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Usability Engineering: Scenario-Based Development of Human-Computer Interaction / Edition 1

Usability Engineering: Scenario-Based Development of Human-Computer Interaction / Edition 1

5.0 1
by Mary Beth Rosson

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ISBN-10: 1558607129

ISBN-13: 2901558607124

Pub. Date: 10/26/2001

Publisher: Elsevier Science

You don't need to be convinced. You know that usability is key to the success of any interactive system -- from commercial software to B2B Web sites to handheld devices. But you need skills to make usability part of your product development equation. How will you assess your users' needs and preferences? How will you design effective solutions that are grounded in


You don't need to be convinced. You know that usability is key to the success of any interactive system -- from commercial software to B2B Web sites to handheld devices. But you need skills to make usability part of your product development equation. How will you assess your users' needs and preferences? How will you design effective solutions that are grounded in users' current practices? How will you evaluate and refine these designs to ensure a quality product? Usability Engineering: Scenario-Based Development of Human-Computer Interaction is a radical departure from traditional books that emphasize theory and address experts. This book focuses on the realities of product development, showing how user interaction scenarios can make usability practices an integral part of interactive system development. As you'll learn, usability engineering is not the application of inflexible rules; it's a process of analysis, prototyping, and problem solving in which you evaluate tradeoffs, make reasoned decisions, and maximize the overall value of your product.

Product Details

Elsevier Science
Publication date:
Interactive Technologies Series
Edition description:

Table of Contents

Color Plates
Chapter 1Scenario-Based Usability Engineering1
1.1Design by Scenario: Marissa's Gravity Project1
1.2Managing Software Development5
1.2.1Software Engineering5
1.2.2Prototyping and Iterative Development8
1.3Usability in Software Development9
1.3.1The Emergence of Usability9
1.3.2Usability Engineering14
1.4Scenario-Based Usability Engineering15
1.4.1User Interaction Scenarios16
1.4.2Why Scenarios?20
1.5Doing Scenario-Based Usability Engineering24
1.5.3Prototyping and Evaluation27
1.5.4Other Approaches28
1.6Example-Based Learning of SBD29
1.6.1Case Study: A Virtual Science Fair in MOOsburg29
Summary and Review33
Project Ideas34
Recommended Reading35
Chapter 2Analyzing Requirements37
2.1Analyzing Work Practices38
2.2Getting Users Involved43
2.3Science Fair Case Study: Requirements Analysis48
2.3.1Root Concept49
2.3.2Analysis of Current Practice51
2.3.3Summarizing the Field Data54
2.3.4Problem Scenarios and Claims64
2.3.5Scenarios and Claims as Requirements75
Summary and Review76
Project Ideas77
Recommended Reading78
Chapter 3Activity Design79
3.1Designing Effective Activities81
3.2Designing Comprehensible Activities84
3.3Designing Satisfying Activities88
3.4Science Fair Case Study: Activity Design91
3.4.1Exploring the Activity Design Space92
3.4.2Activity Design Scenarios and Claims94
3.4.3Refining the Activity Design101
3.4.4Participatory Design104
3.4.5Coherence and Completeness105
Summary and Review106
Project Ideas107
Recommended Reading108
Chapter 4Information Design109
4.1Stages of Action in Human-Computer Interaction110
4.2Perceiving Information111
4.2.1Gestalt Perception113
4.2.2Organization in User Interface Displays114
4.3Interpreting Information119
4.3.2Realism and Refinement122
4.3.3Recognizing Affordances124
4.4Making Sense of Information125
4.4.2Visual Metaphors128
4.4.3Information Models130
4.4.4Dynamic Displays131
4.5Science Fair Case Study: Information Design137
4.5.1Exploring the Information Design Space138
4.5.2Information Scenarios and Claims141
4.5.3Refining the Information Scenarios149
4.6Consistency and Coherence155
Summary and Review155
Project Ideas157
Recommended Reading157
Chapter 5Interaction Design159
5.1Selecting a System Goal161
5.1.1Interaction Style161
5.1.2Opportunistic Goals163
5.2Planning an Action Sequence164
5.2.1Making Actions Obvious165
5.2.2Simplifying Complex Plans166
5.3Executing an Action Sequence171
5.3.2Feedback and Undo174
5.3.3Optimizing Performance176
5.4Science Fair Case Study: Interaction Design178
5.4.1Exploring the Interaction Design Space179
5.4.2Interaction Scenarios and Claims182
5.4.3Refining the Interaction Scenarios188
Summary and Review192
Project Ideas194
Recommended Reading195
Chapter 6Prototyping197
6.1Exploring User Requirements198
6.2Choosing Among Alternatives201
6.3Usability Testing204
6.4Evolutionary Development207
6.5Science Fair Case Study: Prototyping209
6.5.1Scenario Mock-ups210
6.5.2Scenario Machines212
6.5.3Prototyping Alternatives217
6.5.4Evolutionary Development221
Summary and Review223
Project Ideas225
Recommended Reading225
Chapter 7Usability Evaluation227
7.1Usability Specification for Evaluation230
7.2Analytic Methods232
7.2.1Usability Inspection233
7.2.2Model-Based Analysis235
7.3Empirical Methods238
7.3.1Field Studies238
7.3.2Usability Testing in a Laboratory241
7.3.3Controlled Experiments244
7.4Science Fair Case Study: Usability Evaluation247
7.4.1Usability Inspection248
7.4.2Developing Usability Specifications250
7.4.3Testing Usability Specifications252
7.4.4Assessing and Refining Usability Specifications268
Summary and Review269
Project Ideas271
Recommended Readings271
Chapter 8User Documentation273
8.1The Production Paradox274
8.2Paper and Online Manuals276
8.3Demonstrations and Tutorials280
8.4Information in the Interface284
8.5Socially Mediated Documentation287
8.6Using Context and Intelligence290
8.7Science Fair Case Study: Documentation Design292
8.7.1Exploring the Documentation Design Space292
8.7.2Documentation Scenarios and Claims295
8.7.3Refining the Documentation300
Summary and Review300
Project Ideas302
Recommended Reading302
Chapter 9Emerging Paradigms for User Interaction303
9.1Collaborative Systems306
9.2Ubiquitous Computing313
9.3Intelligent User Interfaces317
9.3.1Natural Language and Multimodal Interaction318
9.3.2Software Agents321
9.4Simulation and Virtual Reality326
9.5Science Fair Case Study: Emerging Interaction Paradigms329
9.5.1Collaboration in the Science Fair330
9.5.2Ubiquitous Computing in the Science Fair332
9.5.3Intelligence in the Science Fair334
9.5.4Simulating Reality in the Science Fair336
9.5.5Refining the Interaction Design338
Summary and Review338
Project Ideas340
Recommended Reading340
Chapter 10Usability Engineering in Practice341
10.1Usability in Organizations342
10.1.1Usability Specialists in a Development Team342
10.1.2Cost-Justifying Usability345
10.2Internationalization and Localization349
10.2.1User Interface Standards349
10.3Ethics of Usability352
10.3.1Changing Scope of Computing353
10.3.2The Digital Divide355
10.3.3Meeting the Needs of Special Populations356
10.3.4Technology Evolution and Unintended Consequences358
Summary and Review360
Project Ideas361
Recommended Readings361
AppendixInferential Statistics363
Figure Credits403

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