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Self-PacedLearningModule ITEP101 Module2

The document outlines a self-paced learning module on Human Computer Interaction (HCI) focusing on software usability and user-centered design principles for the second semester of 2024-2025. It details learning outcomes, student strategies, online and offline activities, and guidelines for effective software and web design. Additionally, it discusses usability standards, characteristics of good usability, and the importance of user-centered design in bridging the gap between users and software functionality.

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Bingbong Punio
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
4 views

Self-PacedLearningModule ITEP101 Module2

The document outlines a self-paced learning module on Human Computer Interaction (HCI) focusing on software usability and user-centered design principles for the second semester of 2024-2025. It details learning outcomes, student strategies, online and offline activities, and guidelines for effective software and web design. Additionally, it discusses usability standards, characteristics of good usability, and the importance of user-centered design in bridging the gap between users and software functionality.

Uploaded by

Bingbong Punio
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Republic of the Philippines

Laguna State Polytechnic University


Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

LSPU Self-Paced Learning Module (SLM)


Course HUMAN COMPUTER INTERACTION (HCI)
Sem/AY Second Semester/2024-2025
Module No. 2
Lesson Title PRINCIPLES OF SOFTWARE USABLITY AND USER CENTERED DESIGN
Week
6-9
Duration
Date March 03 - 28, 2025
Description The Human Computer Interaction Design discuss about Principles of Software usability
of the and user centered design.
Lesson

Learning Outcomes
Intended Analyze different user populations with regard to their abilities and characteristics for
Learning using both software and hardware product Evaluate the design of existing user
Outcomes interfaces based on the cognitive models of targets user. Discuss tasks and dialogs of
relevant HCI systems based on task analysis and dialog design. Apply an interactive
design process and universal design principles to designing HCI systems
Targets/ At the end of the lesson, students should be able to:
Objectives • Classify the different principles of Software Usability.
• Recognize the principles in software design.
• Know the different methodologies that can be used in software projects.

Student Learning Strategies

Online Activities A. Online Discussion via Google Meet


(Synchronous/ You will be directed to attend in a Four-Hour class discussion on Basic
Rendering. To have access to the Online Discussion, refer to this link:
Asynchronous) ____________________.

The online discussion will happen on __________ and __________, from


____________.

(For further instructions, refer to your Google Classroom and see the
schedule of activities for this module)

B. Learning Guide Questions:


1. What are the common design mistakes by non-designers? (Expound your
answers)
2. What are the trends in web design for year 2022-2023?
Republic of the Philippines
Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Note: The insight that you will post on online discussion forum using Learning Management System
(LMS) will receive additional scores in class participation.
Lecture Guide

Principles of Software Usability


According to Jakob Nielson and Rolf Molic the Principle of software usability is:
✓ Simple and natural dialog. (Dialogs should not have any irrelevant or infrequently
used information. All information should be arranged in a way that is natural to users)
✓ Speak the user’s language. (Dialogs should be expressed in text and concepts familiar
to users.)
✓ Minimize user memory load. (Users should not have to remember information as they
move from one part of the dialog to another.)
✓ Consistency. (Users should not have to wonder whether different words, situations, or
actions mean the same thing.)
✓ Feedback (Users should always be informed about what is happening in the system.)
✓ Clearly marked exists. (System should have visible exits so that users can leave any
unwanted situation.)
✓ Shortcuts. (Accelerators that speed up tasks should be available for expert
users.)
✓ Good error messages. (Messages should, in plain language, state the problem
and suggest a solution.)
✓ Prevent errors. (Systems should, whenever possible, prevent problems from
occurring.)
Offline Activities ✓ Help and documentation. (Information should be easy to retrieve and should
(e-Learning/Self- list required steps to complete tasks.)
Paced) Schneiderman's Eight Golden Rules for Dialogue Design
✓ Consistency (Consistent sequences of actions should be used in similar
situations; Identical terminology should be used in menus, prompts and help
screens; Commands should operate in a consistent manner Very often violated)
✓ Provide shortcuts (As users become experts they want to reduce number of
interactions and increase pace. Should allow abbreviations, accelerator keys,
hidden commands, extra options)
✓ Offer informative feedback (For every action there should be some feedback.
For frequent, minor actions maybe simple feedback for infrequent major actions
more demanding.)
✓ Design dialogues to yield closure (Sequences of actions should be organised
into groups. Feedback can then be given at the end of a sequence to indicate it is
over. User can then move on to next task)
✓ Simple error handling (Design system to avoid errors happening. If error
occurs system should detect this, indicate it in an understandable way and
provide simple mechanisms for recovery. User should not have to retype a
whole command, just fix the incorrect part.)
✓ Permit easy reversal of actions (Actions should be reversible. This will relieve
anxiety since user knows that errors can be undone; encourages exploration.
This can be done with an undo command, this may undo last action, last group
of actions, or more what about irreversible actions?)
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

