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Software Engineering
Requirements & User
Interface Design
Saint Michael’s College
Department of Computer Science
Colchester, Vermont 05439
http://personalweb.smcvt.edu/mbattig/
Part 1 – UID Fundamentals
USER, n.: The word computer
professionals use when they mean “idiot.”
We need to avoid this mentality.
“I never design a building before I’ve seen
the site and met the people who will be
using it.” Frank Lloyd Wright
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Introduction
There are several areas of research that deal
directly with User Interface Design. They are
HCI/Human Factors and
Usability Engineering.
The HCI camp is more driven by research in
psychology and therefore employs a
“heuristics” approach. The UE camp is more
driven by laboratory observation and has
more of a “validate & verify each system”
approach. Let’s discuss the tradeoffs with
each approach:
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Usability Engineering
Consider Jakob Nielsen’s book on
Usability Engineering (google the title
and read the first 3 pages).
Typical Usability Engineering Lab:
http://idealab.dis.unimelb.edu.au/
The following material is adapted from:
http://www.useit.com/papers/guerrilla_h
ci.html
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“Discount Usability
Engineering”
The "discount usability engineering" [Nielsen
1989b, 1990a, 1993] method is based on
the use of the following three techniques:
1. Scenarios
2. Simplified thinking aloud
3. Heuristic evaluation
Additionally, the basic principle of early focus on
users should of course be followed. It can be
achieved in various ways, including simple
visits to customer locations
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1 - Scenarios
Scenarios are a special kind of prototyping as shown. The entire idea
behind prototyping is to cut down on the complexity of
implementation by eliminating parts of the full system. Horizontal
prototypes reduce the level of functionality and result in a user
interface surface layer, while vertical prototypes reduce the number
of features and implement the full functionality of those chosen (i.e.
we get a part of the system to play with).
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2 – Simplified Thinking Aloud
Traditionally, thinking aloud studies are conducted with psychologists
or user interface experts as experimenters who videotape the
subjects and perform detailed protocol analysis. This kind of
method certainly may seem intimidating for ordinary developers.
However, it is possible to run user tests without sophisticated labs,
simply by bringing in some real users, giving them some typical test
tasks, and asking them to think out loud while they perform the
tasks. Those developers who have used the thinking aloud method
are happy about it [Jørgensen 1989, Monk et al. 1993], and my
studies [Nielsen 1992b] show that computer scientists are indeed
able to apply the thinking aloud method effectively to evaluate user
interfaces with a minimum of training, and that even fairly
methodologically primitive experiments will succeed in finding many
usability problems.
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3 – Heuristic Evaluation
These are ten general principles for user interface design. They are called "heuristics" because they are more in the
nature of rules of thumb than specific usability guidelines.
Visibility of system status
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
Match between system and the real world
The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented
terms. Follow real-world conventions, making information appear in a natural and logical order.
User control and freedom
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without
having to go through an extended dialogue. Support undo and redo.
Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
Error prevention
Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate
error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
Recognition rather than recall
Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information
from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever
appropriate.
Flexibility and efficiency of use
Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to
both inexperienced and experienced users. Allow users to tailor frequent actions.
Aesthetic and minimalist design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes
with the relevant units of information and diminishes their relative visibility.
Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a
solution.
Help and documentation
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any
such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
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HCI & SIGCHI
There is a SIG (Special Interest Group)
of the ACM for HCI called “SIGCHI.”
Definitions & intro from SIGCHI:
http://sigchi.org/cdg/cdg2.html#2_1
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Three classes of
Heuristics (1 of 3):
Place User in Control
Define interaction in such a way that the user is not
forced into performing unnecessary or undesired
actions
Provide for flexible interaction (users have varying
preferences)
Allow user interaction to be interruptible and
reversible
Streamline interaction as skill level increases and
allow customization of interaction
Hide technical internals from the casual user
Design for direct interaction with objects that
appear on the screen
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Three classes of
Heuristics (2 of 3):
Reduce User Memory Load
Reduce demands on user's short-term memory
Establish meaningful defaults
Define intuitive short-cuts
Visual layout of user interface should be based on
a familiar real world metaphor
Disclose information in a progressive fashion
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Three classes of
Heuristics (3 of 3):
Make Interface Consistent
Allow user to put the current task into a meaningful
context
Maintain consistency across a family of
applications
If past interaction models have created user
expectations, do not make changes unless there is
a good reason to do so
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Know Thy User!
