Concepts:
Usability Engineering (also called User-Centered Design) is all about building better systems by getting a better
understanding of the users, and involving users in requirements, user interface design, and testing efforts. Basic
concepts are described in Concept: User-Centered Design, and should be read prior to this concept. This concept page explains how the Rational Unified
Process (RUP) currently addresses usability engineering techniques.
Roles
The RUP has a number of roles responsible for usability concerns. System Analyst and Requirements Specifier must be skilled in gathering and analyzing
information about users, their tasks, and their environment, and capturing these in the requirements . This material is
reviewed by the Requirements Reviewer. The Tester and Test Analyst roles are primarily responsible for usability testing.
The User-Interface Designer is responsible for the design and the "visual
shaping" of the user interface. The Implementer selects and/or develops user interface components to
construct the functioning user interface.
The Project Manager also has a key role. He/she enables users to be
involved in the development process, and ensures that the development organization is staffed with the skills required
to build usable systems. Other roles, such as Deployment Manager, Course Developer, and Technical Writer also have responsibilities for ensuring that the
deployed system is usable.
Disciplines
The following sections describe RUP disciplines in terms of the activities and artifacts which are most important to
usability.
From a usability perspective, the Requirements discipline focuses on:
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establishing an understanding of the users and their needs
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identifying the use cases of greatest benefit to the users.
The specific activities and artifacts are as follows.
Activity
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Artifact
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Usability Related Content
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Elicit Stakeholder Requests
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Stakeholder Requests
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This activity involves interviewing users, questionnaires, and holding workshops to better
understand the user and the user environment. This includes the following:
The template for Artifact: Stakeholder Requests captures a detailed user profile, including
educational background, computer background, experience, existing environment, expectations, goals,
etc. It also captures a description of problems and priorities from the user's perspective.
Stakeholder Requests are the raw material from which the Vision is compiled.
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Develop Vision
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Vision
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The User Environment section of the Vision template describes the working environment of the users,
or what ISO refers to as the Environment Context [ISO
13407].
The User Profile section of the Vision template describes the user's expertise, technical
background, responsibilities, success criteria, deliverables etc. This is what ISO refers to as the
User Context [ISO
13407].
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Find Actors and Use Cases, Structure the Use Case Model, Detail a Use Case
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Use-Case Model
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The Use Case Model describes the tasks (use cases) that users (human Actors) perform. It capture
similarities and relationships between Actors, using generalization relationships. Actors are related to use cases
through This is similar to Constantine's "Role Model" [CON99]. The use cases are structured and related to one another
and to actors through Communicate-Association, include, generalization, and extension relationships.
Workshops are an excellent way to involve the user. See: Use-Case Workshop
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Actors
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The characteristics of human actors are captured as attributes of Actors. These include:
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The actor's scope of responsibility.
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The physical environment in which the actor will be using the system.
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The number of users represented by this actor.
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The frequency with which the actor will use the system.
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The actor's level of domain knowledge.
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The actor's level of general computer experience.
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General characteristics of the actors, such as level of expertise (education), social
implications (language), and age.
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Use Cases
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These can include essential use cases as described by Constantine [CON99] (see Concept: User-Centered Design for a discussion of essential use
cases). Specific usability requirements for a given use case may be captured as "Special Requirements"
in the use case specification.
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Detail the Software Requirements
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Supplementary Specifications
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The Supplementary Specifications capture requirements not specified in the use cases. This includes
availability and performance requirements which may be closely tied to usability. General usability
requirements applicable to multiple use cases are captured here, along with applicable legislation and
usability standards (see Concept: User-Centered Design for details on usability legislation
and standards).
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Manage Dependencies
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Requirements Attributes
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As use cases and usability requirements are "discovered", their importance or benefit should be noted.
This requires consultation with users and other stakeholders. Other attributes, such as the frequency a
use case is executed, may also be captured in this artifact.
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Review Requirements
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Change Request
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A user-centered development effort involves users as much as possible in all requirements reviews.
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Capture a Common Vocabulary
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Glossary
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Captures common vocabulary terms specific to the users' domain to facilitate communication and
understanding between users and the rest of the development team.
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There are some other techniques which may be useful additions to the above Requirements activities.
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Affinity Diagramming [HOL96, BEY98] is a technique which each piece of information gathered about the
users and their tasks is placed on a sticky note. The users and analysts collaborate to cluster related notes
into conceptual groups or "affinities". This activity helps promote a common understanding of the issues, their
relative importance, and their relationships.
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Card Sorting [CON99] is a
similar activity where information on index cards is organized into groups. Cards can also be sorted by
importance, frequency, and so on.
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Hierarchical Task Modeling [MAY99, CON99] analyzes the tasks currently performed by users and organizes them
into a hierarchy. The hierarchy should reflect how users currently understand the organization of their tasks.
A number of other activities in this discipline are focused on the shaping and design of the user-interface. These are:
Activity
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Artifact
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Usability Related Content
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Design the User-Interface
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Storyboard
Navigation Map
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This activity is creates what is often referred to as the Conceptual Design [FER01]. This is the initial abstraction of the user interface
itself, capturing the main windows and navigation paths presented to the user. This activity
focuses on use cases that drive the user interface design.
Navigation Maps, see [CON99] give an overview of the navigational pathways between
interaction spaces (screens, windows, and dialog boxes).
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Prototype the User-Interface
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User-Interface Prototype
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You can make three basic kinds of prototypes:
Drawings (on paper)
Bitmaps (drawing tool)
Executables (interactive)
In most projects, you should use all three prototypes, in the order listed above.
