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[1] The human side of software as a service: building a tighter fit between human experiences and SOA design practices Short papers / Karaseva, Victoria / Seffah, Ahmed Proceedings of the 2015 International Workshop on Cooperative and Human Aspects of Software Engineering 2015-05-16 p.105-108
ACM Digital Library Link
Summary: Software as a Service (SaaS) is now recognized as an effective model for the development, deployment, and customization of software. It has been reported that it reduces the costs as well as ensures the long-term sustainability of software systems. Monolithic software systems are seen as a set of interrelated and geographically distributed services over the Internet. Developers and providers can easily customize services while being able to accommodate a large range of stakeholders. At the core of this service orientation of the whole field of software development are the Service-Oriented Architecture (SOA) design principles. These principles detail what we should do, but not how and by whom it has to be done. From a human perspective -- all stakeholders -- we argue that the current SOA design principles can be linked and benefit from the user experience/user-centric design. Such combination can lead to a user experience-centric and SOA-based design approach that guarantees that SaaS is secure, yet trustable, useful, usable and accessible. In this position paper, we reviewed SOA/SaaS from the human dimension with the goal to bridging the gaps between SOA design principles and the User Experience (UX) design communities including Human-Computer Interaction (HCI) and service design. One practical goal is to enhance the SOA, as a technological platform with elements of UX including the social aspects of their interactions within the organizational structure and processes.

[2] Predictive usability evaluation: aligning HCI and software engineering practices Travaux en cours (TeC) / de Oliveira, Káthia Marçal / Lepreux, Sophie / Kolski, Christophe / Seffah, Ahmed Proceedings of the 2014 Conference of the Association Francophone d'Interaction Homme-Machine 2014-10-28 p.177-182
ACM Digital Library Link
Summary: Can we -- software developers, usability experts, user interface designers -- predict usability from the early user interface (UI) design artifacts and models? Can we define predictive measures to evaluate usability without a concrete UI? These questions seemed natural for us since UI modeling (task, user, concepts, etc.) is being largely explored in recent years for the automatic generation of final UI. To answer those questions we propose a model-based predictive usability evaluation approach that uses a set of usability measures. These measures are the essence of a framework we are developing for usability prediction. Initial empirical studies were performed to support this approach. This paper presents the fundamental basis on top of which we have developed this approach.

[3] Persona as a Tool to Involving Human in Agile Methods: Contributions from HCI and Marketing Late Breaking Results / Caballero, Leydi / Moreno, Ana M. / Seffah, Ahmed Proceedings of IFIP HCSE 2014: International Conference on Human-Centered Software Engineering 2014-09-16 p.283-290
Keywords: Persona; Agile Usability; HCI methods in software engineering
Link to Digital Content at Springer
Summary: Human centricity refers to the active involvement in the overall product lifecycle of different human actors including end-users, stakeholders and providers. Persona is one of the different tools that exist for human centricity. While marketing is the original domain in which persona was introduced, this technique has also been widely used in user-centered design (UCD) design. In these two perceptions, persona has demonstrated its potential as an efficient tool for grouping the users or customers and focusing on user or customer needs, goals and behavior. A segmentation technique is generally used with persona in order to group individual users according to their common features, identifying within these groups those that represent a pattern of human behavior. This paper investigates how persona has been used to improve the usability in the agile development domain, while studying which contributions from marketing and HCI have enriched persona in this agile context.

