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September 2000
6 x 9, 382 pp., 87 illus.
$52.00/£38.95 (CLOTH)
Short

ISBN-10:
0-262-03279-1
ISBN-13:
978-0-262-03279-7

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Table of Contents
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Making Use
Scenario-Based Design of Human-Computer Interactions
John M. Carroll

Table of Contents

Preface


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



References
Index

 
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