Index
corresponding to real-world tasks,
165
direct-manipulation interface and,
165
emerging interaction paradigms and,
339
internal/external consistency and,
167
interruption/resumption,
170
action sequences
user interface controls and,
167
actions
activities
of health care center,
42
claims analyzing features of,
100–101
general-purpose solutions,
84
ideas suggested by MOOsburg tools,
94
ideas traced to metaphors,
95
in scenario-based design,
91
See also design
activity scenarios,
26–27
claims generated in parallel with,
99
elaborating with information design
problem scenarios transformation to,
91,
96
science fair case study,
97–99
affordances
as display element features,
124
in interactive systems,
124
air traffic control ethnographic study,
44–45
analytic evaluation
See also usability evaluation
articulatory directness,
171
artifacts
asynchronous collaboration,
307
See also collaboration
background editor tool,
217,
218
behavioral statistics resources,
365
between-subjects design,
246
bound reference manual,
273
Brooks, Fred,
case studies
requirements analysis,
48–76
usability engineering,
29–33
categorical variables,
263
CAVE (Collaborative Automatic Virtual
chauffered prototypes,
207
chunks
claims
for feature identification,
94–95
features proposed during detailed
issues for future design work,
99
claims analysis
of activity design scenarios,
142
collaboration-oriented,
332
intelligent system scenario and,
336
of key features of activity design,
100–101
of science fair interaction,
186–187
for subtask identification,
248,
269
ubiquitous computing and,
333
virtual reality (VR) and,
337
cognitive walk-through,
234
for judging activity,
331
in science fair case study,
330–332
Virtual School project,
310
See also interaction paradigms
collaborators, supporting awareness of,
309,
computer-supported cooperative work
computing
context aware devices,
315
conversational agents,
324,
325
cooperative design,
82–83
as lifecycle approach,
82–83
See also participatory design
cost-benefit analysis,
345
costs
cues
interpersonal communication,
311
multiple contrasting,
116
nonverbal communication,
308
data
See also user documentation
design
rationale,
responsibility-driven,
102
design review meetings,
24
VSF, subtask analysis,
250
as abstract network,
85–86
user’s mental model vs.,
85
development teams. See teams
dialog design. See interaction design
visual representation of objects,
162
directional pointing,
173
distributed cognition,
83
distributed interaction technology,
317
documentation. See user documentation
documentation design
metaphors used to explore,
294
as specialized design problem,
292
See also user documentation
dynamic environments,
209
as major demographic segment,
357
speech recognition for,
358
See also special needs
electronic brainstorming,
307
emerging interaction paradigms. See
interaction paradigms
usability testing in laboratory,
241–244
See also usability evaluation
errors
of British air traffic control rooms,
44
constant iteration/change and,
209
explicit usability objectives,
20
external consistency,
128,
155
See also consistency
in evolutionary development,
208
immediate and continuing,
174
questions used to raise concerns,
190
usability inspections and,
234
virtual reality (VR),
328
interviewing guide,
51,
52
longitudinal studies,
239
observation severity,
240
See also empirical methods
focus+context visualizations,
132
formative evaluation,
27,
28
parallel development support,
238
usability specifications for,
248
See also summative evaluation
frequently asked questions (FAQs),
273,
functions
user interface design and,
114
See also model-based analysis
graphical user interface (GUI),
176–177
scenarios as basis for,
234
VSF usability problems identified through,
hierarchical analysis,
57
of exhibit construction,
59
hierarchical decomposition,
131
hierarchical task analysis (HTA)
See also task analysis
hierarchies
breadth and depth tradeoff,
131
See also information models
hierarchy visualization,
133
horizontal prototypes,
207
specification and testing,
11
human-computer interaction (HCI),
11–13
Hypertext Markup Language (HTML),
214
hypothetical stakeholders,
66–67
science fair case study,
66–67
See also stakeholders
immersive environments,
328
independent variables,
245,
269
by graphical design specialists,
110
ideas suggested by MOOsburg tools,
140,
141
information perception and,
111–118
interaction design vs.,
178
user help in developing/refining,
154
See also design
information display
information layering,
285
science fair case study,
147
See also scenarios
information visualization
intelligent tutoring systems,
290
intelligent user interfaces,
317–326
See also interaction paradigms; user
interface(s)
Gulf of Execution and,
160
ideas suggested by MOOsburg tools,
181
information design vs.,
178
in scenario-based development,
179
See also design
as combination of metaphor and
intelligent user interfaces,
317–326,
opportunities raised by,
306
interaction scenarios,
178
describing coaching activity,
183–184
describing visiting activity,
184–185
See also scenarios
interactions
sketched with storyboards,
191
interactive tutorials. See tutorials
internal consistency,
128,
155
See also consistency
interpersonal communication cues,
311
interpretation
visual vocabulary and,
149
iterative development,
iterative refinement,
208
subjective reactions,
244
longitudinal studies,
239
low-fidelity prototyping,
206
code development and,
217
prototyping user interfaces in,
216