[4] P2P Mapper: From User Experiences to Pattern-Based Design / Javahery, Homa / Seffah, Ahmed AIS Transactions on Human-Computer Interaction 2012-06 v.4 n.2 p.107-128
aisel.aisnet.org/thci/vol4/iss2/5/
Summary: User experience is an umbrella term referring to a collection of information that covers the user's behavior and interaction with a system. It is observed when the user is actively using a service or interacting with information, includes expectations and perceptions, and is influenced by user characteristics and application or service characteristics. User characteristics include knowledge, experience, personality and demographics. We propose a process and supporting software tool called Persona to Pattern (P2P) Mapper, which guides designers in modeling user experiences and identifying appropriate design patterns. The three-step process is: Persona Creation (a representative persona set is developed), Pattern Selection (behavioral patterns are identified resulting in an ordered list of design patterns for each persona), and Pattern Composition (patterns are used to create a conceptual design). The tool supports the first two steps of the process by providing various automation algorithms for user grouping and pattern selection combined with the benefit of rapid pattern and user information access. Persona and pattern formats are augmented with a set of discrete domain variables to facilitate automation and provide an alternative view on the information. Finally, the P2P Mapper is used in the redesign of two different Bioinformatics applications: a popular website and a visualization tool. The results of the studies demonstrate a significant improvement in the system usability of both applications.

[5] Adding user experience into the interactive service design loop: a persona-based approach / Idoughi, Djilali / Seffah, Ahmed / Kolski, Christophe Behaviour and Information Technology 2012-03 v.31 n.3 p.287-303
Link to Article at Taylor & Francis
Summary: Approaches to service design share human-computer interaction's (HCI's) commitment to developing with and for people useful, usable and accessible services. However, there has been little explicit interaction between the emerging service sciences and the interaction design communities. This article explores HCI's actual position and opportunities to service design and requirements and vice versa. We propose a design framework for service-oriented interactive systems integrating the concept of persona. This enables to extract relevant elements towards deriving the design of the main functionalities of the user interface. This framework is applied to a case study of the e-maintenance of an agro-alimentary group.

[6] Pattern-driven engineering of interactive computing systems (PEICS) Workshops / Seissler, Marc / Breiner, Kai / Meixner, Gerrit / Forbrig, Peter / Seffah, Ahmed / Kloeckner, Kerstin ACM SIGCHI 2011 Symposium on Engineering Interactive Computing Systems 2011-06-13 p.339-340
ACM Digital Library Link
Summary: Since almost one decade HCI pattern languages are one popular form of design knowledge representations which can be used to facilitate the exchange of best practices, knowledge and design experience between the interdisciplinary team members and allow the formalization of different user interface aspects. Since patterns usually describe the rational in which context they should be applied (when), why a certain pattern should be used in a specific use context (why) and how to implement the solution part (how) they are suitable to describe different user interface aspects in a constructive way.
    But despite intense research activities in the last years, HCI pattern languages still lack in a lingua franca, a common language for the standardized description and organization of the pattern. This makes it difficult to design suitable tools that support the developers in applying HCI patterns in model-based user interface development (MBUID) processes. To enable the constructive use of HCI patterns in the model-based development process the informal textual, or graphical notation of HCI patterns has to be overcome.
    Besides that, evaluating the effectiveness of a pattern, i.e. when is a pattern a 'good' pattern is an important issue that has to be tackled to fully benefit from HCI patterns and to improve their applicability in future design processes.

[7] Patterns of HCI Design and Design of Patterns / Seffah, Ahmed Romanian National Conference of Human-Computer Interaction -- RoCHI 2010 2010-09-02 p.1-6
Keywords: design patterns, pattern-oriented design, human-computer interaction, design methods
rochi.utcluj.ro/rrioc/articole/RoCHI-2010/RoCHI-2010-Seffah.pdf
Summary: User interface design patterns also called HCI or interaction or usability patterns have been introduced first as a medium to capture and represent solutions to users' problems. Patterns have been used also as a medium for transferring the expertise of HCI designers and usability professionals to software engineers, who are usually unfamiliar with UI design and usability principles. Design patterns have been considered also as a lingua franca for crossing cultural and professional barriers between different stakeholders. Several HCI professionals have introduced their own pattern languages with specific terminology, classification and meanings. Patterns have also been presented as building reusable blocks at different levels of granularity, which can be combined to compose new interactive systems. Despite the obvious and acclaimed potential of these pattern-driven design approaches, patterns usage has not achieved the acceptance and widespread applicability envisaged by pattern pioneers such as Christopher Alexander. This paper provides an analysis of the facts about patterns usages, pattern languages and pattern-based design approaches. Some shortcomings in the presentation and application of HCI patterns are identified and discussed under the prevailing fallacies. Based on the analysis of how patterns have used so far, we draw some recommendations and future perspectives on what can be done to address the existing shortcomings. Making patterns more accessible, easily understandable, comparable and integratable in software and HCI design tools can promote HCI patterns to claim the usability, usefulness and importance originally envisaged for the pattern-oriented design approach.