Perhaps the most fundamental issue is to know
the user’s experience, task, and environment. We
can place the user’s experience on a continuum
as follows:
Novice 
Intermittent User
 Expert
This continuum can be used in at least two ways:
Computer experience and knowledge of the task
domain.
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User Interface Design
Process (Spiral Model)
1. User, task, and environment analysis
and modeling
2. Interface design
3. Interface construction
4. Interface validation
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User Interface Design
Process (Spiral Model)
The above (macro) process, is broken down into the
following interface design activities (micro):
Establish the goals and intentions of each task
Map each goal/intention to a sequence of specific
actions (objects and methods for manipulating objects)
Specify the action sequence of tasks and subtasks (user
scenario)
Indicate the state of the system at the time the user
scenario is performed
Define control mechanisms
Show how control mechanisms affect the state of the
system
Indicate how the user interprets the state of the system
from information provided through the interface
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Additional Interface
Design Issues:
System response time (time between the point at
which user initiates some control action and the time
when the system responds)
User help facilities (integrated, context sensitive help
versus add-on help)
Error information handling (messages should be nonjudgmental, describe problem precisely, and suggest
valid solutions)
Command labeling (based on user vocabulary,
simple grammar, and have consistent rules for
abbreviation)
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Iterative Evaluation
Once the User Interface is complete, we begin
the Evaluation Cycle:
1. Preliminary design
2. Build first interface prototype
3. User evaluates interface
4. Evaluation studied by designer
5. Design modifications made
6. Build next prototype
7. If interface is not complete then go to step 3
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Additional Resources:
Various Handouts
Additional Readings:
Jakob Nielsen: Usability Engineering (google
“usability engineering” and read a few pages)
Ben Shneiderman: Designing the User
Interface
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Part 2 - Utilizing the PDA as a
Vehicle for User Interface
Design Pedagogy
Note: Please see the notes on slides 25 & 30 for details about
downloading the Simulator from PalmOS and running the dynamic
versions of the .prc files (executables). For simplicity, you may
prefer to talk about the static versions of the PDA interfaces,
especially if you don’t want to go through the hassle of getting the
Simulator working.
Overview
Goals for the Software Requirements
Goals for User Interface Design
Benefits of the PalmOS® platform
Sample Applications & Development
Products/Environments
Assignment
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Software Engineering
Goals
Learn the struggle of maintenance
Learn new tools/platforms while …
Differentiating essential from accidental
Learn importance of non-technical skills
Work in a team environment
Work with realistic project & constraints
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User Interface Design
Goals
Gain experience with prototyping
Experience benefits of parallel design
Consider the novice-expert continuum
Incorporate heuristics for UID:

E.g., Reduce user memory load, direct manipulation
where applicable, minimize user inputs, etc.
Benefits of usability testing
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A Sample Project
Palm IIIc Basketball Stats Collection
Collect team stats
 Collect player stats

Usability tests during an actual NCAA
Division II basketball game
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Benefits of PalmOS®
Novel platform (a little “gee-whiz” factor)
Unfamiliar development environment
Inexpensive development environment
Limited interface real estate (160 x 160)
Stylus input forces efficiency
Emulator provides cross-platform
experience
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Commercial App:
palmsim61_dbg\PalmSim.exe
NFL
Football
Scouting
Application
Click this icon:
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Metrowerks
CodeWarrior® IDE
Very reasonable academic pricing
Intuitive interface & debugger
Palm platform requires C++ (the
hardware/OS resources are too limited
for a full Java run-time implementation)
Palm OS Programming, 2nd Ed. from
O’Reilly is very useful, with samples
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Metrowerks
CodeWarrior® IDE
Most of the applications contain linear
code that is not terribly object-oriented
(I.e., very little reuse)
Constructor facility is helpful for GUI
design
Simulator & Emulator software for
windows available as free downloads
from www.palmos.com
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Sample Student Work: 1
Heavy memory load!
Why?
Efficiency is lacking for
real basketball games.
How do I determine
home vs. visiting
team? What do the
abbreviations mean?
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Sample Student Work: 2
Improved version
Handles both teams
on one screen
Jersey number is
button label
Some run-time defects
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Sample Student Work: 3
Improved usability
View/change stats
More robust
Still room for
improvement…but
as good as many
commercial app’s!
Click the icon
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Assignment
Using the CS-SE Palm Requirements
Specification assignment sheet (with
accompanying Outline), develop a
requirements specification with an
appropriate User Interface Prototype.
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