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Usage-centered Design
Usage-centered design is an approach to user interface design based on a focus on user intentions and usage patterns. It analyzes users in terms of the roles they play in relation to systems and employs abstract (essential) use cases for task analysis. It derives visual and interaction design from abstract prototypes based on the understanding of user roles and task cases. Usage-centered design was introduced by Larry Constantine and Lucy Lockwood. The primary reference is their book. Usage-centered design methods Usage-centered design is largely based on formal, abstract models such as models of interaction between user roles, UML workflow models and task case and role profiles. Usage-centered design proponents argue for abstract modelling while many designers use realistic personas, scenarios and high-fidelity prototypes. The techniques have been applied with particular success in complex software projects, some of which have been reported in case studies.See, for example, Wi ...
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User Interface Design
User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicates to the user what's important. UI design refers to graphical user interfaces and other forms of interface design. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals (user-centered design). User interfaces are the points of interaction between users and designs. There are three types: * Graphical user interfaces (GUIs) - Users interact with visual representations on a computer's screen. The desktop is an example of a GUI. * Interfaces controlled through voice - Us ...
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Use Case
In software and systems engineering, the phrase use case is a polyseme with two senses: # A usage scenario for a piece of software; often used in the plural to suggest situations where a piece of software may be useful. # A potential scenario in which a system receives an external request (such as user input) and responds to it. This article discusses the latter sense. A ''use case'' is a list of actions or event steps typically defining the interactions between a role (known in the Unified Modeling Language (UML) as an ''actor'') and a system to achieve a goal. The actor can be a human or another external system. In systems engineering, use cases are used at a higher level than within software engineering, often representing missions or stakeholder goals. The detailed requirements may then be captured in the Systems Modeling Language (SysML) or as contractual statements. History In 1987, Ivar Jacobson presented the first article on use cases at the OOPSLA'87 conference. H ...
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Task Analysis
Task analysis is the analysis of how a task is accomplished, including a detailed description of both manual and mental activities, task and element durations, task frequency, task allocation, task complexity, environmental conditions, necessary clothing and equipment, and any other unique factors involved in or required for one or more people to perform a given task. Information from a task analysis can then be used for many purposes, such as personnel selection and training, tool or equipment design, procedure design (e.g., design of checklists, or decision support systems) and automation. Though distinct, task analysis is related to user analysis. Safety Critical Task Analysis Safety Critical Task Analysis (SCTA) focuses on how tasks that are critical to major accident risk are performed. SCTA is a crucial assessment designed to predict and understand the role that human error plays in major accidents. This is a type or workshop conducted to support Major Accident Hazard (MA ...
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Interaction Design
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it. Common topics of interaction design include design, human–computer interaction, and software development. While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field as opposed to a science or engineering field. While disciplines such as software engineering have a heavy focus on designing for technical stakeholders, interaction design is focused on meeting the needs and optimizing the experience of users, within relevant technical or busine ...
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Software Prototyping
Software prototyping is the activity of creating prototypes of software applications, i.e., incomplete versions of the software program being developed. It is an activity that can occur in software development and is comparable to prototyping as known from other fields, such as mechanical engineering or manufacturing. A prototype typically simulates only a few aspects of, and may be completely different from, the final product. Prototyping has several benefits: the software designer and implementer can get valuable feedback from the users early in the project. The client and the contractor can compare if the software made matches the software specification, according to which the software program is built. It also allows the software engineer some insight into the accuracy of initial project estimates and whether the deadlines and milestones proposed can be successfully met. The degree of completeness and the techniques used in prototyping have been in development and debate si ...
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Task Case
Task may refer to: * Task (computing), in computing, a program execution context * Task (language instruction) refers to a certain type of activity used in language instruction * Task (project management), an activity that needs to be accomplished within a defined period of time * Task (teaching style) * TASK party, a series of improvisational participatory art-related events organized by artist Oliver Herring * Two-pore-domain potassium channel, a family of potassium ion channels See also * The Task (other) * Task force (other) * Task switching (other) Task switching may refer to: * Context switching in computing * Task switching (psychology) Task switching, or set-shifting, is an executive function that involves the ability to ''unconsciously'' shift attention between one task and another. In ...
* {{disambiguation ...