[8] PEICS: towards HCI patterns into engineering of interactive systems / Breiner, Kai / Seissler, Marc / Meixner, Gerrit / Forbrig, Peter / Seffah, Ahmed / Klöckner, Kerstin Proceedings of the 2010 International Workshop on Pattern-Driven Engineering of Interactive Computing Systems 2010-06-20 p.1-3
Keywords: HCI pattern, MBUID, MDA, descriptive pattern, ergonomics, generative pattern, model-based user interface development, model-driven engineering, usability, user interface patten
ACM Digital Library Link
Summary: Despite intense research activities in the last years, HCI patterns still lack in a standardized description and organization. This makes it difficult for the developers to identify the relevant patterns for solving a problem as well as to apply them accordingly to the problem context. To fully benefit from HCI patterns within the engineering of interactive computer systems they have to be prepared for integration into a model-based user interface development process. This workshop on Pattern-driven Engineering of Interactive Computer Systems (PEICS) focuses on bringing together various research approaches in order to be conjointly conductive to the state of the art. We present contributions according to semantics, formalization, languages, support, research directions as well as tools.

[9] The evolution of design patterns in HCI: from pattern languages to pattern-oriented design / Seffah, Ahmed Proceedings of the 2010 International Workshop on Pattern-Driven Engineering of Interactive Computing Systems 2010-06-20 p.4-9
Keywords: design methods, design patterns, human-computer interaction, pattern-oriented design
ACM Digital Library Link
Summary: User interface design patterns also called HCI or interaction or usability patterns have been introduced first as a medium to capture and represent solutions to users' problems. Patterns have been used also as a medium for transferring the expertise of HCI designers and usability professionals to software engineers, who are usually unfamiliar with UI design and usability principles. Design patterns have been considered also as a lingua franca for crossing cultural and professional barriers between different stakeholders. Several HCI professionals have introduced their own pattern languages with specific terminology, classification and meanings. Patterns have also been presented as building reusable blocks at different levels of granularity, which can be combined to compose new interactive systems. Despite the obvious and acclaimed potential of these pattern-driven design approaches, patterns usage has not achieved the acceptance and widespread applicability envisaged by pattern pioneers such as Christopher Alexander. This paper provides an analysis of the facts about patterns usages, pattern languages and pattern-based design approaches. Some shortcomings in the presentation and application of HCI patterns are identified and discussed under the prevailing fallacies. Based on the analysis of how patterns have used so far, we draw some recommendations and future perspectives on what can be done to address the existing shortcomings. Making patterns more accessible, easily understandable, comparable and integratable in software and HCI design tools can promote HCI patterns to claim the usability, usefulness and importance originally envisaged for the pattern-oriented design approach.

[10] Pattern-driven engineering of interactive computing systems (PEICS) Workshops / Breiner, Kai / Seissler, Marc / Meixner, Gerrit / Forbrig, Peter / Seffah, Ahmed / Klöckner, Kerstin ACM SIGCHI 2010 Symposium on Engineering Interactive Computing Systems 2010-06-19 p.367-368
Keywords: hci pattern, model-based development
ACM Digital Library Link
Summary: Since almost over one decade, patterns have been gaining a lot of interest in the domain of Human-Computer-Interaction (HCI) engineering. It is generally agreed upon that patterns can be used to facilitate the exchange of best practices and knowledge between the interdisciplinary team members, involved in interactive systems design process. Despite intense research activities in the last years, HCI patterns still lack in a standardized description and organization. This makes it difficult for the developers to identify the relevant patterns for solving a problem as well as to apply them accordingly to the problem context.
    To fully benefit from HCI patterns within the engineering of interactive computer systems they have to be prepared for integration into a model-based user interface development process. Instead of guiding and advising the UI developers of which solution should be applied, HCI patterns should enable the easy reuse of already designed model or code fragments. To enable the integration of HCI patterns in the model-based development process the informal textual, or graphical notation of HCI patterns has to be overcome. HCI patterns have to support the formal description of their solution-part, which allows the direct integration of the solution-parts into the different models, like task-, dialog- and presentation-model.

