Making Use: Scenario-Based Design of Human-Computer Interactions

Overview

Difficult to learn and awkward to use, today's information systems often change our activities in ways that we do not need or want. The problem lies in the software development process. In this book John Carroll shows how a pervasive but underused element of design practice,the scenario, can transform information systems design.Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles. Scenario-based design uses ...

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Overview

Difficult to learn and awkward to use, today's information systems often change our activities in ways that we do not need or want. The problem lies in the software development process. In this book John Carroll shows how a pervasive but underused element of design practice,the scenario, can transform information systems design.Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles. Scenario-based design uses concretization. A scenario is a concrete story about use. For example: "A person turned on a computer; the screen displayed a button labeled Start;the person used the mouse to select the button." Scenarios are a vocabulary for coordinating the central tasks of system development—understanding people's needs, envisioning new activities and technologies, designing effective systems and software, and drawing general lessons from systems as they are developed and used. Instead of designing software by listing requirements, functions, and code modules, the designer focuses first on the activities that need to be supported and then allows descriptions of those activities to drive everything else.In addition to a comprehensive discussion of the principles of scenario-based design, the book includes in-depth examples of its application.

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What People Are Saying

From the Publisher
"Carroll draws on an impressively large body of research to present the mostthorough treatment yet of a powerful idea: employing scenarios to make sureuser interfaces are designed for the way people actually use things.How much easier the world would be if everybody followed his advice."—Jakob Nielsen, Co-Founder, Nielsen Norman Group, and author of DesigningWebUsability: The Practice of Simplicity
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Product Details

  • ISBN-13: 9780262513883
  • Publisher: MIT Press
  • Publication date: 9/2/2011
  • Pages: 382
  • Product dimensions: 6.00 (w) x 9.00 (h) x 1.40 (d)

Meet the Author

John M. Carroll is a professor in the School of Information Sciences and Technology at PennState University, University Park, PA. He has been elected into the CHI Academy by The Association for Computing Machinery's Special Interest Group on Computer-Human Interaction (ACM SIGCHI) in recognition of his outstanding leadership and service in the field of computer-human interaction.

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Table of Contents

Preface
1 The Sorcerer's Apprentice 1
2 What Is Design 19
3 Scenario-Based Design 45
4 Example: Video Information System 71
5 Example: Programming Tutorial and Tools 101
6 Usability Rationale 125
7 Cumulative Design 159
8 Evaluation and Theory Building 195
9 Software Development 229
10 Finding Scenarios and Making Claims 255
11 Getting Around the Task-Artifact Cycle 287
12 The Scenario Dilemma 315
References 331
Index 351
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