Lecture Notes for Human Factors
HCI Chapters 17-22
Copyright 1996 Richard Halstead-Nussloch, Ph.D.
All Rights Reserved
Chapter 17 Principles of User-Centered Design
- What is design? (First creation in a two creation
process)
- Fundamentals of design
- Requirements
- Representations (models)
- Designing software
- Waterfall (pg 356)
- Alternatives (Star, Spiral, W, etc.)
User-Centered Design
- Gould & Lewis (Olympic Message System)
- Focus early on users and their tasks
- Measure reactions using prototypes
- Design iteratively
- Usability factors evolve together - One control
- Methods (Chapter 18)
- Soft Systems Methodology, Multiview Method
- Cooperative design, Star adaptation
Requirements Gathering
Chapter 19
- Requirements gathering is understanding needs,
leading to representations of
- Problems with the current system
- Requirements of the new system
- Types of requirements
- Functional, e.g., Dataflow diagrams
- Data, e.g., Entity Relationship diagrams
- Usability, e.g., Usability metrics
Example Usability Metrics
- Time to learn
- Time on task
- Errors
- Percent correct
- Task completion
- Subjective ratings
Task Analysis - Chapter 20
- Task Analysis - A
generic term for a bewildering range of techniques (pg. 410)
- Goal - A state of a system a user wants.
- Task - Activities required to achieve a goal.
- Action - A simple task, requiring no thought
or problem solving to perform.
- Method - A linked sequence of tasks/actions
Types of Task Analysis
Modeling How-to & Knowledge
- Task Inventory (hand out) -- Describe goals
- Hierarchical Task Analysis (HTA-413+) -- Accurately
describe steps
- Cognitive Task Analysis (417+) -- Represent &
model knowledge required
- "How-to" models (step-wise procedures)
- Representing task knowledge (ER-like)
Structured HCI Design
Chapter 21
- Conceptual Design (Often in DFD)
- Physical Design - Visible System
- Task Allocation moves from Conceptual (Logical)
to Physical Design
- Allocate tasks to human, computer, HCI system
- Various decision strategies
Envisioning Design
Chapter 22
- Dr. Rich's one word for this Chapter:
Prototype
- Use Scenarios, storyboards, snapshots, code,
etc. to make visible your design