[11] Persona comme outil de design de services interactifs: principes et exemple en e-maintenance La conception en action (II) / Seffah, Ahmed / Kolski, Christophe / Idoughi, Djilali Proceedings of the 2009 Conference of the Association Francophone d'Interaction Homme-Machine 2009-10-13 p.333-336
Keywords: design, persona, services, user expérience
ACM Digital Library Link
Summary: This research investigates the role of using persona, as a tool for modeling and analyzing user experiences (UX). Persona was first introduced in marketing research. Its main goal is a better understanding and of the user experiences. Customer or user experiences is a generic term referring here to a collection of information on user behavior, expectations, and perceptions as well as the service and user characteristics. User characteristics include knowledge, expertise, personality and demographics information. A case study on e-maintenance services illustrates how to use persona in the context of Software as a Service (SasS) engineering. SasS is a new type of packaging and deploying on demand software via the web instead of desktop or client-servers.

[12] Investigating the Comprehension Support for Effective Visualization Tools -- A Case Study DESIGN & EVAL I / Padda, Harkirat / Seffah, Ahmed / Mudur, Sudhir Proceedings of the 2009 International Conference on Advances in Computer-Human Interactions 2009-02-01 p.283-288
Keywords: Comprehension, Visualization, Criteria, Empirical Evaluation
doi.ieeecomputersociety.org/10.1109/ACHI.2009.37
Summary: There is an increasing interest in computer-based visualizations to provide insights and ease understandings of complex information. However, many of the proposed visualization tools/techniques seldom find real use in practice. The main reason is that they do not adequately address the issue of easing comprehensibility of underlying information. Through a case study with two static software visualization tools -- SA4J (Structural Analysis for Java) and Creole, we investigate the comprehension support of these tools with the help of a set of comprehension criteria that assess how efficiently and effectively users are able to grasp the underlying design intent along with applied interaction mechanisms.

[13] Usability engineering laboratories: limitations and challenges toward a unifying tools/practices environment / Seffah, Ahmed / Habieb-Mammar, Halima Behaviour and Information Technology 2009 v.28 n.3 p.281-291
Link to Article at informaworld
Summary: This article discusses the limitations and challenges surrounding the present usability engineering (UE) labs. Usability laboratories include hardware and software tools to observe users, collect and analyse diverse data about the users' interactions, behaviours, actions, and reactions including their raw feedback regarding their experiences. Using statistical analysis and data mining software, these qualitative and quantitative data are transformed into design insights and recommendations for future usability improvements. First, we survey the existing stationary, portable, and remote laboratories. We then review the current usability tools while highlighting the gap between the existing tools/labs and the UE practices. We will show how this gap can be closed via a roadmap using a computer-assisted usability engineering environment (CAUTE). A CAUTE provides a unifying user interface that exploits a process-sensitive architecture for integrating the large variety of the existing tools into the best UE practices. Beyond the technical problems, there is also a need to address research issues including determining the interest of the CAUTE approach in comparison with the current usability labs.

