Skip to main content

1996 | Buch

Design Principles for Interactive Software

herausgegeben von: Christian Gram, Gilbert Cockton

Verlag: Springer US

Buchreihe : IFIP Advances in Information and Communication Technology

insite
SUCHEN

Über dieses Buch

IFIP's Working Group 2.7(13.4)* has, since its establishment in 1974, con­ centrated on the software problems of user interfaces. From its original interest in operating systems interfaces the group has gradually shifted em­ phasis towards the development of interactive systems. The group has orga­ nized a number of international working conferences on interactive software technology, the proceedings of which have contributed to the accumulated knowledge in the field. The current title of the Working Group is 'User Interface Engineering', with the aim of investigating the nature, concepts, and construction of user interfaces for software systems. The scope of work involved is: - to increase understanding of the development of interactive systems; - to provide a framework for reasoning about interactive systems; - to provide engineering models for their development. This report addresses all three aspects of the scope, as further described below. In 1986 the working group published a report (Beech, 1986) with an object-oriented reference model for describing the components of operating systems interfaces. The modelwas implementation oriented and built on an object concept and the notion of interaction as consisting of commands and responses. Through working with that model the group addressed a number of issues, such as multi-media and multi-modal interfaces, customizable in­ terfaces, and history logging. However, a conclusion was reached that many software design considerations and principles are independent of implemen­ tation models, but do depend on the nature of the interaction process.

Inhaltsverzeichnis

Frontmatter
Chapter 1. The Context of Interactive Systems Development
Abstract
Interactive computer systems are built in order to help people achieve some goals as efficiently as possible. Users at work have tasks to perform, and the systems they use should support these extensively and appropriately. This chapter establishes a context for discussing the quality of interactive systems.
Christian Gram, Gilbert Cockton
Chapter 2. External Properties: the User’s Perspective
Abstract
The usability of an interactive system is linked to the quality of the dialog, and quality shall here be expressed through a number of measurable properties of the dialog. The aim of this chapter is to identify and define a set of user-centered properties of interactive systems which promote high quality from the perspective of the users. The set must be as complete and mutually independent (‘orthogonal’) as possible. At the same time these so-called external properties must be usable in the software development process as yard-sticks or ‘measures’ in the quality plan for the development. For a particular system, some of the properties may be absolute requirements (this interactive system must have such and such property), while others are desired in a quality plan but are given some ‘weight of importance’ (0 ≤ ω < 1). Once we understand these properties and their implications, and also the internal properties presented in the next chapter, we will be able to discuss how to construct interactive systems possessing desired and required properties.
Christian Gram, Gilbert Cockton
Chapter 3. Internal Properties: The Software Developer’s Perspective
Abstract
Every engineering project is driven by the need to produce an acceptable product which matches the users’ requirements and which will therefore be accepted in accordance with contractual obligations. Where a product is being produced speculatively in the hope of attracting users, there is just as strong a set of requirements (including costing and timing) as when a specific client has ordered something.
Christian Gram, Gilbert Cockton
Chapter 4. Software Architecture Models
Abstract
This chapter demonstrates how one can use analysis of software architectures to generate software designs that are compatible with a chosen ‘property profile’. Such a profile must be determined during requirements specification. The approach used in this chapter is to take each external and internal property, and describe (in)compatibilities between it and some interactive software architectures. Architectures developed and refined during the system and software design phases can be compatible with this profile in four ways.
Christian Gram, Gilbert Cockton
Chapter 5. Tools and Materials
Abstract
An interactive system is seen by different people from different points of view. The system user is concerned with external properties, such as those that influence task coverage, flexibility and robustness during system use. The developer is often more concerned with those internal properties which address such things as the costs and reliability of development throughout the entire development life cycle.
Christian Gram, Gilbert Cockton
Chapter 6. Example: Interface for Air Traffic Controllers
Abstract
This chapter introduces a single large example of using the properties and architecture which have been discussed in earlier chapters. The example chosen is an Air Traffic Control (ATC) Support System. The concrete meaning of the abstract properties introduced in earlier chapters will be discussed in that context, showing how one property interacts with other properties. The relevance of this to the design is shown by examples, which are followed by a discussion of possible architectures for the ATC Support System.
Christian Gram, Gilbert Cockton
Chapter 7. Conclusions
Abstract
The work on this book began with the ambitious aim of forging links between the external and internal aspects of software quality for interactive systems. To address this aim, the Working Group 2.7(13.4) adopted the strategy of associating quality factors with software phenomena. As long as the associations are valid and significant, quality can be addressed via the development process and the tools and materials that support it, rather than by well-intentioned but precarious efforts of highly skilled individuals who invariably lose contact at some point in its life cycle.
Christian Gram, Gilbert Cockton
Backmatter
Metadaten
Titel
Design Principles for Interactive Software
herausgegeben von
Christian Gram
Gilbert Cockton
Copyright-Jahr
1996
Verlag
Springer US
Electronic ISBN
978-0-387-34912-1
Print ISBN
978-1-4757-4944-1
DOI
https://doi.org/10.1007/978-0-387-34912-1