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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Task-oriented Menus" (with J. Ahrens), International Journal
of Man-Machine Studies</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Integrating Software and Usability Engineering through Jointly-constructed, Event-based Stories John Teofil Paul Nosek Temple University Rm. 316 Wachman Hall Philadelphia, PA 19122 215-204-7232</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rosson</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carroll</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>J.M.(</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Morgan Kaufmann Publishers Inc.</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>San Francisco</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2008</year>
      </pub-date>
      <volume>25</volume>
      <issue>6</issue>
      <fpage>1372</fpage>
      <lpage>1375</lpage>
      <abstract>
        <p>This position paper proposes that event-based stories appear to have the potential to provide a simple, but powerful technique for users and developers to communicate emotional and informational needs, redesign processes, and structure the user interface design within the agile development paradigm. Informal evaluation of the use of event-based stories in several development projects suggest that event-based stories could be useful in integrating software and usability engineering. Controlled experiments, in addition to more formal case analyses are the next steps.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Events</kwd>
        <kwd>stories</kwd>
        <kwd>scenarios</kwd>
        <kwd>usability engineering</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. POSITION PAPER</title>
      <p>
        Software engineering has focused on functionality, i.e., the
system must do “x” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. However, much of software development
focuses on usability issues [7]. Usability Engineering focuses
more on how easy the developed system is to learn and use, but
these divisions are artificial. The earlier user feedback begins and
the more it can be maintained throughout the development
process, the better [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Nosek &amp; Ahrens [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], Nosek &amp; Schwartz
[5], Nosek &amp; Roth [6] explored techniques that can be used by
users and developers over the translation process from problem
statement to developed system. Such techniques must be powerful
enough for users to express needs that can be ultimately translated
into code by developers. Through experience, end-users have not
found most technically-oriented techniques, such as data flow
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diagrams, easy to learn and use. Juristo et al recommend applying
elicitation patterns to garner usability requirements “after a
preliminary version of the software requirements has been created
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].” This position paper explores the use of jointly-constructed,
event-based stories as a powerful, flexible communications
technique among end users and developers. Stories can be
employed from the earliest stages of development and in concert
with applying other techniques, such as, elicitation patterns. For
example, agile-based development recognizes the real-world
demands that development work be divided in time-segmented
portions of completed deliverables, which includes, code, testing,
and interface design. Rosson and Carroll use scenarios and a
process of refinement of the scenarios from problem to activity
design to information design to interaction design [7]. However,
they lack sufficient granularity to easily identify the problems and
track the refinement of the scenarios from problem description
through interaction design. This is because a single scenario as
employed by Rosson and Carroll can include multiple events and
activities and incorporate wordier, less directly relevant task
descriptions that may make for a more interesting story but adds
complexity and reduces clarity. Events help to organize the
problem space for software development and the construction of
stories based on these events may help to integrate software and
usability engineering. Developing stories for single events
provides finer granularity and makes it easier to track refinements
of the scenarios.
      </p>
      <p>Information-based techniques by their nature filter out any
emotional aspects discovered in the initial information gathering
process. Through the initial story of the problem statement, users
may be able to place themselves within the story and judge
whether the developer understands both emotional and
informational aspects. For example in the sample story below, the
user can observe that the developer has incorporated the emotion
of worry in the problem scenario and the reduction of this worry
in the activity design. Emotions add strength or importance to a
situation. Specifically recognizing emotions within stories
validates the user’s contribution and may make the user more
confident that the developer accurately understands the situation.
Users that can read have the necessary capabilities to modify, and
therefore, should be able to co-construct the stories without
additional training in any particular technically-oriented
technique.</p>
      <p>In the next phase, developers can incorporate process redesign in
refining the problem statement to incorporate the new activities
with the proposed system. This process can be refined through
information and interaction design. Figure 1 shows how
Eventbased stories can proceed in tandem with technically-oriented
Event 1
Stories</p>
      <p>Event 2
Stories</p>
      <p>Event n
Stories
Event n
ToT
Event 1 Event 2</p>
      <p>ToT ToT</p>
      <p>ToT: Technically-oriented Techniques</p>
      <sec id="sec-1-1">
        <title>Problem Scenario for Event 1: Prof. Bob London was in</title>
        <p>Houston, TX on Tuesday for a conference and missed the last
flight. He realized that he would miss the class next morning and
was worried that students would show up to class confused and
angry at him. However, he had neither the list of students for the
class nor their contact information with him. So he sent an email
to Ms. Tika Farrell, the dept.’s secretary, asking her to let the
students know that the class for Wednesday morning is cancelled.