✓ Support internal locus of control (Users should feel they are in control.
Surprising system actions, tedious sequences of data entry or difficulty in
obtaining necessary information increase anxiety. Users should initiate actions.)
✓ Reduce short-term memory load (Limit of STM is 7±2 items. Keep displays
simple, avoid multiple page displays where must remember items from one to
the next. Allow sufficient training time to learn codes, mnemonics and
sequences of actions.)

Roles of Principles and Guidelines


✓ Raising awareness of concepts
✓ Assisting in design choices
✓ Offering strategies for problem solving
✓ Supporting evaluation

Problems with Principles


✓ Principles must be interpreted, refined and extended for the particular
environment. Must be interpreted in context of use.
✓ Because of this can be applied wrongly.
✓ Skills are required to use them effectively

Principles and Guidelines in the Iterative Design Process

Figure 1. Principles and Guidelines in the Interactive Design Process

✓ Evaluating a design using principles and guidelines


✓ Any contraventions can be spotted and corrected before the design goes any
further

Web Design Guidelines

According to Amit Agrawal “Top website Design and development Guidelines


for 2019”. A good website is the basic requirement of every Company. A website is
designed according to the customer’s requirements. Our company provides custom
software development service so that we are able to create a customized website.

Guidelines for web design and developers


For designing a website, website designers require various techniques and
guidelines. They can create a good website by following these guidelines. Custom web
development software helps the web designer to easily create a website.

Below are the guidelines to keep in mind while designing a website


1. Immediate Page Loading
Visitors never wait with patience for a website to load. If your website is slow and takes
a long time to open then it can’t be considered as an ideal website. Therefore,
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

design your website by using quick loading rates. High conversion rate is another
benefit of designing a fast loading website.
2. Mobile- Friendly
In the world of smartphones, ensure that you create a mobile-friendly website.
Designing a responsive website that loads perfectly on any mobile is the best way
to win the user response.
3. Responsive designs
Responsive design is the contrast of programming and device which is difficult to add
after a specific website is designed. It is mainly a part of a redesign. That is why it
is a compact, not a Company standard. Responsive design has been regularly
changed over the years.
4. Analyze conversion rate
A successful website is successful which creates by analyzing the business goals.
Therefore, it is recommended to develop a website to determine the goals of the
business. It will help to know about the number of visitors, user engagement track,
conversion rate, etc.
5. SEO- Friendly
Web designers ensure that the website is SEO friendly. It means to develop your
website keeping in mind the On-page SEO elements. Also, modify your website
with SEO techniques. They can use XML sitemap and schema for SEO-friendly
website. It helps to rank your website on top of Google’s result engine page.
6. Content Management System
To provide strong digital marketing energy to your website, publish the unique and
attractive content at your website so that customers get attracted. This will help
the customer to be updated.
7. Social Media Integration
Social media sites are integrated with your website. This will help visitors to look on
social media pages directly from the website. It helps in attracting traffic and
engaging visitors. Custom web development software helps to integrate your social
media accounts with a website.
8. Provide on-site Security
Online security is a must. Web designers need to be considered while developing a
website. The designs should provide important security checks. Using significant
safety and privacy etiquette, they can able to provide safety to the website from
hackers.
9. Search feature
A website must have a search feature. Many marketing sites don’t have a search
feature. It appears globally on the page as an icon or search box. Search feature
should be on the header of the page.
10. Impressive home page
The home page of your website has a specific value proposition. It should be
impressive and attractive. The home page with high-value proposition means that
your website explains their value to the viewers.
So these are top web design and development guidelines for 2019 that should be
kept in mind while designing website. Creating a simple, user-friendly and secure
website are the keys to business success. The guidelines will surely attract visitors.
Custom web development services is important to create a customized website. It is
designed to determine the goals of a business.
Republic of the Philippines
Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Style Guideline
✓ Describe how to design interface ‘look and feel’ for a particular
environment.
✓ Enables consistency between applications within one environment.
✓ All major systems have them.
✓ Figure below – different icons and messages. What is the main difference
between the Microsoft messages and the Apple Macintosh versions?

