|
|
As the aim of this lecture is to introduce you the study of
Human Computer
Interaction, so that after studying this you will be able to:
. Understand the
narratives and scenarios
. Define requirements
using persona-based design
It has already been discussed how to capture qualitative
information about users.
Through careful analysis of this information and synthesis of
user models, we can get
a clear picture of our users and their respective goals. It has
also been explained how
to prioritize which users are the most appropriate design
targets. The missing piece to
the puzzle, then, is the process of translating this knowledge
into coherent design
solutions that meet the needs of users while simultaneously
addressing business needs
and technical constraints.
Now we shall describe a process for bridging the research-design
gap. It employs
personas as the main characters in set of techniques that
rapidly arrive at design
solutions in an iterative repeatable, and testable fashion. This
process has three major
milestones: defining user requirements; using these requirements
to in turn define the
fundamental interaction framework for the product; and filling
in the framework with
ever-increasing amounts of design detail. The glue that holds
the process together is
narrative: use of personas to tell stories that point to design.
23.1 Narrative as a design
tool
Narrative, or storytelling, is one of the oldest human
activities. Much has been written
about the power of narrative to communicate ideas. However,
narrative can also,
through its efficacy at engaging and stimulating creative
visualization skills, serve as
a powerful tool in generating and validating design ideas.
Because interaction design
is first and foremost the design of behavior that occurs over
time, a narrative structure,
combined with the support of minimal visualization tools such as
the whiteboard, is
perfectly suited for envisioning and representing interaction
concept. Detailed
refinement calls for more sophisticated visual and interactive
tools, but the initial
work of defining requirements and frameworks is best done
fluidly and flexibly, with
minimal reliance on technologies that will inevitably impede
ideation.
Scenarios in design
Scenario is a term familiar to usability professional, commonly
used to describe a
method of design problem solving by concretization: making use
of a specific story to
both construct and illustrate design solutions. Scenarios are
anchored in the concrete,
but permit fluidity; any member of the design team can modify
them at will. As
Carroll states in his book, Making Use:
Scenarios are paradoxically concrete but rough, tangible but
flexible … they
implicitly encourage ‘what-if’? Thinking among all parties. They
permit the
articulation of design possibilities without understanding
innovation ….
212
Scenarios compel attention to the use that will be made of the
design product.
They can describe situations at many levels of detail, for many
different
purposes, helping to coordinate various aspects of the design
project.
Carroll’s use of scenario-based design focuses on describing how
users accomplish
tasks. It consists of an environment setting and includes agents
or actors that are
abstracted stand-ins for users, with role-based names such as
Accountant or
Programmer.
Although Carroll certainly understands the power and importance
of scenarios in the
design process, there can be two problems with scenarios as
Carroll approaches them:
. Carroll’s scenarios
are not concrete enough in their representation of the
human actor. It is impossible to design appropriate behaviors
for a system
without understanding in specific detail the users of the
system. Abstracted,
role-oriented models are not sufficient concrete to provide
understanding or
empathy with users.
. Carroll’s scenarios
jump too quickly to the elaboration of tasks without
considering the user’s goals and motivations that drive and
filter these tasks.
Although Carroll does briefly discuss goals, he refers only to
goals of the
scenario. These goals are somewhat circularly defined as the
completion of
specific tasks. Carroll’s scenarios begin at the wrong level of
detail: User
goals need to be considered before user tasks can be identified
and prioritized.
Without addressing human goals, high-level product definition
becomes
difficult.
The missing ingredient in scenario-based methods is the use of
personas. A persona
provides a sufficiently tangible representation of the user to
act as a believable agent
in the setting of a scenario. This enhances the designer’s
ability to empathize with
user mental models and perspectives. At the same time, it
permits an exploration of
how user motivations inflect and prioritize tasks. Because
personas model goals and
not simply tasks, the scope of the problem that scenarios
address can also be
broadened to include product definition. They help answer the
questions, “ what
should this product be?” and “how should this product look and
behave?”
Using personas in scenarios
Persona-based scenarios are concise narrative descriptions of
one or more personas
using a product to achieve specific goals. Scenarios capture the
non-verbal dialogue
between artifact and user over time, as well as the structure
and behavior of
interactive functions. Goals serve as filter for tasks and as
guides for structuring the
display of information and controls during the interactive
process of constructing the
scenarios.
Scenario content and context are derived from information
gathered during the
Research phase and analyzed during the modeling phase. Designers
role-play
personas as the characters in these scenarios, similar to actors
performing
improvisation. This process leads to real-time synthesis of
structure and behavior—
typically, at a whiteboard—and later informs the detailed look
and feel. Finally,
personas and scenarios are used to test the validity of design
ideas and assumptions
throughout the process. Three types of persona-based scenarios
are employed at
different points in the process, each time with a successively
narrower focus.
213
Persona-based scenarios versus use cases
Scenarios and use cases are both methods of describing a digital
system. However,
they serve very different functions. Goal-directed scenarios are
an iterative means of
defining the behavior of a product from the standpoint of
specific users. This includes
not only the functionality of the system, but the priority of
functions and the way
those functions are expressed in terms of what the user sees and
how he interacts with
the system.
