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Lecture 05 User Consideration

The document discusses stakeholder types in software engineering projects including primary, secondary, and tertiary users. It also covers user interface design considerations such as usability and the importance of intuitive interfaces. Human limitations that should be accounted for in design like perceptual, physical, cognitive, and cultural factors are presented.

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ali sheikh
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0% found this document useful (0 votes)
11 views

Lecture 05 User Consideration

The document discusses stakeholder types in software engineering projects including primary, secondary, and tertiary users. It also covers user interface design considerations such as usability and the importance of intuitive interfaces. Human limitations that should be accounted for in design like perceptual, physical, cognitive, and cultural factors are presented.

Uploaded by

ali sheikh
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Software Engineering

WEEK 02 LECTURE 02 B
TODAY

 Stack
Holders
 Primary Users
Secondary Users
Tertiary Users
USER CONSIDERATIONS
STACK HOLDERS

 A stakeholder is anyone affected


by or who has an effect on the
success of the project, such as end-
users, clients, managers of end-
users, and system administrators.
 A successful project addresses the
needs of all stakeholders.
TYPES OF STAKE HOLDERS

 There are three types of


stakeholders or users:
 primary users
secondary users
tertiary users.
TYPES OF STAKE HOLDERS

 Primary users are end-users, or


the people who will use the
product.
 Secondary users are those people
who will occasionally use the
product or use it through an
intermediary.
TYPES OF STAKE HOLDERS

 Secondary users may not be the


target audience, but they could be
related to the target audience in
some way, such as parents of
children who use a product
designed for children.
TYPES OF STAKE HOLDERS

 Tertiary users are those who are


affected by the use of the product
or make decisions about the
product, such as clients and product
owner.
USER INTERFACE
USER INTERFACE

 A product should be designed to be


something users can navigate and
want to use.This is primarily
accomplished through good user
interface (UI) design
USER INTERFACE

 UI is what is seen when using the


product, and it can encompass
anything an end-user interacts with
—features such as windows,
buttons, scrollbars, checkboxes, and
text boxes.
USER INTERFACE

 Good UI design is important. If


there are many similar products on
the market, users will easily move
on to another product if they do
not like what they are currently
using.
USER INTERFACE

 An entire discipline known as


human computer interaction
(HCI) studies how end-users
interact with technology products
and now it is also popular with the
name of User Experience (UX)
USER INTERFACE

 This make popular term UX/UI


CHALLENGES

Users have an inability to express what


they need
Users are biased by previous
experiences toward bad design and tend
to like that one.
Developers sometimes have trouble
seeing through a user’s point of view
because of their advanced knowledge of
technology
USER INTERFACE

 Creating an intuitive, user-friendly


interface is key to addressing many
of these issues.A good strategy to
consider is to design a product for
both beginner users and expert
users. In general, the design will
then accommodate intermediate
users as well.
USER INTERFACE

 Considering User Limitations


When designing software, it is
also important to consider the
numerous limitations users are
faced with.These limitations are
related to human limitations.They
include
HUMAN LIMITATIONS

Perceptual or sensory limitations


Physical limitations
Cognitive or memory limitations
Cultural limitations
PERCEPTUAL OR SENSORY LIMITATIONS

 Caused by restrictions of the five


senses. Color blindness is an
example of a sensory limitation.
PHYSICAL LIMITATIONS

Affect how a user physically


interacts with or uses a product.An
example is left- or right-handedness.
COGNITIVE OR MEMORY LIMITATIONS

People can not remember so many


things at once, so it is important to
use visuals in design that are
familiar or suggestive to help
identification.
CULTURAL LIMITATIONS

 Encompass how different cultural


backgrounds of potential users can
affect interpretation of design
elements, such as symbols and
icons, layout, multimedia, and
translation needs.

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