Figure 2. Different icons and messages used by two different OS.


Standards
✓ Set by national and international bodies
✓ H/W standards based on ergonomics, physiology, etc.
✓ S/W standards less common as system design less well understood
✓ International standards for user interface design slowly emerging
✓ ISO 9241 is an HCI standard
✓ ISO stands for the International Organization for Standardization and is a network
of national standards institutes from 147 countries. Because technology is an
international business, manufacturers pay attention to international standards.
Many countries (especially those in Europe) also adopt ISO standards as national
standards, and so you may find parts of ISO 9241 cited as the route to compliance
with health and safety legislation
ISO9241-10-17 deal with software aspects of display design, keyboard
requirements, user guidance, etc
Other list of usability standards:
ISO 9241 is just one of many standards that apply to usability and ergonomics.
Other relevant ISO usability standards:
✓ ISO 6385:1981 Ergonomic principles in the design of work systems
✓ ISO 10075:1991 Ergonomic principles related to mental work-load -- General
terms and definitions
✓ ISO 10075-2:1996 Ergonomic principles related to mental workload -- Part 2:
Design principles
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

✓ ISO 11064-1:2000 Ergonomic design of control centers -- Part 1: Principles for the
design of control centers
✓ ISO 11064-2:2000 Ergonomic design of control centers -- Part 2: Principles for the
arrangement of control suites
✓ ISO 11064-3:1999 Ergonomic design of control centers -- Part 3: Control room
layout
✓ ISO 13406-1:1999 Ergonomic requirements for work with visual displays based
on flat panels -- Part 1: Introduction
✓ ISO 13406-2:2001 Ergonomic requirements for work with visual displays based
on flat panels -- Part 2: Ergonomic requirements for flat panel displays
✓ ISO 13407:1999 Human-centered design processes for interactive systems
✓ ISO 14915-1:2002 Software ergonomics for multimedia user interfaces -- Part 1:
Design principles and framework
✓ SO 14915-3:2002 Software ergonomics for multimedia user interfaces -- Part 3:
Media selection and combination
✓ ISO/TS 16071:2003 Ergonomics of human-system interaction -- Guidance on
accessibility for human-computer interfaces
✓ ISO/TR 16982:2002 Ergonomics of human-system interaction -- Usability
methods supporting human-centred design
✓ ISO/TR 18529:2000 Ergonomics -- Ergonomics of human-system interaction --
Human-centred lifecycle process descriptions
✓ ISO/IEC 9126-1:2001 Software engineering -- Product quality -- Part 1: Quality
model
✓ ISO/IEC TR 9126-2:2003 Software engineering -- Product quality -- Part 2:
External metrics
✓ ISO/IEC TR 9126-3:2003 Software engineering -- Product quality -- Part 3: Internal
metrics
✓ ISO/IEC 11581-1:2000, Information technology -- User system interfaces and
symbols -- Icon symbols and functions -- Part 1: Icons -- General.
✓ ISO/IEC 11581-2:2000, Information technology -- User system interfaces and
symbols -- Icon symbols and functions -- Part 2: Object icons.
✓ ISO/IEC 15910:1999 Information technology -- Software user documentation
process

What is Usability?
✓ Usability (1): effective, efficient and satisfactory
✓ Usability (2):
- Ease of learning (faster the second time and so on)
- Recall (remember how from one session to the next)
- Productivity (perform tasks quickly and efficiently)
- Minimal error rates (if they occur, good feedback so user can recover)
- High user satisfaction (confident of success)

Characteristics of Good Usability


What is meant by the usability of software by describing the characteristics of
software that exhibits good usability?
✓ Usable software does what it is supposed to do
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

✓ Supports forgiveness or recovery so that users can correct their mistakes


✓ Supports consistency so that what is learned in one part of the system applies
elsewhere
✓ Supports redundancy so that users can choose a method to suit their own style
✓ Provides help so that users can learn
✓ Employs metaphors so that real world knowledge can be employed
✓ Supports coherence, e.g. standards across a range of software
✓ Provides feedback so that users know what the software is doing
✓ Interface is intrusive so that users notice what the interface is telling them

The Gap Between the Users and the Software

Figure 3. The gap between the users and the software

Software is not designed around tasks that users perform. Users find themselves
unable to comfortably or effectively use the software.
Why does the gap exist?

