29 resultados para Usability Guidelines
em Universidad Politécnica de Madrid
Resumo:
For years, the Human Computer Interaction (HCI) community has crafted usability guidelines that clearly define what characteristics a software system should have in order to be easy to use. However, in the Software Engineering (SE) community keep falling short of successfully incorporating these recommendations into software projects. From a SE perspective, the process of incorporating usability features into software is not always straightforward, as a large number of these features have heavy implications in the underlying software architecture. For example, successfully including an “undo” feature in an application requires the design and implementation of many complex interrelated data structures and functionalities. Our work is focused upon providing developers with a set of software design patterns to assist them in the process of designing more usable software. This would contribute to the proper inclusion of specific usability features with high impact on the software design. Preliminary validation data show that usage of the guidelines also has positive effects on development time and overall software design quality.
Resumo:
Usability is the capability of the software product to be understood, learned, used and attractive to the user, when used under specified conditions. Many studies demonstrate the benefits of usability, yet to this day software products continue to exhibit consistently low levels of this quality attribute. Furthermore, poor usability in software systems contributes largely to software failing in actual use. One of the main disciplines involved in usability is that of Human-Computer Interaction (HCI). Over the past two decades the HCI community has proposed specific features that should be present in applications to improve their usability, yet incorporating them into software continues to be far from trivial for software developers. These difficulties are due to multiple factors, including the high level of abstraction at which these HCI recommendations are made and how far removed they are from actual software implementation. In order to bridge this gap, the Software Engineering community has long proposed software design solutions to help developers include usability features into software, however, the problem remains an open research question. This doctoral thesis addresses the problem of helping software developers include specific usability features into their applications by providing them with a structured and tangible guidance in the form of a process, which we have termed the Usability-Oriented Software Development Process. This process is supported by a set of Software Usability Guidelines that help developers to incorporate a set of eleven usability features with high impact on software design. After developing the Usability-oriented Software Development Process and the Software Usability Guidelines, they have been validated across multiple academic projects and proven to help software developers to include such usability features into their software applications. In doing so, their use significantly reduced development time and improved the quality of the resulting designs of these projects. Furthermore, in this work we propose a software tool to automate the application of the proposed process. In sum, this work contributes to the integration of the Software Engineering and HCI disciplines providing a framework that helps software developers to create usable applications in an efficient way.
Resumo:
Usability guidelines are a useful tool for the developers to improve interaction with systems. It includes knowledge of different disciplines related to usability and provides solutions and best practices to achieve the objectives of usability. Heuristic evaluation is one of the methods most widely used to evaluate and user interfaces. The objective of this study is to enrich the process of heuristic evaluation with the design guidelines focusing it on the evaluation of applications for mobile devices. As well as generate a homogeneous classification of guidelines content, in order to help that from design and development process, be included solutions and good practices provided by the guidelines. In order to achieve the objectives of this work, it is provides a method for generating heuristics for mobile applications, with which four applications were evaluated, and a web tool has also been developed that allows access to the content of the guidelines using the homogeneous classification of guidelines content. The results showed the ease and utility of performing heuristic evaluations using a set of heuristics focused on mobile applications.
Resumo:
Microblogging is one of the most popular user-generated media, hence its accessibility has a large impact for users. However, the accessibility of this medium is poor in practice, due to the combination of bad practices by different agents ranging from the providers that host microblogging services to prosumers that post contents to them. Here we present an accessibility-oriented model of microblogging services, analyze the impact of its components, and propose guidelines for each of them to meet accessibility requirements. In particular, we base on an study we have performed on Twitter, one of the most-relevant microblogging platform, to identify good and bad practices in microblogging content generation regarding accessibility in microblogging content generation.
Resumo:
There is increasing pressure on developers to produce usable systems, which requires the use of appropriate methods to support user centred design during development. There is currently no consistent advice on which methods are appropriate in which circumstances, so the selection of methods relies on individual experience and expertise. Considerable effort is required to collate information from various sources and to understand the applicability of each method in a particular situation. Usability Planner is a tool aimed to support the selection of the most appropriate methods depending on project and organizational constraints. Many of the rules employed are derived from ISO standards, complemented with rules from the authors’ experience.
