{"title":"Review of","authors":"L. Wood","doi":"10.1145/568190.568210","DOIUrl":null,"url":null,"abstract":"Rosson and Carroll have written the graduate textbook on the design of usable computer interfaces that I dreamed of writing, but had neither the background nor the energy to accomplish. They have brought together relevant research (much of which they produced) and practice into one volume in a very effective way. In that regard, it is gratifying as an instructor to see how they not only discuss principles (based in research), but demonstrate how those principles can be put into practice to produce usable products. There are several excellent features that are carried throughout most of the book. Perhaps the most prominent is the scenario-based approach, on which they have had so much influence over the years. Another feature, an important one from a pedagogical perspective is an example of a real development project, a virtual high school science fair. The authors introduce it in the first chapter and carry it though the remainder of the book, devoting several pages at the end of each chapter to demonstrating how the principles and processes discussed were used in developing the virtual science fair. At least once during each meeting with my interface design course, I find myself discussing one of the many tradeoffs that are manifest during the design process. Thus, I was delighted to find that Rosson and Carrol introduce that notion in the first chapter and then liberally sprinkle tradeoffs throughout the remaining chapters. The authors introduce the scenario-based approach in the first chapter. They define scenarios in general, and discuss their advantages for grounding the actual use of software systems in tasks that potential users need to perform. In chapter two (Requirements Analysis), the authors discuss such issues as identifying various groups of stake-holders, analyzing the relevant characteristics, the context, and the work practices of potential users. Here they also introduce the problem scenario, which tells a story of current practice and attempts to highlight aspects of stakeholders that have implications for design. The topic of chapter three is activity design, which has the goal of specifying system functionality. Here the authors elaborate problem scenarios into activity scenarios , which emphasize what technology can bring to the problem domain, without yet getting into details regarding the specific interface or interactions that will support those activities. In chapter four, Rosson and Carroll review basic principles of visualization, perception, and interpretation. In this context they also elaborate activity scenarios into …","PeriodicalId":7070,"journal":{"name":"ACM Sigchi Bulletin","volume":"67 1","pages":"12 - 12"},"PeriodicalIF":0.0000,"publicationDate":"2002-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Sigchi Bulletin","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/568190.568210","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Rosson and Carroll have written the graduate textbook on the design of usable computer interfaces that I dreamed of writing, but had neither the background nor the energy to accomplish. They have brought together relevant research (much of which they produced) and practice into one volume in a very effective way. In that regard, it is gratifying as an instructor to see how they not only discuss principles (based in research), but demonstrate how those principles can be put into practice to produce usable products. There are several excellent features that are carried throughout most of the book. Perhaps the most prominent is the scenario-based approach, on which they have had so much influence over the years. Another feature, an important one from a pedagogical perspective is an example of a real development project, a virtual high school science fair. The authors introduce it in the first chapter and carry it though the remainder of the book, devoting several pages at the end of each chapter to demonstrating how the principles and processes discussed were used in developing the virtual science fair. At least once during each meeting with my interface design course, I find myself discussing one of the many tradeoffs that are manifest during the design process. Thus, I was delighted to find that Rosson and Carrol introduce that notion in the first chapter and then liberally sprinkle tradeoffs throughout the remaining chapters. The authors introduce the scenario-based approach in the first chapter. They define scenarios in general, and discuss their advantages for grounding the actual use of software systems in tasks that potential users need to perform. In chapter two (Requirements Analysis), the authors discuss such issues as identifying various groups of stake-holders, analyzing the relevant characteristics, the context, and the work practices of potential users. Here they also introduce the problem scenario, which tells a story of current practice and attempts to highlight aspects of stakeholders that have implications for design. The topic of chapter three is activity design, which has the goal of specifying system functionality. Here the authors elaborate problem scenarios into activity scenarios , which emphasize what technology can bring to the problem domain, without yet getting into details regarding the specific interface or interactions that will support those activities. In chapter four, Rosson and Carroll review basic principles of visualization, perception, and interpretation. In this context they also elaborate activity scenarios into …