Human-Centered Software Engineering: Software Engineering Models, Patterns and Architectures for HCI
Ahmed Seffah, Jean Vanderdonckt, Michel C. Desmarais
Springer Science & Business Media, Jun 19, 2009 - Computers - 398 pages
Activity theory is a way of describing and characterizing the structure of human - tivity of all kinds. First introduced by Russian psychologists Rubinshtein, Leontiev, and Vigotsky in the early part of the last century, activity theory has more recently gained increasing attention among interaction designers and others in the hum- computer interaction and usability communities (see, for example, Gay and H- brooke, 2004). Interest was given a signi?cant boost when Donald Norman suggested activity-theory and activity-centered design as antidotes to some of the putative ills of “human-centered design” (Norman, 2005). Norman, who has been credited with coining the phrase “user-centered design,” suggested that too much attention focused on human users may be harmful, that to design better tools designers need to focus not so much on users as on the activities in which users are engaged and the tasks they seek to perform within those activities. Although many researchers and practitioners claim to have used or been in?uenced by activity theory in their work (see, for example, Nardi, 1996), it is often dif?cult to trace precisely where or how the results have actually been shaped by activity theory. Inmanycases, evendetailedcasestudiesreportresultsthatseemonlydistantlyrelated, if at all, to the use of activity theory. Contributing to the lack of precise and traceable impact is that activity theory, - spite its name, is not truly a formal and proper theory.
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activity modeling activity theory actors adaptation agents application approach artifacts aspect-oriented programming behavior Computer Science concepts concrete Constantine contains context create deﬁned deﬁnition described design patterns design process diagrams difﬁcult domain editors efﬁcient elements evaluation example facets ﬁeld Figure ﬁles ﬁrst ﬂow framework functionality goals graph Human-Computer Interaction identiﬁed implementation input integration interaction reengineering interactive system interface design iterative language legacy system lifecycle mapping metamodel methodology methods modiﬁcation navigation needs performed personas Petri nets platform problem proﬁle proposed prototype relationships role scenarios schema Seffah signiﬁcant software architecture software development software engineering speciﬁc step structure tags target task model techniques template tion traces transformation UIML UIML document usability engineering usability properties usability requirements usage-centered design user experiences user interface user’s Vanderdonckt vocabulary widgets window