Marissa’s gravity project,
1–5
Mayhew’s usability lifecycle,
28–29
mediated evaluation
usability specifications and,
232
anticipating/supporting,
86
activity design ideas traced to,
95
for central science fair objects,
139
for documentation design,
294
for model-based analysis,
237
physical science-fair,
139
warehouse and meeting place,
88
Minard’s time-series visualization,
125–126
user interface metaphors for,
237
client-server architecture,
221,
223
distributed client-server system,
221
documentation design and,
294
as evolutionary development enabler,
222
generic system menus,
189
information-design possibilities,
140,
141
interaction design ideas suggested by,
181
Java user interface libraries used by,
189
object-oriented architecture,
222
user interface support,
222
virtual science fair use of,
31–33
MUDs (multiuser domains),
308
multimodal user interfaces,
319–321
See also intelligent user interfaces; user
interface(s)
multiple coordinated views,
135
National Information Infrastructure, ,
challenges of understanding,
318
inherent ambiguity of,
318
See also user documentation
nonfunctional requirements
nonverbal communication cues,
308
“off-the-shelf” prototyping,
201
opportunistic behavior,
163
organizations
usability specialist employment in,
344
as important delivery medium,
279
See also user documentation
participants
comments, organization/interpretation,
redundant information experiment,
368
think-aloud commentary,
268
user background survey,
257,
258
See also usability testing
participatory analysis,
46
participatory design,
104
See also cooperative design
recognizing affordances and,
124–125
visual vocabulary and,
149
See also usability testing
keyboard shortcuts and,
177
users with special needs and,
178
pluralistic walk-through,
234
point of views (POVs)
for exhibit-planning scenario,
103
portable digital assistants (PDAs),
313
problem scenarios,
claims analyzed while developing,
73–74
science fair case study,
64–75
transformation to activity design scenarios,
See also scenarios
problem understanding and,
275
See also user documentation
prototypes
early working system version,
205
executing scripted interaction,
204
graphics and animation for,
200
presentation context of,
200
of science fair exhibit space,
219,
220
approaches in usability engineering,
199
defined,
for exploring user requirements,
198–201
feedback,
as key element of iterative design,
209
premature commitment and,
200
problems,
scenario-based reasoning and,
204
qualitative analysis,
267
realistic prototypes,
205,
224
redundant information experiment,
366–372
average time to respond,
370
judgments made on satisfaction rating
task performance and satisfaction,
verbal protocols and user behavior,
See also usability testing
requirements analysis,
37–78
scenario-based overview,
48
summary and review,
76–77
under waterfall model,
37–38
usability engineers and,
38
user interaction scenarios and,
48
requirements development,
344
requirements specifications,
38
resources
responsibility-driven design,
102
retrospective interviews,
240
root concept
participatory design methods and,
201
See also prototypes; prototyping
incident reports and,
355
usability engineering and,
353
satisfying activities,
88–90
See also prototypes
for graphic design illustration,
210
in participatory design,
211
scenario-based development (SBD)
constant iteration assumption,
101
example-based learning of,
29–33
prototyping and evaluation,
27–28
requirements analysis and,
48
successive transformation of scenarios in,
25
scenario-based reasoning,
84,
204
scenario-based usability engineering,
motivation of,
See also usability engineering
scenarios
analysis and refinement of,
26
characteristic elements,
17,
18
defined,
engineering process and,
24
flexible character of,
20
for heuristic evaluation,
234
in iterative development,
knowledge/experience integration,
23
multiple stakeholders,
71
questions and,
stakeholder diagram as guide for,
71
within development team,
23
science fair case study
activity design scenarios and claims,
activity design space,
92–94
activity scenarios,
97–99
analysis of current practice,
51–54
claims analyzed during documentation
coherence and completeness,
105–106
collaboration for judging activity,
331
collaboration-oriented claims analysis,
332
data collection form,
260
design activity refinement,
101–104
design elaborations for scenarios,
297–298
detailed information design,
150–153
detailed usability specifications for two
documentation design space,
292–295
exhibit space alternative prototype,
220
exhibit space prototype,
219
exhibit space sketch,
150
features/reactions to information design,
field data summary,
54–64
field study interviewing guide,
51,
52
hierarchical task analysis of exhibit
hierarchical task analysis of exhibit
hypothetical stakeholders,
66–67
ideas about interaction design,
181
information scenario refinement,
149–155
informed consent form,
256
interaction design refinement,
338
as kiosk information system,
292
metaphors with emphasis on interaction
observations, interviews, and artifacts,
POVs for exhibit-planning scenario,
103
problem scenario transformed to activity
problem scenarios and claims,
64–75
Sally’s exhibit on black holes sketch,
151
scenarios and claims as requirements,
sketches for control icons for exhibits,
153
stakeholder diagram,
56,
57
stakeholder profiles,
54–56
stakeholder relations,
57
subtasks analyzed from design scenarios,
tasks carried out by stakeholders,
58
