: John Karat, Jean Vanderdonckt, Gregory Abowd, Gaëlle Calvary, John M. Carroll, Gilbert Cockton
: Ahmed Seffah, Jean Vanderdonckt, Michel C. Desmarais
: Human-Centered Software Engineering Software Engineering Models, Patterns and Architectures for HCI
: Springer-Verlag
: 9781848009073
: 1
: CHF 133.00
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: Informatik
: English
: 398
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Activity theory is a way of describing and characterizing the structure of human - tivity of all kinds. First introduced by Russian psychologists Rubinshtein, Leontiev, and Vigotsky in the early part of the last century, activity theory has more recently gained increasing attention among interaction designers and others in the hum- computer interaction and usability communities (see, for example, Gay and H- brooke, 2004). Interest was given a signi?cant boost when Donald Norman suggested activity-theory and activity-centered design as antidotes to some of the putative ills of 'human-centered design' (Norman, 2005). Norman, who has been credited with coining the phrase 'user-centered design,' suggested that too much attention focused on human users may be harmful, that to design better tools designers need to focus not so much on users as on the activities in which users are engaged and the tasks they seek to perform within those activities. Although many researchers and practitioners claim to have used or been in?uenced by activity theory in their work (see, for example, Nardi, 1996), it is often dif?cult to trace precisely where or how the results have actually been shaped by activity theory. Inmanycases, evendetailedcasestudiesreport esultsthatseemonlydistantlyre ated, if at all, to the use of activity theory. Contributing to the lack of precise and traceable impact is that activity theory, - spite its name, is not truly a formal and proper theory.
Contents6
List of Figures11
List of Tables17
Contributing Authors20
1 Human-Centered Software Engineering: Software Engineering Architectures, Patterns, and Models for Human Computer Interaction29
1.1 SCOPE29
1.2 SPECIFIC OBJECTIVES OF THE CHISE VOLUME II30
1.3 OVERVIEW30
1.4 CHAPTER SUMMARIES31
I User Experiences, Usability Requirements, and Design35
2 WHAT DRIVES SOFTWARE DEVELOPMENT: BRIDGING THE GAP BETWEEN SOFTWARE AND USABILITY ENGINEERING36
2.1 INTRODUCTION36
2.2 USE CASE DRIVEN SOFTWARE DEVELOPMENT38
2.3 ARCHITECTURE CENTRIC41
2.4 FROM ESSENTIAL USE CASES TO THE CONCEPTUAL ARCHITECTURE44
2.5 TOOL ISSUES47
2.6 CONCLUSION50
3 HUMAN ACTIVITY MODELING: TOWARD A PRAGMATIC INTEGRATION OF ACTIVITY THEORY AND USAGE-CENTERED DESIGN53
3.1 INTRODUCTION54
3.2 ACTIVITY THEORY55
3.3 USAGE-CENTERED DESIGN57
3.4 TOWARD INTEGRATION59
3.5 HUMAN ACTIVITY MODELING61
3.6 DESIGN IMPLICATIONS69
3.7 PROCESS IMPLICATIONS70
3.8 APPLICATION71
3.9 DISCUSSION73
4 A USER-CENTERED FRAMEWORK FOR DERIVING A CONCEPTUAL DESIGN FROM USER EXPERIENCES: LEVERAGING PERSONAS AND PATTERNS TO CREATE USABLE DESIGNS78
4.1 INTRODUCTION79
4.2 A FIRST LOOK AT THE PROPOSED FRAMEWORK80
4.3 MODELING USER EXPERIENCES WITH PERSONAS81
4.4 CREATING A CONCEPTUAL DESIGN USING PATTERNS82
4.5 AN ILLUSTRATIVE CASE STUDY86
4.6 A DETAILED DESCRIPTION OF UX-PROCESS95
4.7 FURTHER INVESTIGATION: THE P2P MAPPER TOOL99
4.8 CONCLUSION101
References104
5 XML-BASED TOOLS FOR CREATING, MAPPING, AND TRANSFORMING USABILITY ENGINEERING REQUIREMENTS107
5.1 INTRODUCTION107
5.2 TOOLSET OVERVIEW109
5.3 USING XML TO STRUCTURE UE SPECIFICATIONS113
5.4 MAPPING BETWEEN XML-BASED UE AND SE SPECIFICATIONS116
5.5 TRANSLATING BETWEEN XML-BASED UE REQUIREMENTS INTO SE SPECIFICATIONS123
5.6 CONCLUSION126
II Modeling and Model-Driven Engineering129
6 MULTIPATH TRANSFORMATIONAL DEVELOPMENT OF USER INTERFACES WITH GRAPH TRANSFORMATIONS130
6.1 INTRODUCTION131
6.2 RELATED WORK133
6.3 EXPRESSING THE UI DEVELOPMENT CYCLE WITH GRAPH TRANSFORMATIONS134
6.4 DEVELOPMENT PATHS141
6.5 CONCLUSION157
7 HUMAN-CENTERED ENGINEERING OF INTERACTIVE SYSTEMS WITH THE USER INTERFACE MARKUP LANGUAGE162
7.1 INTRODUCTION163
7.2 UIML: AN OVERVIEW164
7.3 TOOLS FOR AND EXTENSIONS OF UIML171
7.4 IMPROVEMENTS TO UIML FOR VERSION 4.0179
7.5 UIML-RELATED STANDARDS189
7.6 CONCLUSION192
8 MEGAMODELING AND METAMODEL-DRIVEN ENGINEERING FOR PLASTIC USER INTERFACES: MEGA-UI195
8.1 INTRODUCTION196
8.2 PLASTICITY: CASE STUDY AND ENGINEERING ISSUES197
8.3 MODELING, METAMODELING, AND MEGAMODELING204
8.4 MDE FOR PLASTICITY212
8.5 CONCLUSION AND PERSPECTIVES218
9 CAUSE AND EFFECT IN USER INTERFACE DEVELOPMENT223
9.1 INTRODUCTION223
9.2 RESEARCH STUDY227
9.3 ELICITING NEEDS AND CONTEXT231
9.4 DESIGN232
9.5 EVALUATION IN CONTEXT236
9.7 CONCLUSION240
III Interactive Systems Architectures245
10 FROM USER INTERFACE USABILITY TO THE OVERALL USABILITY OF INTERACTIVE SYSTEMS: ADDING USABILITY IN SYSTEM ARCHITECTURE246
10.1 INTRODUCTION247
10.2 BACKGROUND AND RELATED WORK248
10.3 IDENTIFYING AND CATEGORIZING TYPICAL SCENARIOS249
10.4 PATTERNS AS SOLUTIONS TO THE PROBLEMS DOCUMENTED AS SCENARIOS251
10.5 MODELING CAUSE-EFFECT RELATIONSHIPS BETWEEN SOFTWARE ELEMENTS AND USABILITY258
10.6 CONCLUSION AND FUTURE INVESTIGATIO