Ms. Tika was annoyed with having to do one more thing and
didn't have the contact information for the students. So she replied
saying that she will post a note in the class room. Prof. B L
searched through his emails and found a student's email. He
made an educated guess that the student was in the Wednesday
morning class and emailed him saying that the Wednesday class
is cancelled and that he let other students know. It was already
late in Philadelphia and Prof. B L was not sure if the student read
his email that night.
(Process Redesign) Activity Design Scenario from Problem
Scenario for Event 1: (same as above …) He realized that he
would miss the class next morning. B L was not worried and
didn’t have to bother the secretary. He connected his laptop to the
Internet and logged into the Online Instructional Support System
and sent out an announcement to the students to the effect that the
class is cancelled. Wednesday morning, Prof. B L checked the
system and found that 12 out of 15 students read the
announcement. He easily sent a reminder to the 3 students who
didn’t read the announcement.</p>
        <p>Information Design Scenario from Activity Design Scenario
for Event 1: (same as above …) Prof. B L connected his laptop to
the Internet and logged into the Online Instructional Support
techniques, which focus on coding and testing. Figure 2 shows
how the solution space can be subdivided by Event-based stories
and Technically-oriented techniques. An example is given for a
how stories may be refined around a single event.</p>
        <p>Event 1: Prof. Bob London missed the flight after a conference
and so had to cancel the class next day. (Instructor alters the class
schedule)</p>
        <p>Problem
Scenario</p>
        <p>Activity
Design</p>
        <p>Information</p>
        <p>Design</p>
        <p>Interaction</p>
        <p>Design</p>
        <p>Stories – User focussed
Technically-oriented Techniques – Developer focussed
MDoadtael CDioangtreaxmt CUassees ReFquunicretimoneanlts BCenoesftit DSecsriegenns PTleasnts Code
System. He noticed that there were a couple of alerts, which he
decided to ignore for the time being. Prof. B L had predefined
groups of students in various courses. These were in his personal
address book. He started to compose a new ‘announcement’. A
window similar to composing an email got displayed. Prof. B L
typed in the announcement and sent it to the predefined group of
students in his Wednesday class. Wednesday morning, Prof. B L
checked the system and found that 12 out of 15 students read the
announcement.</p>
      </sec>
      <sec id="sec-1-2">
        <title>Interaction Design Scenario from Activity Design Scenario for</title>
        <p>Event 1: (same as above - interaction refinements are underlined)
Prof. B L connected his laptop to the Internet and logged into the
Online Instructional Support System. He noticed that there were a
couple of alerts, which he decided to ignore for the time being.
So, he clicked on the "remind me later" button. The main menu
showed up. Prof. B L selected "messaging" option. He selects the
"new announcement" item. A window similar to composing an
email shows up. In the compose window, he selected the "To"
field; right clicked and selected "predefined groups". The
predefined groups in his personal address book showed up. He
selected the group that corresponded to the students in his
Wednesday class. The "To" field got populated with the group
information. He typed in the announcement information in the
"message" field and pressed the "send" button to send the
announcement.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. SUMMARY</title>
      <p>This position paper proposes that event-based stories appear to
have the potential to provide a simple, but powerful technique for
users and developers to communicate emotional and
informational needs, redesign processes, and structure the user
interface design within the agile development paradigm. Informal
evaluation of the use of event-based stories in several
development projects suggest that event-based stories could be
useful in integrating software and usability engineering.
Controlled experiments, in addition to more formal case analyses
are the next steps.</p>
    </sec>
    <sec id="sec-3">
      <title>3. ACKNOWLEDGMENTS</title>
      <p>George Mathew developed the initial story example. I thank the
anonymous reviewers for their thoughtful and constructive
comments.</p>
    </sec>
  </body>
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</article>