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 exam ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Use-centered Design
Use-centered design is a design philosophy in which the focus is on the goals and tasks associated with skill performance in specific work or problem domains, in contrast to a user-centered design approach, where the focus is on the needs, wants, and limitations of the end user of the designed artifact. Bennett and Flach (2011) have drawn a contrast between dyadic and triadic approaches to the semiotics of display design. The classical 'user-centered' approach is based on a dyadic semiotic model where the focus is on the human-interface dyad. This approach frames 'meaning' as a process of interpreting the symbolic representation. That is, meaning is constructed from internal information processes. From this dyadic perspective, the design goal is to build interfaces that 'match' the users internal model (i.e., match user expectations). In contrast, the 'use-centered' approach is based on a triadic semiotic model that includes the work domain (or ecology) as a third component of ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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User-centered Design
User-centered design (UCD) or user-driven development (UDD) is a framework of processes in which usability goals, user characteristics, environment, tasks and workflow of a product, service or brand are given extensive attention at each stage of the design process. This attention includes testing which is conducted during each stage of design and development from the envisioned requirements, through pre-production models to post production. Testing is beneficial as it is often difficult for the designers of a product to understand the experiences of first-time users and each user's learning curve. UCD is based on the understanding of a user, their demands, priorities and experiences, and can lead to increased product usefulness and usability. UCD applies cognitive science principles to create intuitive, efficient products by understanding users' mental processes, behaviors, and needs. UCD differs from other product design philosophies in that it tries to optimize the produ ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 communicate 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-centered design is typically accomplished through the execution of modern design thinking which involves empathizing with the target audience, defining a problem statement, ideating potential solutions, prototyping wireframes, and testing prototypes in order to refine fina ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Use Case
In both software and systems engineering, a use case is a structured description of a system’s behavior as it responds to requests from external actors, aiming to achieve a specific goal. It is used to define and validate functional requirements 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. Differences between Systems and Software Engineering Use Cases In software engineering, the use case defines potential scenarios of the software in response to an external request (such as user input). In systems engineering, a use c ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Task Analysis
Task analysis is a fundamental tool of human factors engineering. It entails analyzing 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. Applications The term "task" is often used interchangeably with activity or process. Task analysis often results in a hierarchical representation of what steps it takes to perform a task for which there is a goal and for which there is some lowest-level "action" or interaction ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Interaction Design
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." 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. Interaction design borrows from a wide range of fields like psychology, Human–computer interaction, human-computer interaction, information architecture, and user research to create designs that are tailored to the needs and preferences of users. This involves understanding the context in which the product will be used, identifying user goals and behaviors, and developing design solutions that are responsive to user needs and expectations. While disciplines such as software engineering ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Task Case
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{{disambiguation ...
Task may refer to: * Task (computing), a unit of execution or homeworks * Task (language instruction) refers to a certain type of activity used in language instructional design * 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) Multitasking or task switching may refer to: * Computer multitasking, the concurrent execution of multiple tasks (also known as processes) over a certain period of time ** Cooperative multitasking ** Pre-emptive multitasking * Context switch in c ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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. [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Unified Modeling Language
The Unified Modeling Language (UML) is a general-purpose visual modeling language that is intended to provide a standard way to visualize the design of a system. UML provides a standard notation for many types of diagrams which can be roughly divided into three main groups: behavior diagrams, interaction diagrams, and structure diagrams. 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) and the International Electrotechnical Commission (IEC) as the ISO/IEC 19501 standard. Since then the standard has been periodically revised to cover the latest revision of UML. In ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Personas
A persona (plural personae or personas) is a strategic mask of identity in public, the public image of one's personality, the social role that one adopts, or simply a fictional character. It is also considered "an intermediary between the individual and the institution." Persona studies is an academic field developed by communication and media scholars. The related notions of "impression management" and "presentation of self" have been discussed by Erving Goffman in the 1950s. The word ''persona'' derives from Latin, where it originally referred to a theatrical mask. The usage of the word dates back to the beginnings of Latin civilization. The Latin word derived from the Etruscan word "," with the same meaning, and that from the Greek ('). It is the etymology of the word "person," or "parson" in French. Latin etymologists explain that persona comes from "per/sonare" as "the mask through which (per) resounds the voice (of the actor)." Its meaning in the latter Roman period ch ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 mini ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |