • ISBN10:

    0201924781

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 1999-04-07
  • Publisher: Addison-Wesley Professional
  • Purchase Benefits
List Price: $64.99

Summary

In the quest for quality, software developers have long focused on improving the internal architecture of their products. Larry L. Constantine--who originally created structured design to effect such improvement--now joins with well-known consultant Lucy A. D. Lockwoodto turn the focus of software development to the externalarchitecture. In this book, they present the models and methods of a revolutionary approach to software that will help programmers deliver more usablesoftware--software that will enable users to accomplish their tasks with greater ease and efficiency. Recognizing usability as the key to successful software, Constantine and Lockwood provide concrete tools and techniques that programmers can employ to meet that end. Much more than just another set of rules for good user-interface design, this book guides readers through a systematic software development process. This process, called usage-centered design,weaves together two major threads in software development methods: use cases (also used with UML) and essential modeling. With numerous examples and case studies of both conventional and specialized software applications, the authors illustrate what has been shown in practice to work and what has proved to be of greatest practical value. Highlights Presents a streamlined process for developing highly usable software Describes practical methods and models successfully implemented in industry Complements modern development practices, including the Unified Process and other object-oriented software engineering approaches

Author Biography

Larry L. Constantine, a pioneer of modern software engineering practice, is highly regarded as an authority on the human side of software development. A leading international lecturer, author, editor, and consultant, he has ten books and more than 120 published papers to his credit. Lucy A. D. Lockwood has more than a dozen years of experience in programming and project management. An international consultant, teacher, and writer, she chairs the User Interface Design Track of the Software Development Conference.

Table of Contents

Acknowledgments xi(2)
Preface xiii
SECTION I TOWARD MORE USABLE SOFTWARE 1(66)
1 SOFTWARE FOR USE: Usage, Usability, and User Interfaces
3(18)
Upgrading Usability
3(9)
Approaching Usability
12(6)
Changing Contexts
18(3)
2 BUILT-IN USABILITY: A Usage-Centered Design Approach
21(20)
Interfacing with Users
21(2)
Elements of a Usage-Centered Approach
23(2)
Driving Models
25(8)
Coordinated Activity
33(8)
3 IN PRINCIPLE: Rules and Principles of Usage-Centered Design
41(26)
Design as Dialogue
41(4)
Rules and Principles
45(1)
Usability Rules
46(5)
User Interface Design Principles
51(12)
Other Rules
63(2)
Details, Details, Details
65(2)
SECTION II ESSENTIAL MODELS FOR USABILITY 67(80)
4 USERS AND RELATED SPECIES: Understanding Users and User Roles
69(28)
Of Use and Users
69(1)
Real Users and Others
70(8)
User Role Models
78(6)
User Role Maps
84(2)
User Roles in Action
86(3)
Structured Role Models
89(8)
5 WORKING STRUCTURES: Task Modeling with Essential Use Cases
97(28)
Work, Work, Work
97(2)
Task Modeling
99(10)
The Use Case Map
109(6)
Building Essential Use Case Models
115(4)
Application
119(6)
6 INTERFACE ARCHITECTURE: Interface Contents and Navigation
125(22)
Workplaces
125(2)
Interface Contents
127(8)
The Context Navigation Map
135(6)
Application
141(6)
SECTION III CREATING THE VISUAL DESIGN 147(62)
7 DESIGNING THE DIALOGUE: Layout and Communication
149(16)
From Abstraction to Expression
149(1)
Communication Channels
150(8)
Screen Real Estate
158(7)
8 PRACTICAL WIDGETRY: Choosing and Designing Visual Components
165(20)
Buy or Build
165(1)
Iconic Communication
166(4)
Menus
170(9)
Selecting Selection Widgets
179(6)
9 INNOVATIVE INTERFACES: Creative Interface Engineering and Custom Components
185(24)
Creative Engineering
185(4)
The Process of Innovation
189(5)
Instructive Interfaces
194(11)
Applied Innovation
205(4)
SECTION IV COMPLETING THE DESIGN 209(180)
10 EXPRESSING SOLUTIONS: Implementation Modeling and Prototypes
211(20)
Fun Stuff
211(1)
Prototypes and Prototyping
212(6)
Mapping the Models
218(7)
Implementation Modeling Illustrated
225(6)
11 HELP ME IF YOU CAN: Designing Help and Helpful Messages
231(34)
Even Experts Need a Lift
231(1)
Use Cases for Help
232(5)
Access and Presentation Techniques
237(6)
Special Techniques and Modalities
243(5)
Helpful Writing
248(5)
Helpful Messages
253(12)
12 ONCE A BEGINNER: Supporting Evolving Usage Patterns
265(32)
Beyond Beginners
265(2)
Skiing the Interface
267(1)
Progressive Usage
268(4)
Supportive Interfaces
272(8)
Designing for Progressive Usage
280(13)
Progressive Usage Applied
293(4)
13 IN PLACE: Fitting the Operational Context
297(20)
Unsound Context
297(1)
Operational Modeling
298(1)
Environmental Adaptation
299(1)
Binding Context
300(8)
Environment Profile
308(5)
Putting Context in Place
313(4)
14 SAME GAME, DIFFERENT FIELDS: Special Applications, Special Issues
317(40)
Theme and Variation, Again
317(1)
Web Design for Use
317(13)
Web Wisdom Applied
330(8)
Embedded Systems Applications
338(16)
Other Special Interfaces
354(3)
15 USAGE-CENTERED DESIGN APPLIED: The TeleGuida Case
357(32)
Scaling Up
357(1)
Telephone Tag
358(1)
Gathering Requirements
359(7)
TeleGuida Users and Uses
366(12)
Toward a TeleGuida Prototype
378(11)
SECTION V ASSESSMENT AND IMPROVEMENT 389(74)
16 BETTER NEXT TIME: Improvement by Inspection and Review
391(26)
Assessing Usability
391(8)
Inspection Methods
399(2)
Collaborative Usability Inspections
401(12)
Focused Inspections
413(4)
17 BY THE NUMBERS: Measuring Usability in Practice
417(26)
Comparison Shopping
417(1)
Measured Quality
418(5)
User Interface Design Metrics
423(3)
Essential Usability Metrics Suite
426(15)
Metrics in Practice
441(2)
18 TEST SCORES: Laboratory and Field Testing of Usability
443(20)
History Testing
443(1)
Testing, One, Two
444(6)
Test Protocol
450(6)
Testing Tactics
456(4)
Why Test, Why Not
460(3)
SECTION VI ORGANIZING AND MANAGING THE PROCESS 463(70)
19 CODE AND YOU'RE DONE: Implementing Interfaces
465(16)
Objects and Interfaces
465(7)
Accelerated Development
472(3)
Visual Development of Visual Designs
475(6)
20 USING YOUR USERS: Users in the Development Process
481(30)
Use or Abuse of Users
481(4)
Requirements Dialogue, Requirements Dance
485(4)
Going to the Source
489(5)
Using Users
494(4)
Joint Essential Modeling
499(12)
21 GETTING ORGANIZED: Usability in the Larger Context
511(22)
Organizational Units
511(2)
Standards and Style Guides
513(4)
Competing Constituencies
517(5)
Experts and Expertise
522(2)
Cultural Fit
524(9)
Appendix A: Suggested Readings 533(2)
Appendix B: Eleven Ways to Make Software More Usable: General Principles of Software Usability 535(2)
Appendix C: Glossary 537(8)
Appendix D: Forms for Usage-Centered Design 545(4)
Appendix E: Subjective Usability Scales for Software (SUSS) 549(2)
References 551(10)
Index 561

