ABC002
How to support and enhance communication –
In a student software development project
How to support and enhance communication
-
In a student software development project
2002-06-03 II
Authors:
Catharina Ahlström mda99cah@student.bth.se
Kristina Fridensköld mda99kfr@student.bth.se
Supervisors:
Betty Bergqvist, IPD betty.bergqvist@bth.se
Sara Eriksén, IAM
sara.eriksen@bth.se
ABC002
How to support and enhance communication –
In a student software development project
Abstract
This report, in which we have put an emphasis on the word communication, is based on a student software development project conducted during spring 2002. We describe how the use of design tools plays a key role in supporting communication in group activities and to what extent communication can be supported and enhanced by tools such as mock-ups and metaphors in a group project. We also describe a design progress from initial sketches to a final mock-up of a GUI for a postcard demo application.
Key words
Communication, design artifacts/tools, mock-up, metaphor, language-game, GUI,
future workshop, participatory design, information, community of practice, usability
test.
ABC002
How to support and enhance communication –
In a student software development project
Content
GLOSSARY ... 4
1. INTRODUCTION ... 5
1.1. T HE PROJECT ... 6
1.2. T HE OUTLINE OF THE REPORT ... 10
2. COMMUNICATION ... 11
2.1. S PEECH ACT ... 11
2.2. L INGUISTICS AND SOCIAL CONTEXT ... 12
2.3. L ANGUAGE - GAME ... 13
3. INFORMATION ... 15
3.1. F LOW OF INFORMATION ... 15
4. COMMUNICATION AND FLOW OF INFORMATION IN THE PROJECT ... 17
4.1 P ROBLEMS IN THE PROJECT DUE TO FLOW OF INFORMATION ... 20
5. A COMMUNITY OF PRACTICE ... 23
6. SUPPORTING COMMUNICATION IN THE PROJECT ... 26
6.1. U SING MOCK - UPS ... 27
6.1.1. Vision prototypes ... 28
6.1.2. Working prototypes ... 31
6.2. U SING METAPHORS ... 34
6.2.1. In the communication with the customer ... 34
6.2.2. In the communication with test users ... 35
6.3. W ORKSHOP – GETTING A COMMON VIEW ... 36
6.3.1. Use of Future workshop in the project ... 36
7. PARTICIPATORY DESIGN ... 39
7.1. PD METHODS ... 40
7.2. I NVOLVING THE USERS THROUGH USABILITY TESTS ... 42
7.2.1. Test methods ... 43
7.2.2. Communication with the test users ... 43
8. CONCLUSION ... 47
9. CONCLUDING REFLECTION ... 50
9.1. F INAL POINT ... 52
10. REFERENCES ... 53
APPENDIX ... 56
ABC002
How to support and enhance communication –
In a student software development project
Glossary
BTH Blekinge Institute of Technology
GUI Graphical User Interface
HCI Human Computer Interaction
ie Informationsekonomi - higher education
in business administration with focus on the new economy
iPac A handheld pc produced by Compaq
mda Människor Datateknik Arbetsliv (People,
Computers and Work) - higher education in work science and computer science
mock-up A prototype of the demo GUI made of
paper, in power point and html
pt Programvaruteknik - higher education in
software engineering
sms Short Message Service
ABC002
How to support and enhance communication –
In a student software development project
1. Introduction
This report is about a student software development project at Ericsson AB in Ronneby. The project, conducted during January through May 2002, was a large software development project, for third year undergraduate students, within the education for software engineering, pt, at BTH. Besides involving ten pt-students, the project, called Casper, also involved three students from the higher education in business administration with focus on the new economy, ie, as well as ourselves, Catharina Ahlström and Kristina Fridensköld, from the educational program People, Computers and Work, mda. The aim of the project was to develop a trust platform where a major goal was to create a feeling of trust and control for end users when using different mobile applications.
As mda students we 1 have, through our education, a wide focus upon people, computers and work, where the emphasis is on the study of work practice, the actual use of IT and how people communicate at work. However, in this project we have focused our work on creating a GUI, which should provide a feeling of trust and control for users, when using a mobile demo application. In this work we have made mock-ups 2 of different GUIs for demo applications as well as performed usability tests with a number of test users. We have also tried methods like creating fictive personas and user scenarios, even though, in the end, we found that these last methods lacked relevance for our work.
We have put effort into finding methods to create a common language and a common understanding of the project context. In order to succeed with this we have focused on the communication within the group as well as the communication with future end users and our customer, as it is our belief that the result of a project partly depends on how well the communication works. Our purpose with this report has therefore been to see to what extent communication could be supported by different kinds of design tools, such as e.g. mock-ups and metaphors, which proved to be ideal ways to communicate visually with other members of our group, as well as with representatives for our customer, Ericsson AB, and test users.
1 When using the word we in this report we refer to ourselves, i.e. Catharina Ahlström and Kristina Fridensköld, unless anything else is stated in the text.