✓ Slogan. “It should work” is often the only slogan. Today, reliability or functionality
alone is not enough. Usability needs to be high on the software house’s priorities
because it impacts users’ productivity and overall satisfaction with the product.
✓ Process. The software development process follows an engineering model with
little or no concern for the product’s users. Users are neither understood nor
involved in the design and evaluation of the software.
✓ Approach. First, system internals are designed. Then, a user interface is “slapped”
on it. The resulting user interface reflects the underlying mechanism. For the user
who just wants to complete a task using the software, a user interface based on the
task is more appropriate than one based on system internals. For this, the interface
should be designed first—based on users’ tasks—and then the internals.
✓ Skills. Good software design calls for interdisciplinary skills. Besides programming
skills, we need skills in user-centered design, technical writing, and graphic design.
How do users react?

✓ Confusion. The software is too complex. It is not structured as users expect.


✓ Frustration. The software is inflexible and unforgiving. Users cannot undo
incorrect actions.
✓ Panic. The software’s response time is too slow—just when the user is under
tremendous pressure.
✓ Boredom. The software’s response time is slow and tasks are overly simplified.
✓ Incomplete use. Only some of the software’s functions or tasks are used. These tasks
are often the easiest to perform.
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

✓ Indirect use. Managers who find the software hard to use, for example, get someone
else to do it.
✓ Misuse or modification. Those who know the software well may change it to meet
personal requirements that do not advance organizational interests. In this case,
system integrity may be adversely impacted.
✓ Abandonment. The software is rejected by managers and other users who have the
discretion to reject it.

HCI Vocabulary
- Visibility, The visibility property specifies whether or not an element is visible.
(https://www.w3schools.com/cssref/pr_class_visibility.asp)
o Tip: Hidden elements take up space on the page. Use the display property to both
hide and remove an element from the document layout!

- Affordances, Psychologist James Gibson coined “affordance” in 1977, referring to


all action possibilities with an object based on users’ physical capabilities. For
instance, a chair affords sitting on, standing on, throwing, etc. Human-computer
interaction (HCI) expert Don Norman later (1988) defined affordances as
perceivable action possibilities – i.e., only actions which users consider possible.
So, designers must create objects’ affordances to conform to users’ needs based on
these users’ physical capabilities, goals and past experiences. Clear affordances are
vital to usability. Users will map the possibilities of what an object does according
to their conceptual model of what that object should do (e.g., inserting fingers into
scissor holes to cut things).

Figure 4. Sample Conceptual Model


Retrieve from: https://ars.els-cdn.com/content/image/1-s2.0-S0308521X17308399-gr1.jpg

- Mappings, relationship between actions and controls. Mappings are said to be


good if they appear natural and intuitive to the users.
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

A Map of HCI

Figure 5. The Map of HCI


- Constraints, limits the number of possibilities of what can be done with the
objects.
- Feedback, let users know what their actions have achieved, through visual,
auditory, haptic
- Tasks, users are goal directed (specific problems to solve), it means task to
accomplish. Tasks are complex, decomposed into sub-tasks.
- User’s model /mental models, the model people have of themselves, others, the
environment, and the things which they interact. People form mental models
through experience, training and instruction.

Figure 6. Mental Model


Retrieve from: https://public-media.interaction-design.org/images/figures/mental_models.gif

- Interface metaphors combine a familiar domain with system structure to make


a concrete user interface
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Norman’s Model of Interaction

Norman’s Seven Stages of Action / Norman’s Execution-Evaluation cycle

Gulfs of Execution and Gulfs of Evaluation


The relationship between the user and the system can be conceptualized in terms of the
gulf of execution and the gulf of evaluation.

Figure 8. Bridging the Gulfs of Execution and Evaluation

Gulf of Execution: Refers to the distance between the user’s goals and the means of
achieving them through the system. (What is needed to transform intentions into an
associated set of actions?)
The interface should therefore aim to reduce this gulf.