[14] EDITED BOOK Human-Centered Software Engineering: Software Engineering Models, Patterns and Architectures for HCI Human-Computer Interaction Series / Seffah, Ahmed / Vanderdonckt, Jean / Desmarais, Michel C. 2009 n.17 p.385 Springer London
DOI: 10.1007/978-1-84800-907-3
ISBN: 978-1-84800-906-6 (print), 978-1-84800-907-3 (online)
Link to Digital Content at Springer
Human-Centered Software Engineering: Software Engineering Architectures, Patterns, and Sodels for Human Computer Interaction (1-6)
	+ Seffah, Ahmed
	+ Vanderdonckt, Jean
	+ Desmarais, Michel C.
== User Experiences, Usability Requirements, and Design ==
What Drives Software Development: Bridging the Gap Between Software and Usability Engineering (9-25)
	+ Nunes, Nuno J.
Human Activity Modeling: Toward A Pragmatic Integration of Activity Theory and Usage-Centered Design (27-51)
	+ Constantine, Larry L.
A User-Centered Framework for Deriving A Conceptual Design From User Experiences: Leveraging Personas and Patterns to Create Usable Designs (53-81)
	+ Javahery, Homa
	+ Deichman, Alexander
	+ Seffah, Ahmed
	+ Taleb, Mohamed
XML-Based Tools for Creating, Mapping, and Transforming Usability Engineering Requirements (83-104)
	+ Huang, Fei
	+ Titus, Jon
	+ Wolinski, Allan
	+ Schneider, Kevin
	+ Carter, Jim A.
== Modeling and Model-Driven Engineering ==
Multipath Transformational Development of User Interfaces with Graph Transformations (107-138)
	+ Limbourg, Quentin
	+ Vanderdonckt, Jean
Human-Centered Engineering Of Interactive Systems With The User Interface Markup Language (139-171)
	+ Helms, James
	+ Schaefer, Robbie
	+ Luyten, Kris
	+ Vermeulen, Jo
	+ Abrams, Marc
	+ Coyette, Adrien
	+ et al
Megamodeling and Metamodel-Driven Engineering for Plastic User Interfaces: MEGA-UI (173-200)
	+ Sottet, Jean-Sébastien
	+ Calvary, Gaelle
	+ Favre, Jean-Marie
	+ Coutaz, Jöelle
Cause and Effect in User Interface Development (201-222)
	+ Hvannberg, Ebba Thora
== Interactive Systems Architectures ==
From User Interface Usability to the Overall Usability of Interactive Systems: Adding Usability in System Architecture (225-243)
	+ Taleb, Mohamed
	+ Seffah, Ahmed
	+ Engleberg, Daniel
Toward a Refined Paradigm for Architecting Usable Systems (245-255)
	+ Rafla, Tamer
	+ Desmarais, Michel C.
	+ Robillard, Pierre N.
Trace-Based Usability Evaluation Using Aspect-Oriented Programming and Agent-Based Software Architecture (257-276)
	+ Tarby, Jean-Claude
	+ Ezzedine, Houcine
	+ Kolski, Christophe
Achieving Usability of Adaptable Software: The Amf-Based Approach (277-297)
	+ Tarpin-Bernard, Franck
	+ Samaan, Kinan
	+ David, Bertrand
== Reengineering, Reverse Engineering, and Refactoring ==
The Gains Design Process: How to do Structured Design of User Interfaces in Any Software Environment (301-315)
	+ Lindeman, Martha J.
Legacy Systems Interaction Reengineering (316-333)
	+ El-Ramly, Mohammad
	+ Stroulia, Eleni
	+ Samir, Hani
Using Reverse Engineering for Automated Usability Evaluation of Gui-Based Applications (335-355)
	+ Memon, Atif M.
Task Models and System Models as A Bridge Between Hci and Software Engineering (357-385)
	+ Navarre, David
	+ Palanque, Philippe
	+ Winckler, Marco

[15] Investigating Usability Metrics for the Design and Development of Applications for the Elderly Human-Computer Interaction and Usability for Elderly (HCI4AGING) / Holzinger, Andreas / Searle, Gig / Kleinberger, Thomas / Seffah, Ahmed / Javahery, Homa ICCHP'08: International Conference on Computers Helping People with Special Needs 2008-07-09 p.98-105
Keywords: Human-Computer Interaction; Usability Engineering; Metrics; User Interfaces; Older Adults
Link to Digital Content at Springer
Summary: Metrics-based benchmarks are crucial for measuring usability, particularly for special end user groups such as older adults. So far, usability metrics that are accessible and useful for software developers are still missing. Although usability standards are continually being developed and adapted to the rapid change in both software and computing hardware, the increasing diversity of elderly populations, both culturally and educationally, requires the development of a specific set of criteria. This paper studies two different aspects of usability for the elderly; passive and active interaction. It explores the limitations of active interaction, its potential causes and results. The long term goal is the development of new methods to counteract potential negative bias with regard to passive interaction. More specifically, we are investigating achievable metrics for the evaluation of passive technology trustworthiness and usability while categorizing them according to applicability for usability testing.