The main purpose of creating a user-interface prototype is to be able to expose and test both the
functionality and the usability of the system before the real design and development starts. This
way, you can ensure that you are building the right system, before you spend too much time and
resources on development.
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The following techniques may also be useful as part of designing the user interface:
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Card Sorting [CON99],
described previously, is also useful for designing the user interface. Each menu item or content item is
represented by a card, and then the users organize the cards into logical groupings.
In addition to the activities described above, the following Analysis and Design activities are complementary to the
designing of the user interface:
The implementation of the user interface follows the general Implementation Workflow. Note that implementation of the
user interface is often done as part of the design activity.
Usability Testing, including usability-related Performance Testing, should be started as soon as there are mockups or executable prototypes of the user interface. Testing
should include verification of usability and performance requirements captured in the Supplementary Specifications or as "Special Requirements" in the Use Case.
Users should be heavily involved in Activity: Beta Test Product, as well as final Usability Testing during Activity: Manage Acceptance Test.
Activity: Develop Support Material includes development of training
material and system support material to ensure that users can successfully use the delivered software product.
Project Management is the art of balancing competing objectives,
managing risk, and overcoming constraints to successfully deliver a product which meets the needs of both customers
(the payers of bills) and the users. From a usability engineering perspective, the most critical activity is Task: Define Project Organization and Staffing. This activity defines
the organizational structure, external interfaces, and roles and responsibilities. This includes defining the extent to
which users will be involved in the development process, and determines whether the developers should be experienced
with usability engineering methods.
The Environment discipline includes the definition of development process
to be followed by a project or an organization. The Task: Develop Development Case (Artifact: Development Case) defines which usability engineering
techniques will be applied, and how the various RUP artifacts and activities will be tailored to incorporate these
techniques.
Another important activity is Task: Develop Project-Specific Guidelines which creates the Work Product: Project Guidelines that includes user-interface
guidelines. These guidelines help ensure consistency of the user-interface, which can be a significant aid to
usability. They also capture usability principles to be followed, such as guidelines for shortcuts, "undo"
capabilities, recognizable exits, modeless interaction, and so on.
The software lifecycle of the RUP is decomposed over time into four sequential phases, each concluded by a major
milestone; each phase is essentially a span of time between two major milestones. At each phase-end an assessment is
performed (Task: Lifecycle Milestone Review) to determine whether the
objectives of the phase have been met. A satisfactory assessment allows the project to move to the next phase.
Within each phase may be several iterations. An iteration is a complete development loop resulting in a release
(internal or external) of an executable product, a subset of the final product under development, which grows
incrementally from iteration to iteration to become the final system. Usability benefits greatly from this iterative
approach. It allows users to provide early feedback on usability, and avoids heading too far down a path which simply
won't meet user needs.
The user should be involved in each iteration, to further refine requirements, to evaluate design concepts, and
test/evaluate the usability of both proof-of-concept prototypes and the evolving system.
The following sections describe the usability-related phase completion criteria and the main activities for each phase.
Two key objectives of Inception Phase are Inception :
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Establishing the project's software scope and boundary conditions, including an operational vision, acceptance
criteria and what is intended to be in the product and what is not.
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Discriminating the critical use cases of the system, the primary scenarios of operation that will drive the major
design trade-offs.
From a usability engineering perspective, this means emphasizing the activities related to Requirements and Business
Modeling (if performed):
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establishing an understanding of the users and their needs
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identifying the use cases of greatest benefit to the users.
Inception phase is also often the time to explore some conceptual design and "proof
of concept" prototyping. This is particularly true when the primary project risks are related to the user interface and
usability concerns. Usability Testing, including usability-related Performance Testing, should be started as soon as there are mockups or executable prototypes of the user interface.
As RUP is an iterative process, the artifacts created in Inception are revisited and reviewed with users in order to
manage scope and ensure that the evolving system meets user needs.
In Elaboration, the focus is on the Software Architecture - including the architecture of the user interface. The conceptual user interface is defined, and the
critical and/or risky elements of the user interface design are implemented. Activities related to the software
architecture apply in general to the user interface - there are off-the-shelf products that must be evaluated, reuse
considerations, selection of mechanisms and patterns, etc.
This phase emphasizes the user interface design activities, as well as supporting activities from the Analysis and
Design discipline. Implementation and Test are also involved, since completion of Elaboration requires that a running
system be constructed which can be evaluated.
Usability Testing, and usability-related Performance Testing, should focus on any risky requirements captured in the Supplementary Specifications or as "Special Requirements" in the Use Case.
In Construction, the focus is on implementing more use cases. This involves adding to
the user interface, while remaining true to the conceptual model of the user interface and user-interface guidelines
captured in the Project-Specific Guidelines. Usability Testing continues to be very important as new features are added.
The selection of what functionality to place in each iteration is based on value to users.
The focus in Transition phase starts to shift towards the Deployment discipline. In a user-centered development effort, you
shouldn't wait until Transition phase to involve the user. However, the user continues to be involved, primarily to
give feedback. When the user has been involved throughout the development, formal beta and acceptance testing is often
significantly minimized or non-existent. Instead, detailed user feedback and approval occurs throughout the development
effort.
Development of training material and system support material is finalized in Transition, but it should be started in
earlier phases, if possible, in order to allow user feedback.
In Transition, there is a working system that can be used by users. It is a good idea to plan at least a couple of
iterations during transition, so that problems with the initial release can be corrected, and so that key user feedback
can be incorporated.
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