Scenario-based usability engineering: Difference between revisions
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== Definition == | |||
Scenario-based Usability Engineering (SUNA) is a [[design methodology]] | |||
Scenario-based design elaborates a traditional theme in human | Scenario-based design elaborates a traditional theme in human | ||
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== References == | == References == | ||
* Fowler, C.J.H, van Helvert, J; Gardner, M.G, and Scott, J.R. (in press). The use of scenarios in designing and delivering learning systems. In H. Beetham & R. Sharpe, Rethinking Pedagogy in a Digital Age: Designing and delivering e-learning. London: Routledge. | |||
* Carroll, J.M (1995) Introduction: The Scenario Perspective on System Development. In J.M. Carroll (ed.) Scenario-Based Design: Envisioning work and Technology in System Development New York: Wiley | |||
* Hutt, A.T.H., Donnelly, N., Macaulay, L.A., Fowler, C.J.H., & Twigger, D. (1988) Describing a product opportunity : A method for understanding the users' environment. In D. Diaper & R. Winder (eds). People & Computers III. Cambridge: CUP. | |||
* Rosson, M.B. and Carroll, J.M. (2002) Usability Engineering: Scenario-based Development of Human-Computer Interaction. London: Academic Press. | |||
* Rosson, Mary Beth and John M. Carroll (2002), ''Scenario-based usability engineering'', Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques. | |||
[http://doi.acm.org/10.1145/778712.778776 http://doi.acm.org/10.1145/778712.778776 (PDF)] | |||
* Van Helvert, J. and Fowler, C. (2004) 'Scenarios for Innovation (SUNA)', in Alexander and N. Maiden (eds.) Scenarios and Use Cases Stories through the System Life-Cycle. London: Wiley. | |||
[[Category: Design methodologies]] | [[Category: Design methodologies]] |
Revision as of 13:02, 24 April 2007
Definition
Scenario-based Usability Engineering (SUNA) is a design methodology
Scenario-based design elaborates a traditional theme in human factors and ergonomics, namely, the principle that human charac- teristics and needs should be pivotal considerations in the design of tools and artifacts. In scenario-based design, descriptions of usage situations become more than just orienting examples and background data, they become first-class design objects. Scenario-based design takes literally the adage that a tool is what people can do with it - the consequences it has for them and for their activities that use it (Beth and Carroll, 2002).
References
- Fowler, C.J.H, van Helvert, J; Gardner, M.G, and Scott, J.R. (in press). The use of scenarios in designing and delivering learning systems. In H. Beetham & R. Sharpe, Rethinking Pedagogy in a Digital Age: Designing and delivering e-learning. London: Routledge.
- Carroll, J.M (1995) Introduction: The Scenario Perspective on System Development. In J.M. Carroll (ed.) Scenario-Based Design: Envisioning work and Technology in System Development New York: Wiley
- Hutt, A.T.H., Donnelly, N., Macaulay, L.A., Fowler, C.J.H., & Twigger, D. (1988) Describing a product opportunity : A method for understanding the users' environment. In D. Diaper & R. Winder (eds). People & Computers III. Cambridge: CUP.
- Rosson, M.B. and Carroll, J.M. (2002) Usability Engineering: Scenario-based Development of Human-Computer Interaction. London: Academic Press.
- Rosson, Mary Beth and John M. Carroll (2002), Scenario-based usability engineering, Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques.
http://doi.acm.org/10.1145/778712.778776 (PDF)
- Van Helvert, J. and Fowler, C. (2004) 'Scenarios for Innovation (SUNA)', in Alexander and N. Maiden (eds.) Scenarios and Use Cases Stories through the System Life-Cycle. London: Wiley.