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Project Lifecycles and Interface Design

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F McCarthy 'William Morris - a life for our time' B Hughes 'Dust or Magic' 2000. Jenny Le Peuple et al User Interface Design 2003 Recommended ... – PowerPoint PPT presentation

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Title: Project Lifecycles and Interface Design


1
Project Lifecycles and Interface Design
  • J Ivins

2
Overview
  • There are many different lifecycle models
  • Each has it advantages and disadvantages
  • Last year you met the WATERFALL model (see page
    49 of Peuple for diagram)
  • What are the advantages and disadvantages of this
    model for multimedia designers?

3
Media Engineering Lifecycle
  • Conceptualisation
  • Top level reqs
  • Analysis
  • How user interacts
  • Top level design of structure
  • Prototypes
  • Design
  • Refine Top level design
  • Construction
  • compilation
  • graphic design
  • testing
  • Maintenance
  • correct errors / update
  • update etc

4
  • Conceptualisation
  • Define scope, requirements, delivery method, size
    and complexity of task, project planning
  • w (tp)/ page rate l/link rate
  • where t number of text pages, lnumber of links,
    pnumber of pictures
  • Analysis
  • Use cases, storyboarding, prototyping, top-level
    logical physical design

5
  • Design
  • complete document logical and physical design,
    page design
  • Construction
  • develop source material, code and test
  • Maintenance
  • Amend, add, improve, update
  • What are the advantages and disadvantages of this
    model for multimedia designers?

6
A conclusion so far?
  • Both models appear to be fairly rigid
  • Requirements freeze
  • Difficult to change design later on
  • Users not explicitly included in design process
  • Testing and evaluation occur fairly late on
  • Both are simple to understand
  • You know where you are in the models
  • You know what has to be done when and where
  • Easy to manage, especially with large teams
  • NB The media engineering Lifecycle model is more
    flexible but can we improve on it?

7
Interface and lifecycles?
  • Firstly, where does a multimedia project come
    from?
  • Planned?
  • Accidental?
  • Necessity?
  • It just happens?
  • Economic drivers?
  • Political drivers?
  • Social drivers?

8
Interface and lifecycles?
  • Peuple et al argue that there are 4 ways to
    design interfaces
  • We will look at two extremes
  • Questions for you to consider
  • How does the design approach affect lifecycle
    models? and
  • How does the lifecycle model affect the design
    approach?

9
The Peasant Tradition
  • Traditionally, products made by individuals or
    small groups
  • One-offs
  • Tied to locally available materials
  • Work and life closely integrated
  • Bricolage
  • Thinking with your hands to achieve goals
  • This is a craft approach c/f Palm

10
Industrial Production
  • Traditionally
  • Control from the top
  • Work separate from life
  • Dress codes frequently used
  • Planned production over long duration
  • Bricolage discouraged
  • Ethos of the visionary driving the process
  • Can you identify a company who works like this?

11
Pros and Cons
  • Industrial
  • proven results
  • standardised level of quality
  • creativity is stifled
  • distrust is an implicit factor
  • Peasant
  • Unique products, variable quality
  • prevents featureless artefacts

12
Further Reading
  • F Brooks The mythical man-month 1975
  • D Norman The psychology of everyday things
    1988
  • F McCarthy William Morris - a life for our
    time
  • B Hughes Dust or Magic 2000
  • Jenny Le Peuple et al User Interface Design 2003
    Recommended
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