These slides have been presented at the ICSE 2020 conference, SEIS (software engineering in society) track. It reports on our experience within the Uffizi Project, and how we had to take into account human behaiour to design our IoT-based solution.
Human Behaviour Centred Design
Developing a Software
System for Cultural Heritage
Julie Dugdale1, Mahyar T. Moghaddam2,3, and Henry Muccini2,4
1 University Grenoble Alps, France, 2 Università degli Studi dell’Aquila, Italy
3 Inria Grenoble Rhône-Alpes, 4 nExpecto S.r.l
2
Our concern
We are concerned with the
modeling, analysis and simulation
of human (expected and real)
behavior to design our ICT
applications
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The Uffizi Galleries project
Goals:
– Reduce the waiting time to get in
– Optimize internal human flow
– Multi-museum load balancing
Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage
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Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage
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We have been called to
engineer and develop a
system to solve such a
problem
Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage
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Constraints and challenges
Maximum capacity
Visitors may stay as long as they wish
Extremely high arrival rates
Maximize #people, under max capacity
Limited ICT infrastructure
max. 900
45 mins
4h 20 mins
2.000 pp.
in 60 mins.
min. 900
no wifi
Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage
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For doing so, we had to take
into serious account social,
and individual aspects,
together with technical,
economic, and more
Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage
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Design Decisions that span towards all
these dimensions, and based on
trade-off between them all!!
Individual Social
Technical
Environmental
Economic
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Social aspects:
The long queues are a
consequence of 3 aspects:
• sheer number of visitors that
visit the museum (high season,
certain days of the week).
• The traditional ticketing system
• Social behaviours:
• free Sundays
• group visits
• the popularity of certain artworks
• the heavily populated shared area
just outside of the museum that is
filled with tourists
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Environmental aspects:
Physical and environmental issues.
• The museum has limited capacity
with max 900 visitors
• Only one entrance and one exit,
not very wide.
• Metal detectors
• Internal stairs and corridors are
narrow so that walking velocity is
very slow.
• Queues also increase the noise
pollution and possibility of terrorist
attacks.
• There are currently 6000-8000
tickets printed (and wasted) every
day
15Social issue: groups and social attachments
Social decision: max #people, max #groups
Technical decision: service to monitor and constraint
Social fact: we counted up to 700 visitors arriving at
the kiosks in 15 minutes
Technical decision: software to be very performant, 7
kiosks
Environmental decision: digital tickets (when feasible)
• Technical: no infrastructure
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Human-behaviour centred Design
Human-computer Interaction
Gender, sentiment and
emotion in SwEng
Collaborative SwEng/
Modeling
Affective Computing
Human = citizen immersed
in/part of an ICT system
• they do not interact with it
and even may be unaware of
its existence.
Human Behaviour Centred
Design: Developing a Software
System for Cultural Heritage
Julie Dugdale1, Mahyar T. Moghaddam2,3, and Henry Muccini2,4
1 University Grenoble Alps, France, 2 Università degli Studi dell’Aquila, Italy
3 Inria Grenoble Rhône-Alpes, 4 nExpecto S.r.l
5 dimensions
The diagram supports interactive collaboration among stakeholders to discover, document, and validate the system’s potential effects.
Direct: immediate opportunities and effects created by the physical existence of a system and the processes involved in its design and production.
Enabling: effects arising from its application and usage.
Structural: aggregate effects from wide-scale use of a system over time.
HCI = human, input, output
HCI in the mid-end ‘60s (first mouse 64) when computers became more «personal»
HCI -> Interaction Design -> User Experience
HCI = human, input, output
HCI in the mid-end ‘60s (first mouse 64) when computers became more «personal»
HCI -> Interaction Design -> User Experience
Affective Computing: to bridge the gap between human emotions and computational technology.
machine recognition
modeling of human emotional expression,
including the invention of new software tools to help people gather, communicate, and express emotional information and
to better manage and understand the ways emotion impacts health, social interaction, learning, memory, and behavior.