Gulf of Evaluation: Refers to the distance between the system’s behavior and the user’s
goals. (What is needed to interpret physical state of the system and to determine how
well state matches up with intentions?)
The more effort that is required on the part of the user to interpret the
presentation, the less effective the interaction.
Republic of the Philippines
Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Cognitive issues in Direct Manipulation(DM) Interaction Style

DM is an interaction styles that uses:a continuous representation of the objects


of interest via a meaningful metaphor.

✓ rapid, incremental, reversible operations


✓ simple, ‘physical’ actions (Shneiderman)
E.g. Windows and Macintosh desktop user interfaces

DM reduces the gulfs of execution & evaluation:


✓ rapid, incremental, reversible operations encourages low-cost valuation – good
for learning & error correction, builds an accurate user’s model.
✓ simple, ‘physical’ actions (interact directly with the objects) reduces gulf of
execution
✓ a continuous representation of the objects of interest via a meaningful metaphor.
✓ creates a ‘user model’ of the user interface – users can predict what will happen,
reduces gulf of evaluation.

User Objects and User Actions


User objects are the items users see (and interact with) on the software’s screen.
Examples are windows, menus, and scroll bars. Figure below gives a list of user objects.

Figure 9. User Objects and User Actions

User actions are the interactions users have with user objects. An example is a
mouse click a user performs to select an icon. User actions include the following:

• Navigation;
• Selection;
• Keystrokes (entry, etc.);
• Direct manipulation (clicking, dragging, dropping, etc.).
Interaction & Support information
Interaction Information
Labels and messages are called interaction information, essential for completing user-
software interaction.
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Labels are required to identify user objects, messages are required to give feedback to
users about a user action or a change in system status.
For example, the option “Edit” in your word processor is a label.
Here are some examples of user objects that need labels:
•windows;
•menu options;
•fields;
•commands.
A message can be provided in different ways. It can be textual, graphical, audible, or a
combination.

Support Information
For effective use of a software system, we also need to provide user
documentation to “clarify” the following three software usability components: user
objects, user actions, and interaction information. User documentation, is categorized
as online support and printed support.
Online support information
Appears on the user’s screen. Some online support information elements are as
follows:

• README files;
• Online manual;
• Field Help;
• Message Help;
• Online tutorial;
• Cue cards;
• Demos;
• Examples;
• Web-based information elements.

Printed support information


Printed in the form of manuals, cards, or foldouts. Some printed support
information elements are as follows:

• Guide;
• Reference;
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Figure 10. Jakob’s Ten Usability Heuristics

User Centered Design


What is User-Centered Design
HCI and Design
Rather than the traditional design models adopted within software engineering which
are characterized by their linearity. HCI has adopted a design model which aspires to
incorporate the following premises:
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

* user centered
* multi-disciplinary
* highly iterative
User Center Design
Design is based upon a user’s
* Abilities and real needs
* context
*Work
*tasks
System Centered Design
*What can be easily on this platform?
*What can I create from the available tools?
*What do I as a programmer find interesting to work on?

What is User-Centered Design?


Is an approach to interactive system development that focuses specifically on
making products/web interfaces usable.
The quality of interaction between the person who uses the product to achieve
actual work and the product itself is the primary goal of user-centered design.
User-centered systems empower users and motivate them to learn and explore
new system solutions
The user-centered design methodology is characterized by:

* the involvement of users throughout the design process


* the use of an iterative design cycle

The involvement of users throughout the design process:


An example of web design…..

Empowering users through user-centered web design by Dev Alexander

Focus on users
• There are a number of ways in which user participation can be facilitated
throughout the design process:
Focus groups, Questionnaires and Interviews, Observation,
User testing, and many more …

Methods for involving the users


more information at http://www.usableweb.com
Republic of the Philippines
Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Design Methodology

The top 4 software development methodologies posted by Synopsys Editorial


Team last,, March 28th, 2017 in the synopsys.com
How do the top software development methodologies (waterfall, rapid
application, agile, and DevOps) work? And which method is best for your project? These
four software development methodologies are the most pervasive in software
development. Each one has its own strengths and weaknesses and works effectively in
different situations. When choosing your development methodology, think about
combining the elements of each method that work best for your team and your current
project. In this way, you can create a hybrid development methodology that’ll get you to
production securely and efficiently.