test material development,
255
test participant recruitment,
254–255
test task satisfaction ratings,
266
testing general instructions,
258,
259
usability specifications development,
usability specifications refinement,
usability specifications testing,
252–268
usability test, conducting,
262–263
user background survey,
257,
258
user interaction scenarios,
253–254
visit scenario transformed to emphasize
“What’s interesting?” agent,
335
workplace themes summary,
65
seniors. See elderly users
simulation. See virtual reality (VR)
control icons for exhibits,
153
of overall exhibit space,
150
Sally’s exhibit on black holes,
151
skipping-around problem,
275
social context
socially mediated documentation,
287–289
access to knowledgeable colleagues,
288
See also user documentation
sociotechnical systems theory,
89
software
complexity,
crisis,
design phase,
implied by scenarios,
102
developed at MIT Media Lab,
323
source of intelligence,
322
software development
challenges,
defined,
reflection/analysis and,
24
tradeoffs,
user-centered approaches,
38
software engineering,
5–7
foundation of,
users with disabilities,
357
special-purpose prototypes,
204
stakeholder diagram,
56,
57
stakeholder profiles,
54–56
science fair case study,
55–56
stakeholders
needs and concerns of,
51
in observation and interviewing activities,
science fair case study,
49,
50
usability engineering,
350
from user experience perspective,
350
used in summative evaluation,
364
subjective reactions,
244
subtasks
analyzed from VSF design scenarios,
250
satisfaction measures,
252
summative evaluation,
27–28
statistical tests used in,
364
See also formative evaluation
electronic brainstorming,
307
See also collaboration
system functionality,
79–80
as essence of interactive system,
81
system goals
expressing indirectly,
163
expressing with goals,
162
satisfying with small vocabulary,
163
task goal translation into,
161
systematic documentation,
277
explicit knowledge view vs.,
46
hierarchical, of exhibit construction,
59
hierarchical, of exhibit judging,
60
usability specifications and,
230
tasks
carried out by stakeholders,
58
goal translation to system goals,
161
science fair case study,
56–58
technological innovation and,
82
TeamLinks development plan,
341
teams
organizational structures,
343
technical issue expression,
344
technology exploration,
93
technological determinism,
82
think-aloud
thinking/doing conflict,
23
tradeoffs
cost-benefit analysis,
345
defined,
in design,
designing for effectiveness,
84
power vs. ease of learning,
176
usability engineering,
20,
21,
23
user interface standards,
350
waterfall method,
transfer of learning,
127
Trouble Ticketing System (TTS),
47
alternative learning tracks,
281,
282
analysis and iterative design process,
283
dynamically linked to users’ needs,
284
simulating real systems,
282
See also user documentation
challenges for usability engineering,
314
infrastructure problem,
317
See also interaction paradigms
usability
defined,
issues, resolution of,
201
organizational structures integrating,
in software development,
9–15
user interaction difficulties and,
81
usability engineering,
14–15
estimation management,
347
long-term contributions of,
235
prototyping approaches,
199
small mobile device challenges for,
314
usability testing as core of,
204
user interaction scenarios and,
14
requirements analysis and,
38
role in requirements development,
344
formative evaluation,
228
subject recruitment in,
246
summative evaluation,
228
user interaction scenarios and,
253–254
for early indication of problems,
250
heuristic evaluation,
233
problem classification phase,
234
validity of findings and,
234
usability labs
analytic evaluation and,
231
constant reference to,
268
for formative evaluation,
248
mediated evaluation and,
232
parallel specification process,
230
early working system versions for,
205
satisfaction outcomes,
266
as usability engineering core,
204
user interface prototypes and,
203
variability in results,
241
See also prototyping; reporting
user background survey,
257,
258
bound reference manual,
273
as iterative process,
300
usability evaluation,
292
See also documentation design
See also user documentation
user interaction scenarios,
14,
16–19
as basis of usability evaluation,
253–254
characteristic elements,
17,
18
requirements analysis and,
48
See also scenarios
user interface design
Gestalt principles and,
113
information visualization,
131
perceptual distinctions and,
116
perceptual groupings,
117
user interface prototypes
usability testing and,
203
from user experience perspective,
350
graphical/text-based interaction support,
programming platforms,
150
open-ended questions,
262
users
experience with system,
80
interactions with system,
267
subjective reactions,
244
user-system conversations,
189
validity
self-reported incidents and,
240
usability inspections and,
240
in usability testing in laboratory,
242
variables
application examples,
326
in desktop environments,
329
immersive environments,
328
in science fair case study,
336–338
See also interaction paradigms
Virtual School
critical point,
defined,
design scenario,
requirements analysis,
46–47
tools,
visual design program,
127
in user interface design,
128
See also metaphors
visual programming environment,
214
visualization
walk-up-and-use systems,
284
defined,
framework,
requirements analysis under,
37–38
tradeoffs,
within-subjects design,
246
work practices
workplace
technology support and,
52–53
tabular representation,
63