[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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 IFIP
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
© Copyright 2012 Association for Information Systems
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
© Copyright 2012 Taylor and Francis Group, LLC
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
© Copyright 2011 ACM
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
© Copyright 2010 SIGCHI Romania
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2009 ACM
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
© Copyright 2009 IEEE
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
© Copyright 2009 Taylor and Francis
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
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
© Copyright 2006 Springer-Verlag
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
© Copyright 2008 IEEE
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
© Copyright 2008 IEEE
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
© Copyright 2008 UPA and Author
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
© Copyright 2007 IFIP
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
Copyright © 2007 Springer-Verlag
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.
Copyright © 2007 Springer-Verlag
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
© Copyright 2006 ACM
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
© Copyright 2005 ACM
Languages: French
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
© Copyright 2005 Elsevier B.V.
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
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