1. Agile development methodology


Teams use the agile development methodology to minimize risk (such as bugs, cost
overruns, and changing requirements) when adding new functionality. In all agile
methods, teams develop the software in iterations that contain mini-increments of the
new functionality. There are many different forms of the agile development method,
including scrum, crystal, extreme programming (XP), and feature-driven development
(FDD).

Figure 11. Agile Development Methodology

Pros: The primary benefit of agile software development is that it allows software to
be released in iterations. Iterative releases improve efficiency by allowing teams to
find and fix defects and align expectation early on. They also allow users to realize
software benefits earlier, with frequent incremental improvements.

Cons: Agile development methods rely on real-time communication, so new users


often lack the documentation they need to get up to speed. They require a huge time
commitment from users and are labor intensive because developers must fully
complete each feature within each iteration for user approval.

Agile development methods are similar to rapid application development (see below)
and can be inefficient in large organizations. Programmers, managers, and
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

organizations accustomed to the waterfall method (see below) may have difficulty
adjusting to an agile SDLC. So a hybrid approach often works well for them.
2. DevOps deployment methodology
DevOps is not just a development methodology but also a set of practices that supports
an organizational culture. DevOps deployment centers on organizational change that
enhances collaboration between the departments responsible for different segments
of the development life cycle, such as development, quality assurance, and operations.

Figure 12. DevOps Deployment Methodology

Pros: DevOps is focused on improving time to market, lowering the failure rate of new
releases, shortening the lead time between fixes, and minimizing disruption while
maximizing reliability. To achieve this, DevOps organizations aim to automate
continuous deployment to ensure everything happens smoothly and reliably.
Companies that use DevOps methods benefit by significantly reducing time to market
and improving customer satisfaction, product quality, and employee productivity and
efficiency.

Cons: Even in light of its benefits, there are a few drawbacks to DevOps:

Some customers don’t want continuous updates to their systems.


Some industries have regulations that require extensive testing before a project can
move to the operations phase.
If different departments use different environments, undetected issues can slip into
production.
Some quality attributes require human interaction, which slows down the delivery
pipeline.
3. Waterfall development method
Many consider the waterfall method to be the most traditional software development
method. The waterfall method is a rigid linear model that consists of sequential phases
(requirements, design, implementation, verification, maintenance) focusing on distinct
goals. Each phase must be 100% complete before the next phase can start. There’s
usually no process for going back to modify the project or direction.

Pros: The linear nature of the waterfall development method makes it easy to
understand and manage. Projects with clear objectives and stable requirements can
best use the waterfall method. Less experienced project managers and project teams,
as well as teams whose composition changes frequently, may benefit the most from
using the waterfall development methodology.
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Cons: The waterfall development method is often slow and costly due to its rigid
structure and tight controls. These drawbacks can lead waterfall method users to
explore other software development methodologies.

Figure 13. Waterfall Development Methodology


4. Rapid application development
Rapid application development (RAD) is a condensed development process that
produces a high-quality system with low investment costs. Scott Stiner, CEO and
president of UM Technologies, said in Forbes, “This RAD process allows our developers
to quickly adjust to shifting requirements in a fast-paced and constantly changing
market.” The ability to quickly adjust is what allows such a low investment cost.

The rapid application development method contains four phases: requirements


planning, user design, construction, and cutover. The user design and construction
phases repeat until the user confirms that the product meets all requirements.

Figure 14. RAD Methodology

Pros: Rapid application development is most effective for projects with a well-defined
business objective and a clearly defined user group, but which are not computationally
complex. RAD is especially useful for small to medium projects that are time sensitive.

Cons: Rapid application development requires a stable team composition with highly
skilled developers and users who are deeply knowledgeable about the application
area. Deep knowledge is essential in a condensed development timeline that requires
approval after each construction phase. Organizations that don’t meet these
requirements are unlikely to benefit from RAD.
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Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
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Iterative Design Cycle


Iterative design is a process where an interface is progressively developed and
improved over a series of iterations, each the result of user testing and feedback.