Resumo:
In the context of the Semantic Web, natural language descriptions associated with ontologies have proven to be of major importance not only to support ontology developers and adopters, but also to assist in tasks such as ontology mapping, information extraction, or natural language generation. In the state-of-the-art we find some attempts to provide guidelines for URI local names in English, and also some disagreement on the use of URIs for describing ontology elements. When trying to extrapolate these ideas to a multilingual scenario, some of these approaches fail to provide a valid solution. On the basis of some real experiences in the translation of ontologies from English into Spanish, we provide a preliminary set of guidelines for naming and labeling ontologies in a multilingual scenario.
Resumo:
Usability plays an important role to satisfy users? needs. There are many recommendations in the HCI literature on how to improve software usability. Our research focuses on such recommendations that affect the system architecture rather than just the interface. However, improving software usability in aspects that affect architecture increases the analyst?s workload and development complexity. This paper proposes a solution based on model-driven development. We propose representing functional usability mechanisms abstractly by means of conceptual primitives. The analyst will use these primitives to incorporate functional usability features at the early stages of the development process. Following the model-driven development paradigm, these features are then automatically transformed into subsequent steps of development, a practice that is hidden from the analyst.
Resumo:
Usability is a critical quality factor. Therefore, like traditional software teams, agile teams have to address usability to properly catch their users experience. There exists an interesting debate in the agile and usability communities about how to achieve this integration. Our aim is to contribute to this debate by discussing the incorporation of particular usability recommendations into user stories, one of the most popular artifacts for communicating agile requirements. In this paper, we explore the implications of usability for both the structure of and the process for defining user stories. We discuss what changes the incorporation of particular usability issues may introduce in a user story. Although our findings require more empirical validation, we think that they are a good starting point for further research on this line.
Resumo:
A pesar del creciente interés de las organizaciones por la aplicación de métodos y técnicas de usabilidad en el proceso de desarrollo de software, seleccionar y poner en práctica aquellas técnicas que más se adecuan a las características de un determinado proyecto es una tarea compleja y con un soporte bajo. La diversidad de métodos de usabilidad, su desconocimiento en el mundo profesional y la falta de unas pautas claras para su aplicación en un determinado proyecto están causando que la introducción del Diseño Centrado en el Usuario (UCD, del inglés User Centred Design o DCU en español) en las compañías sea una tarea costosa y compleja. No obstante, las empresas que apuestan por la usabilidad de sus productos se están posicionando por encima del resto al crear sistemas que los usuarios valoran notablemente y por ver incrementadas sus ventas. Jefes de proyecto y consultores, que ven atractivo el desarrollo de sistemas usables, se hallan en un escenario en el que no encuentran un mecanismo sencillo e inmediato para seleccionar y aplicar las técnicas de usabilidad en sus proyectos de forma ágil y estructurada. El criterio para la selección de técnicas y métodos que manejan se basa únicamente en su experiencia profesional y en la bibliografía de numerosos autores. Usability Planner es una aplicación web dirigida a profesionales, estudiantes e investigadores involucrados en el desarrollo de software para ayudar a cambiar este escenario. Su objetivo es dar soporte a la selección de técnicas y métodos de usabilidad en el proceso de desarrollo de software minimizando riesgos y maximizando beneficios.
Resumo:
Today, designing informatics curricula is a major problem. As a technology, informatics is experiencing a dramatic evolution, with its rapidly expanding areas of application and everincreasing impact on society. At first glance, it seems that if we might need several different curricula for facing very different practical educational situations, and not just one or two curricula. The current deep discrepancies among some of our more prestigious computer scientists in relation to the focus of informatics education are in fact a form of recognition of this necessity and at the same time, proof we are at a turning point.