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Excerpts

Software for Useis a book for professionals under pressure, for those who work under the dual demands for high-quality software-based systems on the one hand and faster delivery with fewer resources on the other. This book shows how to use streamlined techniques to make software-based systems significantly more usable and useful regardless of whether these systems are installed on desktop computers, ensconced on large mainframe servers, embedded in industrial electronics, or accessed via the World Wide Web. It is written primarily for computer software and applications developers--the analysts, designers, engineers, and programmers who are responsible for producing software systems. In concept, perhaps, usability ought to be the bailiwick of usability specialists. In practice, however, developers of various stripes make the vast majority of the myriad decisions that shape and determine the ultimate usability of software-based products; it is for these frontline troops of the industry that this book was conceived. Usage-centered design, the approach taken in this book, originated with our own frustrating experiences as users of software and our recurring dissatisfaction with software that was unnecessarily awkward and difficult to use. The wealth of established knowledge about human-computer interaction was somehow not being fully translated into more usable products. As we studied how software-based products were being developed, we began to understand where things were going wrong and what needed to be changed in order to deliver better systems. Usage-centered design is a streamlined but systematic approach for devising software closely fitted to the genuine needs of users--software that is not only more useful and easier to use but also simpler and easier to construct. Usage-centered design is tailored to the high-pressure realities of modern software development. Using a few simple but powerful models, it provides a scheme for quickly understanding users in relation to systems, their working intentions in carrying out tasks, and the support they need from the system to perform those tasks. Its methods and models can be applied within almost any software development life cycle (SDLC) model and incorporated into almost any modern development practices, including various object-oriented (OO) approaches such as the Unified Modeling Language (UML). Usage-centered design is not partial to any one language or platform, being equally effective with rapid iterative development using the latest integrated visual development environments or with character-based control systems running on specialized hardware. A major part of our message to designers and developers of every ilk is simple: Usability is not rocket science. It is often hard work and invariably requires great attention to detail, but, given a few basic conceptual tools, you, too, can learn how to recognize problems in usability and how to improve the usability of the systems you develop. Professor Woody Flowers of the Massachusetts Institute of Technology has given cameras to middle-school students, who then must photograph hard-to-use things and explain the problems. If untrained teenagers can manage the basics of usability, competent adults ought to be able to master the essentials. Quite honestly, we think the model-driven approaches explained in this book can be of value to almost any professional with responsibility for product design and development, and that includes a full range of design specialists, from user interface and interaction designers to ergonomicists and human factors engineers, from graphic artists and industrial designers to human-computer interaction specialists and usability testers. In our experience, the most important prerequisite is not a particular academic degree or level of applied experience, but the willingness and ability to approach the material with an open mind. In our own design work and

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