In its simplest form, the iterative design cycle can be said to have three phases:
design, test, and redesign. These phases operate in a continual cycle (in theory that is;
in practice iterations are limited by budgetary considerations) so that designs are
continually evaluated and improved

Key aspects of user-centered design

1. Early focus on users, tasks and environment:

✓ The characteristics of the intended users


✓ The tasks the users will perform
✓ The environment in which the users will use the system

2. An appropriate allocation of function between user and system:

✓ Determining which aspects of a task should be handled by people and which


can be handled by software and hardware is of critical importance. (Task
Allocation)
✓ The allocation of function should be based on an appreciation of human
capabilities, and their limitations.
✓ This allocation benefits from the input of end-users which will also help to
ensure that the results are acceptable to the people who will be affected.

3. The active involvement of users:

✓ The key strength of user-centered design


✓ Involving end-users can also enhance the acceptance and commitment to the
new software as staff some to feel that the system is being designed in
consultation with them rather than being imposed on them.

4. Iterative design whereby a prototype is designed, tested and modified / Iterative of


design solutions:
✓ The users attempt to accomplish ‘real world’ tasks using the prototype and
the feedback from the exercise is used to develop the design further.
5. Multi-disciplinary design teams

✓ The User-centered design is a collaborative process which benefits from the


active involvement of various parties, each of whom have insights and
expertise to share.
✓ Design teams may include managers, usability specialists, training and
support staff, software engineers, and of course the end user themselves.

…more about User-Centered Design:


* Project planning has to allow for iteration and for incorporating user feedback.
Republic of the Philippines
Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

* More time will also be required for effective communication between design team
participants and for reconciling potential conflicts and trade-offs.
* However, project managers will benefit from the additionally creativity and ideas
from an extended development team and skill base.

HCI Design Models

The Star Life Cycle (Hix and Hartson, 1993)


At the center of the star life cycle is the very important evaluation stage.
After every iteration, there is an evaluation process to determine the outcome of
the last stage. Progress can be measured throughout the process. A range of
evaluation strategies is needed to support this model.

Figure 15. The Star Life Cycle

Interface Design and usability Engineering (Saul Greenberg )

Figure 16. Interface Design and Usability Engineering


Republic of the Philippines
Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

The LUCID Framework (Logical User Centered Interaction Design)

Figure 17. LUCID Framework

http://www.cognitics.com

Iterative Design Process (Design, Implementation, Evaluation)


✓ Generate a prototype of the design e.g. initial design from
guidelines and principles
✓ Evaluate the design; Redesign to correct any errors; Build new
prototype
Republic of the Philippines
Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Figure 18. The Interactive Design Process

Discover, Design, Use (John Cato)


✓ For designing web interfaces
✓ User-Centered Web Design

Figure 19. Discover Design Use Process


Republic of the Philippines
Laguna State Polytechnic University
Province of Laguna
ISO 9001:2015 Certified
Level I Institutionally Accredited

Learning Resources
Books:
• Dix, A., Finlay, J., Abowd, G.D., & Beale, R. (2004). Human computer interaction (3rd ed.). Prentice Hall.
ISBN 0-13-046109-1.
• Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction design: Beyond human-computer interaction (4th
ed.) John Wiley & Sons Ltd. ISBN 978-1-119-02075-2.
E-Source:
• PM Dr. Siti Salwah Salim- • http://web.fsktm.um.edu.my/~salwa/HCICourse/
• Dix, A., Finlay, J., Abowd, G.D., & Beale, R. (2004). Human computer interaction (3rd ed.). Prentice Hall.
ISBN 0-13-046109-1.
• WONG, EUPHEMIA; User Interface Design Guidelines: 10 Rules of Thumb ;https://www.interaction-
design.org/literature/ article/user-interface-design-guidelines-10-rules-of-thumb
• Brows to the internet/YouTube on How to Develop an Effective GUI Standard by Dr. Eric Mschaffer……..
• https://humanfactors.com/project/user_centered_design.asp
• https://www.athabascau.ca/syllabi/comp/comp482.php
• http://www2.sta.uwi.edu/~anikov/comp3220/syllabus.htm
• http://web.fsktm.um.edu.my/~salwa/HCICourse/
• https://faculty.psau.edu.sa/filedownload/doc-10-pdf-f5a6556225bb4e85ce5be5dda9d05b8a-
original.pdf
• https://pdfs.semanticscholar.org/d7a2/f655b3f6768086195c2f81fa2b9e62e61cbb.pdf
Video
Kim Murpy:2016: Human Computer Interaction https://www.youtube.com/watch?v=cGRWKeSJy5s

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