Making Use: Scenario-Based Design of Human-Computer by John M. Carroll

By John M. Carroll

Tricky to profit and awkward to take advantage of, modern day details structures usually switch our actions in ways in which we don't want or wish. the matter lies within the software program improvement method. during this booklet John Carroll indicates how a pervasive yet underused section of layout perform, the state of affairs, can remodel info structures layout.

Traditional textbook ways deal with the complexity of the layout method through abstraction, treating layout difficulties as though they have been composites of puzzles. Scenario-based layout makes use of concretization. A situation is a concrete tale approximately use. for instance: "A individual grew to become on a working laptop or computer; the display displayed a button categorized commence; the individual used the mouse to choose the button." eventualities are a vocabulary for coordinating the relevant initiatives of procedure development--understanding people's wishes, envisioning new actions and applied sciences, designing potent platforms and software program, and drawing common classes from platforms as they're constructed and used. rather than designing software program via directory requisites, features, and code modules, the clothier focuses first on the actions that must be supported after which permits descriptions of these actions to force every thing else.

In addition to a complete dialogue of the rules of scenario-based layout, the booklet contains in-depth examples of its software.

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Extra resources for Making Use: Scenario-Based Design of Human-Computer Interactions

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There was a standard division of responsibility in which marketing representatives met with customers to gather requirements and then conveyed what they learned to the designers and developers. Much information is lost in such arrangements. However, even when the requirements are obtained directly from prospective users, the process of problem analysis is not straightforward. Long ago, Dreyfuss (1955) discovered that people often provide answers that they think will please the interviewer or that project a view of themselves they ªnd attractive.

His approach was to represent a design as a space of interconnected points: each point was a requirement, and its connections to other points reºected its dependencies on other requirements. Clusters of densely interconnected points in this representation correspond to highly interrelated requirements. Alexander imagined using this bottomup method to partition a complex space of design requirements, and thereby discover an unselfconscious decomposition of the design problem. Dreyfuss represents a more concrete perspective on the issue of managing trade-offs and dependencies.

Design moves and the analysis of their potential consequences, side effects, dependencies, and trade-offs must more directly refer to the original problematic situation and the envisioned solution situation. This What Is Design? 43 is basically what scenario-based design is: descriptions of the original problematic situation and the envisioned solution situation are treated as technical design representations; they are explicitly analyzed and manipulated in the design process. Through the balance of this book, I develop a particular approach to scenario-based design, one that addresses the six properties.

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