[16] Comprehension of Visualization Systems -- Towards Quantitative Assessment Interface IV / Padda, Harkirat / Mudur, Sudhir / Seffah, Ahmed / Joshi, Yojana Proceedings of the 2008 International Conference on Advances in Computer-Human Interactions 2008-02-10 p.83-88
Keywords: Comprehension, Evaluation, Criteria, Visualizations
doi.ieeecomputersociety.org/10.1109/ACHI.2008.19
Summary: Visual comprehension is the characteristic that deals with how efficiently and effectively users are able to grasp the underlying design intent along with the interactions to explore the visually represented information. To assess comprehension i.e. to measure this seemingly immeasurable factor of visualization systems, we are proposing a set of criteria based on a detailed analysis of information flow from the raw data to the cognition of information in human mind. Our comprehension criteria are adapted from the pioneering work of two eminent researchers -- Donald A. Norman and Aaron Marcus, who have investigated the issues of human perception and cognition, and visual effectiveness respectively. These proposed criteria are refined by experts' opinion in order to compose a minimal evaluation set that is then applied to a bioinformatics visualization study tool to show the efficacy of criteria in assessing comprehension in a more quantitative manner.

[17] From Visualization to Visual Mining: Application to Environmental Data Applications / Mozzafari, Elaheh / Seffah, Ahmed Proceedings of the 2008 International Conference on Advances in Computer-Human Interactions 2008-02-10 p.143-148
Keywords: Visual mining, Environmental data, Scientific visualization, Comprehension
doi.ieeecomputersociety.org/10.1109/ACHI.2008.29
Summary: In the last decade, the technological changes in environmental data acquisition, management, analysis, and dissemination have been astounding. However, extracting patterns and knowledge for decision-making is still tedious essentially because the human capacity to comprehend such large amount of heterogonous data. Visualization tools are required to allow identifying relationships and patterns that are not evident from raw data. Several techniques have been proposed; most often they are borrowed from other fields such as human computer interaction (HCI) and recently bio-informatics and software visualization. This paper discusses some of the limitations of the existing visualization techniques while introducing the concept of visual mining. An illustrative exemplar from immersive visualization is given.

[18] A low-cost test environment for usability studies of head-mounted virtual reality systems / Seffah, Ahmed / Benn, Jonathan / Mammar, Halima Habieb Journal of Usability Studies 2008 v.3 n.2 p.60-73
Link to HTML at UPAssoc.org
Link to PDF at UPAssoc.org
Summary: There is a need to develop new usability testing environments and methodologies for unconventional interactive systems. Pursuant to that need, we developed a low-cost test environment for a Head-Mounted Display (HMD)-based, virtual reality system called Osmose. Osmose was difficult to test for many reasons, one of which was its style of interaction. We began setting up the testing environment about two weeks before the start of the usability testing. We learned many lessons throughout the experience. This paper summarizes the study findings, both methodological -- how to setup and conduct a usability lab for such an environment -- as well as conceptual -- the human experiences and behavioral patterns involved in using an immersive environment.

[19] Designing a Trade-Off Between Usability and Security: A Metrics Based-Model Safety, Security, Privacy and Usability / Braz, Christina / Seffah, Ahmed / M'Raïhi, David Proceedings of IFIP INTERACT'07: Human-Computer Interaction 2007-09-10 v.2 p.114-126
Keywords: Usability; Security; User-Centered Design; Critical Systems; Automata Machines; Metrics
Link to Digital Content at Springer
Summary: The design of usable yet secure systems raises crucial questions when it comes to balancing properly security and usability. Finding the right tradeoff between these two quality attributes is not an easy endeavor. In this paper, we introduce an original design model based on a novel usability inspection method. This new method, named Security Usability Symmetry (SUS), exploits automata machines theory and introduces the concept of an advanced Multifunction Teller Machine (MTM). We demonstrate, via case study, how to use this model during the design of secure, usable interactive systems.

