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Designing the Minimal

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Minimalism

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Notes

  1. 1.

    The predominance of the physical aspects of computing is illustrated by the names of the older scientific organizations dealing with information technology, such as the Association for Computing Machinery or the British Computer Society—explicit reference is made to the physical equipment.

  2. 2.

    The study of software architecture is, in large, part a study of software structure. Edsger Dijkstra (1976) pointed out the importance of how software is partitioned and structured, as opposed to simply programming so as to produce a correct result. David Parnas contributed to the field with his seminal publications on information-hiding in modules (1972) and software structures (1974).

  3. 3.

    Bill Buxton explained the designers’ call for a “green light process”, with an up-front design phase preceding software engineering (Buxton, 2003) to be motivated by the same dilemma: development often follows functional specifications, adding more and more functionality, without an understanding of the overall design vision.

  4. 4.

    As discussed later, it is sometimes difficult to decide what exactly the core functionality of a design might be—due to changing requirements, changing environments, novelty or an interaction of design with use. Iterative and agile development can thus also help to define core functionality.

  5. 5.

    Tupperware seems to have implemented a very successful process that combines user research with marketing with distribution. Unfortunately, very little research data has found its way into usability.

  6. 6.

    Rolland et al. (1998) classify scenarios according to their role in the requirements engineering process; they distinguish descriptive, exploratory and explanatory scenarios. The first two map to (1) and (2), respectively, while explanatory scenarios are used to mark human or system errors, and clarify design rationale. Explanatory scenarios thus map to both (1) and (3) here. Rolland et al. do not explicitly examine the function of scenarios as representations of a design specification—in this article, their discussion is limited to requirements engineering and stops short of the design activity.

  7. 7.

    In this approach to usability engineering, scenarios are employed in different stages of the design process to describe both the current and envisioned work context, facilitate communication between user and designer, and serve as a medium for exploration. Although this focus on scenarios as a medium might seem -academic, the design process illustrates the different uses that scenarios can have in real processes.

  8. 8.

    The documentation of design rationale in the form of “claims”, lists of trade-offs implied by design decisions, is omitted here for brevity, although it forms an important part of the SBD process (ibid., 72).

  9. 9.

    A number of sub-disciplines of computer science have influenced the development of more or less formal conceptual models: Databases (ER-diagrams), AI and programming languages contributed to this research area. (For an early account of the different disciplines, see Brodie et al., 1984).

  10. 10.

    The acronym KISS is often translated to “keep it small and simple”, or the less politically correct “keep it simple, stupid”. The term was coined long before it was used to describe simplicity in agile processes. Example uses include the description of software functionality (Dorsey, 1983), and the formulation of slogans in marketing and articles in the press; links to Ockham’s razor (1654) illustrate the KISS rule’s ancient history.

  11. 11.

    It also helps to react to change—either induced by the introduction of the software itself, or because the customer environment changed during development. This is a frequent problem: In 8,000 large software projects, about 40 percent of requirements arrived after development had begun. (Jones, 1995)

  12. 12.

    This does not necessarily mean that collaboration between individuals is impossible in any given project, nor will a lack of defined collaboration prevent sound designs. However, if collaboration is reduced to documents in a process, this speaks about the existing culture divide in a company.

  13. 13.

    The second edition of Extreme Programming: Explained (Beck and Andres, 2004) softens this requirement with the “core practice” called “Whole Team”, acknowledging specific roles, but still demanding that “all the contributors to an XP project sit together, members of one team” (Jeffries, 2001; Jeffries et al., 2000).

  14. 14.

    Seffah et al. (2004) described the preconditions for integrating Usability Engineering and Software Engineering as follows: “Historically, UCD has been described as the opposite of the system-driven philosophy generally used in engineering (Norman and Draper, 1986). … This Cartesian dichotomy that decouples the UI from the remaining system and builds a barrier between engineers and psychologists is not an engineering approach. … usability specialists must think and work like engineers (Mayhew, 1999).”

  15. 15.

    For an example, Beyer et al., (2004) had to significantly reduce their Contextual Design method to make it more lightweight. Still, the design and the development team need to interact, and in practice this interaction is often limited to iteration meetings, thus introducing a need for documentation into the agile process, effectively reducing its agility.

  16. 16.

    Essential use cases are a generalized form of use cases as they are defined in the Unified Modeling Language (comp. Fowler, 2003), and try to capture essential interactions between the user and the system instead of individual steps.

  17. 17.

    In the academic setting, a student project realized a distributed calendar application, with a client-server architecture; in one industrial project, the relationship of different workflows for registering insurance records, and the necessities for interfacing with other software components were captured in scenarios.

  18. 18.

    Eastwood reports that in Fortune 1000 companies, 75% of the total IT budget goes to maintenance. (for further figures see Koskinen, 2003)

  19. 19.

    If values only pertain to qualities of a design, values in this sense are coming close to the psychological term “hedonic quality” that was defined to measure non-functional qualities of a design, e.g. “innovative” or “exciting”.(Hassenzahl et al., 2000; Hassenzahl and Ullrich, 2007).

  20. 20.

    Worth-centered development started out as value-based development. The name change was made to highlight the importance of delivering worth, “focusing on specific arenas of value”, and broadens the focus of design factors to include “‘needs’, ‘quality’, ‘values’ and ‘wants’” (Cockton, 2006).

  21. 21.

    CommSy is available from http://www.commsy.net

  22. 22.

    Jackewitz et al., (2002) expand the notion of simplicity to “clear functionality…simple structure…simple layout”, and “simple access”. However, unlike the simplicity of functionality, the other interpretations cease to be part of recent CommSy versions: the “simple” that here denotes a unified structure was later dropped in favor of structural minimalism, and the “simple layout” is also changing in current versions with the addition of icons. Still relevant is the “simple access” by relying on Web standards, yet this infrastructure-based understanding of simplicity is beyond the scope of this analysis.

  23. 23.

    Communities of practice were already used by John Seely Brown, “They are peers in the execution of ‘real work’. What holds them together is a common sense of purpose and a real need to know what each other knows. There are many communities of practice within a single company, and most people belong to more than one of them.” (Brown, 1990), and made popular by Etienne Wenger who defined them as “a group of people informally bound together by shared expertise and passion for a joint enterprise.” (Wenger and Snyder, 2000)

  24. 24.

    Values are here again used in the broadest sense, limited neither to the design itself as in the case study nor to software costs (comp. Boehm, 2003).

  25. 25.

    The inclusion of use in product design and development can also help better estimate acceptance—software development methods often relate little to customers and do not connect the product to its use (comp. Forlizzi, 2008; Rainey, 2005, 482) and marketing approaches consider customer satisfaction as a static after-market result(comp. Vanalli and Cziulik, 2003).

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Obendorf, H. (2009). Designing the Minimal. In: Minimalism. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-371-6_7

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