Resumo:
This research addressed the development of a consolidated model designed especially to cover the security and usability attributes of a software product. As a starting point, we built a new usability model on the basis of well-known quality standards and models. We then used an existing security model to analyse the relationship between these two approaches. This analysis consisted of a systematic mapping study of the relationship between security and usability as global quality factors. We identified five relationship types: inverse, direct, relative, one-way inverse, and no relationship. Most authors agree that there is an inverse relationship between security and usability. However, this is not a unanimous finding, and this study unveils a number of open questions, like application domain dependency and the need to explore lower-level relationships between attribute subcharacteristics. In order to clarify the questions raised during the research, we conducted a second systematic mapping to further analyse the finer-grained structure of these factors, such as authentication as a subset of security and user efficiency as a subset of usability. The most relevant finding is that efficiency does not depend on the security level during the authentication process. There are other subfactors that require analysis. Accordingly, this research is the first part of a larger project to develop a full-blown consolidated model for security and usability.
Resumo:
The growing interest for integrating agile methodologies and usability has brought various challenges to practitioners. This research focuses on a specific part of these challenges that is related to the integration of usability mechanisms (features such as cancel, undo, warning, etc.) into agile requirements, usually written in the form of user stories. For this aim, a framework has been developed, conformed first by a well-defined modeling language that aims to formalize previous empirical research in the field, models of the impact of usability mechanisms into user stories, and a tool to help practitioners applying them to user stories. Results show that the use of this framework helps agile developers to think about usability from the beginning of the development process, without needing to be an expert in the subject. Our proposal can therefore complement other usability practices to improve the quality of use of software developed using agile methodologies.
Resumo:
The MobiGuide system provides patients with personalized decision support tools, based on computerized clinical guidelines, in a mobile environment. The generic capabilities of the system will be demonstrated applied to the clinical domain of Gestational Diabetes (GD). This paper presents a methodology to identify personalized recommendations, obtained from the analysis of the GD guideline. We added a conceptual parallel part to the formalization of the GD guideline called "parallel workflow" that allows considering patient?s personal context and preferences. As a result of analysing the GD guideline and eliciting medical knowledge, we identified three different types of personalized advices (therapy, measurements and upcoming events) that will be implemented to perform patients? guiding at home, supported by the MobiGuide system. These results will be essential to determine the distribution of functionalities between mobile and server decision support capabilities.
Resumo:
Currently, there is a great deal of well-founded explicit knowledge formalizing general notions, such as time concepts and the part_of relation. Yet, it is often the case that instead of reusing ontologies that implement such notions (the so-called general ontologies), engineers create procedural programs that implicitly implement this knowledge. They do not save time and code by reusing explicit knowledge, and devote effort to solve problems that other people have already adequately solved. Consequently, we have developed a methodology that helps engineers to: (a) identify the type of general ontology to be reused; (b) find out which axioms and definitions should be reused; (c) make a decision, using formal concept analysis, on what general ontology is going to be reused; and (d) adapt and integrate the selected general ontology in the domain ontology to be developed. To illustrate our approach we have employed use-cases. For each use case, we provide a set of heuristics with examples. Each of these heuristics has been tested in either OWL or Prolog. Our methodology has been applied to develop a pharmaceutical product ontology. Additionally, we have carried out a controlled experiment with graduated students doing a MCs in Artificial Intelligence. This experiment has yielded some interesting findings concerning what kind of features the future extensions of the methodology should have.
Resumo:
The Software Engineering (SE) community has historically focused on working with models to represent functionality and persistence, pushing interaction modelling into the background, which has been covered by the Human Computer Interaction (HCI) community. Recently, adequately modelling interaction, and specifically usability, is being considered as a key factor for success in user acceptance, making the integration of the SE and HCI communities more necessary. If we focus on the Model-Driven Development (MDD) paradigm, we notice that there is a lack of proposals to deal with usability features from the very first steps of software development process. In general, usability features are manually implemented once the code has been generated from models. This contradicts the MDD paradigm, which claims that all the analysts? effort must be focused on building models, and the code generation is relegated to model to code transformations. Moreover, usability features related to functionality may involve important changes in the system architecture if they are not considered from the early steps. We state that these usability features related to functionality can be represented abstractly in a conceptual model, and their implementation can be carried out automatically.