[20] Model-Driven Architecture for Web Applications Part 4: Models and Patterns in HCI / Taleb, Mohamed / Seffah, Ahmed / Abran, Alain HCI International 2007: 12th International Conference on Human-Computer Interaction, Part I: Interaction Design and Usability 2007-07-22 v.1 p.1198-1205
Keywords: Models; Model-Driven architecture; Software engineering; Web applications; MDA; architecture
Link to Digital Content at Springer
Summary: A number of Web design problems continue to arise, such as: (1) decoupling the various aspects of Web applications (for example, business logic, the user interface, navigation and information architecture; and (2) isolating platform specifics from the concerns common to all Web applications. In the context of a proposal for a model-driven architecture for Web applications, this paper identifies an extensive list of models aimed at providing a pool of proven solutions to these problems. The models span several levels of abstraction such as business, task, dialog, presentation and layout models. The proposed architecture will show how several individual models can be combined at different levels of abstraction into heterogeneous structures, which can be used as building blocks in the development of Web applications.

[21] Towards a Metrics-Based Framework for Assessing Comprehension of Software Visualization Systems Part II: Visualising Information / Padda, Harkirat Kaur / Seffah, Ahmed / Mudur, Sudhir P. HIMI 2007: Human Interface and the Management of Information, Symposium on Human Interface, Part I: Methods, Techniques and Tools in Information Design 2007-07-22 v.1 p.335-344
Keywords: Software visualizations; comprehension; measurement; metrics; cognition; perception; GUI; patterns etc.
Link to Digital Content at Springer
Summary: Despite the burgeoning interest shown in visualizations by diverse disciplines, there yet remains the unresolved question concerning comprehension. Is the concept that is being communicated through the visual easily grasped and clearly interpreted? Given the vast variety of users and their visualization goals, it is difficult for one to decide on the effectiveness of different visualization tools/ techniques in a context independent fashion. To capture the true gains of visualizations, we need a systematic framework that can effectively tell us about actual quantifiable benefits of these visual representations to the intended audience. In this paper, we present our research methodology to establish a metrics-based framework for comprehension measurement in the domain of software visualization systems. We also propose an innovative way of evaluating a visualization technique by encapsulating it in a visualization pattern where it is seen as a solution to the visualization problem in a specific context.

[22] The many faces of consistency in cross-platform design Workshops / Richter, Kai / Nichols, Jeffrey / Gajos, Krzysztof / Seffah, Ahmed Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006-04-22 v.2 p.1639-1642
ACM Digital Library Link
Summary: This workshop addresses the role consistency plays in the design of applications and services that span several different computing devices. We will discuss the benefits and limitations of consistency, and methods to support the design and evaluation of consistent multi-device applications.

[23] Enquête sur les pratiques de tests d'utilisabilité / Moha, Naouel / Qing, Li / Gaffar, Ashraf / Seffah, Ahmed Proceedings of the 2005 Conference of the Association Francophone d'Interaction Homme-Machine 2005-09-27 p.115-122
Languages: French
ACM Digital Library Link
Summary: This paper reports the results of a recent survey on usability testing involving nearly a hundred usability practitioners. The purpose of this survey was to identify the practices in usability testing. The analysis of those results allows to present a state of art in this domain and to identify the strengths and the weaknesses. As weakness, we have noted the lack of specific tools for collecting and analyzing test data; as strength, the promotion of this expert domain inside companies.