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Larry Constantine
Larry LeRoy Constantine (born 1943) is an American software engineer, professor in the Center for Exact Sciences and Engineering at the University of Madeira Portugal, and considered one of the pioneers of computing. He has contributed numerous concepts and techniques forming the foundations of modern practice in software engineering and applications design and development. Biography Constantine grew up in Anoka, Minnesota, and graduated from Anoka High School in 1961 after being active in debate and thespians as well as other extra curricular activities. He was named "Most Likely to Succeed" by his classmates. Constantine received an S.B. in management from the MIT Sloan School of Management in 1967 with a specialization in information systems and psychology. He received a certificate in family therapy 1973 from the Boston Family Institute, two-year post graduate training program.
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Unified Modeling Language
The Unified Modeling Language (UML) is a general-purpose, developmental modeling language in the field of software engineering that is intended to provide a standard way to visualize the design of a system. The creation of UML was originally motivated by the desire to standardize the disparate notational systems and approaches to software design. It was developed at Rational Software in 1994–1995, with further development led by them through 1996. In 1997, UML was adopted as a standard by the Object Management Group (OMG), and has been managed by this organization ever since. In 2005, UML was also published by the International Organization for Standardization (ISO) as an approved ISO standard. Since then the standard has been periodically revised to cover the latest revision of UML. In software engineering, most practitioners do not use UML, but instead produce informal hand drawn diagrams; these diagrams, however, often include elements from UML. History Before UML 1 ...
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Personas
A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional character. The word derives from Latin, where it originally referred to a theatrical mask. On the social web, users develop virtual personas as online identities. Etymology The Latin word probably derived from the Etruscan word "", with the same meaning, and that from the Greek ('). Its meaning in the latter Roman period changed to indicate a "character" of a theatrical performance or court of law, when it became apparent that different individuals could assume the same role and that legal attributes such as rights, powers, and duties followed the role. The same individuals as actors could play different roles, each with its own legal attributes, sometimes even in the same court appearance. According to other sources, which also admit that the origin of the term is not completely clear, ''persona'' could be relat ...
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Scenario (computing)
In computing, a scenario (, ; loaned (), ) is a narrative of foreseeable interactions of user roles (known in the Unified Modeling Language as 'actors') and the technical system, which usually includes computer hardware and software. A scenario has a goal, which is usually functional. A scenario describes one way that a system is used, or is envisaged to be used, in the context of an activity in a defined time-frame. The time-frame for a scenario could be (for example) a single transaction; a business operation; a day or other period; or the whole operational life of a system. Similarly the scope of a scenario could be (for example) a single system or a piece of equipment; an equipped team or a department; or an entire organization. Scenarios are frequently used as part of the system development process. They are typically produced by usability or marketing specialists, often working in concert with end users and developers. Scenarios are written in plain language, with minim ...
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Activity-centered Design
Activity-centered design (ACD) is an extension of the Human-centered design paradigm in interaction design. ACD features heavier emphasis on the activities that a user would perform with a given piece of technology. ACD has its theoretical underpinnings in activity theory, from which activities can be defined as actions taken by a user to achieve a goal.Kaptelinin V, Nardi B (1997)Activity Theory: Basic Concepts and Applications ''CHI 97 Electronic Publications: Tutorials''. When working with activity-centered design, the designers use research Research is " creative and systematic work undertaken to increase the stock of knowledge". It involves the collection, organization and analysis of evidence to increase understanding of a topic, characterized by a particular attentiveness ... to get insights of the users. Observations and interviews are typical approaches to learn more about the users' behavior. By mapping users' activities and tasks, the designer may notice ...
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Activity Theory
Activity theory (AT; russian: link=no, Теория деятельности) is an umbrella term for a line of eclectic social-sciences theories and research with its roots in the Soviet psychological activity theory pioneered by Sergei Rubinstein in the 1930s. It was later advocated for and popularized by Alexei Leont'ev. Some of the traces of the theory in its inception can also be found in a few works of Lev Vygotsky.Yasnitsky, A. (2018)Vygotsky: An Intellectual Biography London and New York: RoutledgBOOK PREVIEW/ref> These scholars sought to understand human activities as systemic and socially situated phenomena and to go beyond paradigms of reflexology (the teaching of Vladimir Bekhterev and his followers) and classical conditioning (the teaching of Ivan Pavlov and his school), psychoanalysis and behaviorism. It became one of the major psychological approaches in the former USSR, being widely used in both theoretical and applied psychology, and in education, professional tr ...
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