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Making use : scenario-based design of human-computer interactions
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Making use : scenario-based design of human-computer interactions

Author: John M Carroll
Publisher: Cambridge, Mass. : MIT Press, ©2000.
Edition/Format: Book : EnglishView all editions and formats
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Details

Material Type: Internet resource
Document Type: Book, Internet Resource
All Authors / Contributors: John M Carroll
ISBN: 0262032791 9780262032797
OCLC Number: 43317720
Description: xiv, 368 p. : ill. ; 24 cm.
Responsibility: John M. Carroll.

Table of Contents:

by garyperlman (WorldCat user on 2006-02-21)

1 The Sorcerer's Apprentice
Example: Designing a Multimedia System
Guiding and Coordinating Discovery
Example: Designing a Library System
Identifying the Real Problem
Thriving on Design
2 What is Design?
Clarifying the Problem
Identifying Design Moves
Envisioning the Solution
Recognizing Trade-offs and Dependncies
Integrating Diverse Knowledge and Skill
Anticipating Impacts on Human Activity
Design Is Hard
3 Scenario-Based Design
What Are Scenarios?
Challenge: Design Action Competes with Reflection
Scenarios Evoke Reflection in Design
Challenge: Design Situations Are Fluid
Scenarios Are at Once Concrete and Flexible
Challenge: External Factors Constrain Design
Scenarios Promote Work Orientation
Challenge: Design Moves Have Many Consequences
Scenarios Have Many Views
Challenge: Technical Knowledge Lags Design
Scenarios Can Be Abstracted and Categorized
Toward a Scenario-Based Framework for Design
4 Example: Video Information System
Raison d'Etre
Clarifying Design Concerns and Objectives
Envisioning Alternative Situations
Managing Consequences and Trade-offs
Creating and Using Design Knowledge
Staying Focused on People and Use
5 Example: Programming Tutorial and Tools
Design Context
Design Analysis
Environment: Bittitalk Browser
Environment: View Matcher
Development:MiTTS
Deployment and Evaluation
6 Usability Rationale
Claims and Requirements for the Touchstone Scenario
Designing and Analyzing a New Touchstone Scenario
Identifying Appropriate Goals
Sustained Learning
Consequences for Work Groups
The Place of Claims Analysis in Scenario-Based Design
7 Cumulative Design
A View Matcher for Reuse
Principled Emulation of a View Matcher
Activity Modeling in the MoleHill Guru
Genre Specialization in the MoleHill Goalposter
Envisioning and Refining the Goalposter
Design Patterns and Design Models
8 Evaluation and Theory Building
Evaluation Goals and Methods
Evaluating and Developing Design Genres
Attributions to Multiple Theories
Remote and Distributed Causes
Thread-Level Claims
Evaluation-Driven Design
9 Software Development
Object-Oriented Software
Responsibility-Driven Design
Developing Object Models from Scenarios
The Scenario Browser
The Specification-Implementation Gap
10 Finding Scenarios and Making Claims
Where Do Scenarios Come From?
How to Make Claims
Managing Scenarios and Claims
11 Getting Around the Task-Artifact Cycle
Scenario-Based System Development
MiTTS Again
Requirements Development in LiNC
Toward a Scenario-Based Methodology
12 The Scenario Dilemma
Some Status on Scenario-Based Design
Challenges for the Future
No More Sorcerers

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