[24] Evaluation of integrated software development environments: Challenges and results from three empirical studies ARTICLE / Kline, Rex Bryan / Seffah, Ahmed International Journal of Human-Computer Studies 2005 v.63 n.6 p.607-627
Keywords: Software development environment; Integrated development environment (IDE); CASE tools; Usability; User interfaces; User-centered design
Link to Article at ScienceDirect
Summary: Evidence shows that integrated development environments (IDEs) are too often functionality-oriented and difficult to use, learn, and master. This article describes challenges in the design of usable IDEs and in the evaluation of the usability of such tools. It also presents the results of three different empirical studies of IDE usability. Different methods are sequentially applied across the empirical studies in order to identify increasingly specific kinds of usability problems that developers face in their use of IDEs. The results of these studies suggest several problems in IDE user interfaces with the representation of functionalities and artifacts, such as reusable program components. We conclude by making recommendations for the design of IDE user interfaces with better affordances, which may ameliorate some of most serious usability problems and help to create more human-centric software development environments.

[25] EDITED BOOK Human-Centered Software Engineering -- Integrating Usability in the Software Development Lifecycle Human-Computer Interaction Series 8 / Seffah, Ahmed / Gulliksen, Jan / Desmarais, Michel C. 2005 n.17 p.351 Springer Netherlands
DOI: 10.1007/1-4020-4113-6
ISBN: 978-1-4020-4027-6 (print), 978-1-4020-4113-6 (online)
Link to Digital Content at Springer
An Introduction to Human-Centered Software Engineering (3-14)
	+ Seffah, Ahmed
	+ Gulliksen, Jan
	+ Desmarais, Michel C.
== Principles, Myths and Challenges ==
Key Principles for User-Centred Systems Design (17-36)
	+ Gulliksen, Jan
	+ Göransson, Bengt
	+ Boivie, Inger
	+ Persson, Jenny
	+ Blomkvist, Stefan
	+ et al
HCI, Usability and Software Engineering Integration: Present and Future (37-57)
	+ Seffah, Ahmed
	+ Desmarais, Michel C.
	+ Metzker, Eduard
Surveying the Solitudes: An Investigation into the Relationships between Human Computer Interaction and Software Engineering in Practice (59-70)
	+ Jerome, Bill
	+ Kazman, Rick
Convergence or Competition between Software Engineering and Human Computer Interaction (71-84)
	+ Sutcliffe, Allistair G.
== Requirements, Scenarios, and Use-cases ==
Experience with Using General Usability Scenarios on the Software Architecture of a Collaborative System (87-112)
	+ Adams, Rob J.
	+ Bass, Len
	+ John, Bonnie E.
Linking User Needs and Use Case-Driven Requirements Engineering (113-125)
	+ Kujala, Sari
Guiding Designers to the World of Usability: Determining Usability Requirements Through Teamwork (127-145)
	+ Jokela, Timo
Transforming Usability Engineering Requirements into Software Engineering Specifications: From PUF to UML (147-169)
	+ Carter, Jim A.
	+ Liu, Jun
	+ Schneider, Kevin
	+ Fourney, David
== UCD, Unified and Agile Processes ==
Which, When and How Usability Techniques and Activities Should Be Integrated (173-200)
	+ Ferre, Xavier
	+ Juristo, Natalia
	+ Moreno, Ana M.
Coping with Complexity (201-217)
	+ Roberts, Dave
Towards a Model for Bridging Agile Development and User-Centered Design (219-244)
	+ Blomkvist, Stefan
Ripple: An Event Driven Design Representation Framework for Integrating Usability and Software Engineering Life Cycles (245-265)
	+ Pyla, Pardha S.
	+ Pérez-Quiñones, Manuel A.
	+ Arthur, James D.
	+ Hartson, H. Rex
== UCD Knowledge and UI design Patterns ==
Integrating User-Centered Design Knowledge with Scenarios (269-286)
	+ Haynes, Steven R.
	+ Carroll, John M.
	+ Rosson, Mary Beth
Patterns of Integration: Bringing User Centered Design into the Software Development Lifecycle (287-308)
	+ Battle, Lisa
UI Design Patterns: Bridging Use Cases and UI Design (309-329)
	+ Artim, John M.
UI Design Patterns: From Theory to Practice (331-351)
	+ Wesson, Janet
	+ Cowley, Lester
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