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Human Behaviour Centred Design

Associate Professor in Software Engineering em IEEE Software
10 de Jul de 2020
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Human Behaviour Centred Design

  1. 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. 2 Our concern We are concerned with the modeling, analysis and simulation of human (expected and real) behavior to design our ICT applications
  3. 3 Where does this need come from?
  4. 4 The Uffizi Galleries project Goals: – Reduce the waiting time to get in – Optimize internal human flow – Multi-museum load balancing
  5. Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage 5
  6. Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage 6 We have been called to engineer and develop a system to solve such a problem
  7. Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage 7 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
  8. 8 3 Components
  9. Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage 9 For doing so, we had to take into serious account social, and individual aspects, together with technical, economic, and more
  10. Henry Muccini – ICSE SEIS 2020 - Human Behaviour Centred Design: Developing a Software System for Cultural Heritage 10 Design Decisions that span towards all these dimensions, and based on trade-off between them all!! Individual Social Technical Environmental Economic
  11. 11IEEE Software (Vol.33 , Issue: 1 , Jan.-Feb. 2016 )
  12. 12
  13. 13 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
  14. 14 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
  15. 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
  16. 16Ongoing: Conceptual model of human-oriented socio-technical systems (HOSS)
  17. 17 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.
  18. 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
  19. 19 rappresentante Consiglio Studentesco Antonella Nuzzaci Adriano Filipponi Chiara Staiti Alessandra

Notas do Editor

  1. 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.
  2. HCI = human, input, output HCI in the mid-end ‘60s (first mouse 64) when computers became more «personal» HCI -> Interaction Design -> User Experience
  3. HCI = human, input, output HCI in the mid-end ‘60s (first mouse 64) when computers became more «personal» HCI -> Interaction Design -> User Experience
  4. 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.
  5. Book 2010 IEEE Software 2018
  6. 2019
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