2 When using the word mock-up in this report we do not make any clear distinction between mock-ups
and prototypes. In the Casper project a mock-up could be anything from a simple sketch to a more
advanced, partly implemented, software prototype used for usability tests.
ABC002
How to support and enhance communication –
In a student software development project
In the beginning of the project, we also used future workshop as a tool to create a common understanding of what to develop, as well as to create a common language within the project group.
1.1. The project
The Casper project aimed to develop a trust platform, which was going to be demonstrated in different demo applications on a mobile phone, a pc and an iPac.
An important aspect for these applications is the ability to give the end user a feeling of trust and control when using a service provided by a business company. The platform should give the user an opportunity to create a personal policy 3 for each business company, that the user finds an interest in using. The user’s operator handles the user policy. The advantage of this is that the user has the possibility of deciding whether or not a company will be allowed to prompt the user in order to offer a service, or kind of services, e.g. positioning and charging, and to what extent. All payments can be made via the user’s operator if the user decides to do so, which we found through the analysis of our usability test increases the sense of trust and control for the user.
The project group shared a project room at Ericsson AB in Ronneby, where we had access to computers, telephones and other equipment necessary for our work. Our customer representatives were located at Ericsson AB in Karlskrona, while meetings with them were usually held in Ronneby. Besides this, we communicated with each other by sending e-mail or by telephone calls.
Fig. 1
The Casper project room,
hosting 15 students, at
Ericsson AB in Ronneby.
ABC002
How to support and enhance communication –
In a student software development project
Our work in the project started with conducting a future workshop 4 . The reason for this was a need to create an understanding and a common language between different groups in the project, as well as for the product being developed. The next step was to create fictive personas 5 and user scenarios 6 (Cooper, 2001) in order to find out what kinds of services could be of interest to develop. This we did partly together with the ie-students, and the work gave us insights about the huge number of potential end users, with different needs and interests, who could be target groups for the product.
During the first seven weeks in the project we also participated in the work with the pt-students to come up with a design proposal. In this phase the project group was divided into two groups, according to guiding principles for the project, where each group had to present their proposal for a technical solution on a quite abstract level.
One of the proposals was chosen and accepted by the management of the course and the customer. This proposal showed a possible technical solution for the system being developed and met the requirements from the customer. When the design proposal was settled, the work with the requirement specification followed. In this work we had the responsibility for the requirements regarding users and the policy.
In order to understand the idea of the policy, we made a paper mock-up of the GUI of the policy, using paper, pencils and post-it notes of different colors and sizes. This creative work gave us an understanding of the complexity of the policy and how it was possible to deal with it. The next step was to create a mock-up of a GUI, intended for an application on a pc, for a postcard service provided by a fictive business company, and where the policy requirements were fulfilled. We worked with this in an iterative way (see fig 2 below), with evaluations from both pt-students and our customer, until we had a mock-up that could be used in a usability test.
4 See 6.3. Workshop - getting a common view, page 36 in this report.
5 A persona is a user archetype that is possible to use to help guide decisions about product features, navigation, interactions and even visual design.
6 A user scenario, here, is a persona description, which is a narrative that describes the flow of
someone’s day, as well as his or her skills, attitudes, environment and goals.
ABC002
How to support and enhance communication –
In a student software development project
Fig. 2 With this figure we try to visualise the different evaluation and iteration steps we experienced during the design phase of the GUI for a postcard service demo, starting with an initial sketch and ending with a power point version of a final mock- up presentation of a proposal, handed over to the pt students for implementation.
Our initial sketch of our vision of a GUI for a postcard service demo.
First attempt to make a mock-up of our GUI.
A second version of our mock-up is posted on the wall of the project room.
In the third version of our mock-up we used different background colors for steps hosted by the operator or the service provider.
Paper mock-up posted on wall
Power point version given to pt-students and customer
First paper mock-up
Paper mock-up on different backgrounds Html version for usability test
Final power point version with lesser steps, according to comments from customer
Evaluation and iteration
Evaluation and iteration
Evaluation and iteration
Evaluation and iteration Evaluation and iteration
Evaluation and iteration
Initial sketch
ABC002
How to support and enhance communication –
In a student software development project
The usability test was performed with an html mock-up of the postcard service demo user interface, and with both formal and informal interviews. The test showed how the users interacted with the mock-up, what problems they had and their opinions about the different steps in the mock-up. The interviews gave important information about aspects that the users found significant. The assessment of the usability test showed important aspects, which we will discuss later in this report 7 , to take into consideration regarding the continued work with the design of the demo user interface.
On the basis of the assessment of the usability test and the evolving mock-up, we designed mock-ups of the postcard service demo user interface intended for applications on a pc and a mobile phone. These mock-ups, which we created in power point, underlay the implementation of the demo applications. In the design we had to consider requirements and opinions from the customer, i.e. Ericsson AB, which sometimes did not comply with our thoughts of usability.
Fig. 3
7 See 7.2. Involving the users through usability test, page 42 in this report.
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