The Windows 95 User Interface: Iterative Ddesign and Problem Tracking in Action

Kent Sullivan
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引用次数: 1

Abstract

This organization overview discusses the lessons learned in applying the usability engineering principles of iterative design and problem tracking to the development of Windows 95, a large commercial software project. CONTEXT Windows 95 is an extensive upgrade to the Windows 3.x family of operating systems. The user interface is but one of many areas of the product which featured dramatic changes. The user interface design team formed in October, 1992, near the beginning of the project, and was composed of approximately twelve people skilled in product design, graphic design, usability testing, and computer science. The software developers who implemented the U1 accounted for another twelve or so people. The entire Windows 95 team was over 400 people. FOCUS The design team was chartered with two very broad goals: Make Windows easier to learn for people just getting started with computers and Windows. 0 Make Windows easier to use for people who already use computers-both the typical Windows 3.x user and the advanced, or “power”, Windows 3.x user. Having to design for these two widely-different groups of users told us that this project was not going to be a trivial undertaking. Without careful design and testing, we were likely to make a product that improved usability for some users and worsened it for millions of other users (existing or potential). APPROACH Our approach was anchored by the two usability engineering principles of iterative design and problem tracking.
Windows 95用户界面:迭代设计和问题跟踪
本组织概述讨论了在将迭代设计和问题跟踪的可用性工程原则应用于Windows 95(一个大型商业软件项目)的开发中所获得的经验教训。Windows 95是对Windows 3的全面升级。X系列操作系统。用户界面只是该产品众多显著变化的领域之一。用户界面设计团队成立于1992年10月,接近项目的开始,由大约12名精通产品设计、图形设计、可用性测试和计算机科学的人员组成。实现U1的软件开发人员占另外12人左右。整个Windows 95团队有400多人。设计团队有两个非常广泛的目标:让Windows对刚开始使用电脑的人来说更容易学习;让Windows对已经使用电脑的人来说更容易使用——包括典型的Windows 3。x用户和高级,或“强大”,Windows 3。用户x。必须为这两种截然不同的用户群体进行设计,这告诉我们这个项目不是一项微不足道的任务。如果没有仔细的设计和测试,我们很可能会做出一个为某些用户提高可用性的产品,而对其他数百万用户(现有的或潜在的)来说却变得更糟。我们的方法以迭代设计和问题跟踪这两个可用性工程原则为基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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