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Application of personas in user interface design for educational software

机译:角色在教育软件用户界面设计中的应用

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In the current cautious business climate, development of large new software has become rarer as the cost pressure has increased. User interfaces (UI), the most important part of a system for end users and critical for system success, remain notoriously user-unfriendly. This makes it imperative to identify practical tools that small software projects can use to help them maximise UI design quality while minimising cost.This research looks at two similar small systems and investigates the usefulness of the concept of personas for UI design evaluation. Following the Goal-Directed Design approach, personas are defined along classes of users. The tasks of each persona are established via user-centred requirements. Each task is then performed with consideration to established usability heuristics. Overall, the question is whether the initial use of personas in the design phase might have resulted in fundamentally different UI choices.It was concluded that the approach of identifying personas and performing their tasks in evaluating the UIs of both software systems was most definitely a process that helped introduce clarity and a form of accountable reasoning into the UI evaluation process. For both systems, it could be reasoned that the UI design would have been fundamentally different in some aspects if personas were used. However, personas were less helpful when it came to diagnose and describe user frustrations that had not so much to do with UI design as such, but with general usability issues. In this case they were mainly related to discrepancies and inconsistencies in the underlying business logic or simply bad programming, pointing to deficiencies in other areas of the software development life cycle (SDLC).
机译:在当前谨慎的商业环境下,随着成本压力的增加,大型新软件的开发变得越来越稀少。众所周知,用户界面(UI)是系统中对于最终用户而言最重要的部分,对于系统的成功至关重要,但用户界面仍然非常不友好。因此,必须确定小型软件项目可以使用的实用工具,以帮助他们最大程度地提高UI设计质量,同时又将成本降到最低。本研究着眼于两个类似的小型系统,并研究了角色概念对UI设计评估的有用性。遵循目标导向设计方法,角色是根据用户类别定义的。每个角色的任务都是通过以用户为中心的要求来建立的。然后在考虑已建立的可用性启发法的情况下执行每个任务。总的来说,问题是在设计阶段最初使用角色可能是否会导致根本上不同的UI选择。结论是,确定角色并执行其任务以评估两个软件系统的UI的方法绝对是一个过程这有助于在UI评估过程中引入清晰度和负责任的推理形式。对于这两个系统,可以认为,如果使用角色,则UI设计在某些方面会根本不同。但是,在诊断和描述用户挫败感方面,角色扮演的帮助较小,这些挫败感与UI设计本身并没有太大关系,而与一般的可用性问题有关。在这种情况下,它们主要与基础业务逻辑中的差异和不一致或仅是不良的编程有关,从而指出了软件开发生命周期(SDLC)其他领域的缺陷。

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