Use cases, on the other hand, are a technique that has been
adopted from software
engineering by some usability professionals. They are usually
exhaustive description f
functional requirements of the system, often of a transactional
nature, focusing on
low-level user action and system responds—is not, typically,
part of conventional or
concrete use case, many assumptions about the form and behavior
of the system to be
designed remain implicit. Use cases permit a complete
cataloguing of user tasks for
different classes of users, but say little or nothing about how
these tasks are presented
to the user or how they should be prioritized in the interface.
Use cases may be useful
in identifying edge cases and for determining that a product is
functionally complete,
but they should be deployed only in the later stages of design
validation.
23.2 Envisioning solutions
with persona-based design
It has already been discussed that the translation from robust
models to design
solutions really consists of two major phases. Requirements
Definition answers the
broad questions about what a product is and what it should do,
and Framework
Definition answers questions about how a product behaves and how
it is structured to
meet user goals. Now we look Requirement Definition phase in
detail.
Defining the requirements
The Requirement Definition phase determines the what of the
design: what functions
our personas need to use and what kind of information they must
access to accomplish
their goals. The following five steps comprise this process:
1. Creating problem and vision statement
2. Brainstorming
3. Identifying persona expectations
4. Constructing the context scenario
5. Identifying needs
Although these steps proceed in roughly chronological order,
they represent an
iterative process. Designers can expect to cycle through step 3
through 5 several times
until the requirements are stable. This is a necessary part of
the process and shouldn’t
be short-circuited. A detailed description of each of these
steps follows.
Step1: Creating problem and vision statement
Before beginning any process of ideation, it’s important for
designers to have a clear
mandate for moving forward, even if it is a rather high-level
mandate. Problem and
vision statements provide just such a mandate and are extremely
helpful in building
consensus among stakeholders before the design process moves
forward.
At a high level, the problem statement defines the objective of
the design. A design
problem statement should concisely reflect a situation that
needs changing, for both
214
the personas and for the business providing the product to the
personas. Often a
cause-and-effect relationship exists between business concerns
and persona concerns.
For example:
Company X’s customer satisfaction ratings are low and market
share has
diminished by 10% over the past year because users don’t have
adequate tools
to perform X, Y and Z tasks that would help them meet their goal
of G.
The connection of business issues to usability issues is
critical to drive stakeholders’
buy-in to design efforts and to frame the design effort in term
of both user and
business goals.
The vision statement is an inversion of the problem statement
that serves as a highlevel
design vision or mandate. In the vision statement, you lead with
the user’s
needs, and you transition from those to how business goals are
met by the design
vision:
The new design of Product X will help users achieve G by giving
them the
ability to perform X, Y and Z with greater [accuracy,
efficiency, and so on],
and without problems A, B, C that they currently experience.
This will
dramatically improve Company X’s customer satisfaction ratings
and leads to
increased market share.
The content of both the problem and vision statement should come
directly from
research and user models. User goals and needs should derive
from the primary and
secondary personas, and business goals should be extracted from
stakeholder
interviews.
Step 2: Brainstorming
Brainstorming performed at this earlier stage of Requirements
Definition assumes a
somewhat ironic purpose. As designers, you may have been
researching and modeling
users and the domain for days or even weeks. It is almost
impossible that you have
not had design ideas percolating in your head. Thus, the reason
we brainstorming at
this point in the process is t get these ideas out our heads so
we can “let them go” at
least for the time being. This serves a primary purpose of
eliminating as much
designer bias as possible before launching into scenarios,
preparing the designers to
take on the roles of the primary personas during the scenario
process.
Brainstorming should be unconstrained and critical—put all the
wacky ideas you’ve
been considering (plus some you haven’t) out n the table and be
the prepared to
record them and file them away for safekeeping until much later
in the process. It’s
not likely any of them will be useful in the end, but there
might be the germ of
something wonderful that will fit into the design framework you
later create.
Holtzblatt & Beyer describe a facilitated method for
brainstorming that can be useful
for getting a brainstorming session started, especially if your
team includes nondesigners.
Step 3: Identifying persona expectations
The expectations that your persona has for a product and its
context of use is,
collectively, that persona’s mental model of the product. It is
important that the
representation model of the interface—how the design behaves and
presents itself—
should match the user’s mental model as closely as possible,
rather than reflecting the
implementation model of how the product is actually constructed
internally.
For each primary persona you must identify:
215
. General
expectations and desires each may have about the experience of using
the product
. Behaviors each will
expect or desire from the product
. Attitude, past
experience, aspirations and other social, cultural, environmental
and cognitive factors that influence these desires
Your persona descriptions may contain enough information to
answer some of these
questions directly; however, you should return to your research
data to analyze the
language and grammar of how user subjects and describe objects
and actions that are
part of their usage patterns.
Some things to look for include:
. What do the
subjects mention first?
. Which action words
(verbs) do they use?
. Which intermediate
steps, tasks, or objects in a process don’t they mention?
After you have compiled a good list of expectations and
influences, do the same for
secondary and customer personas and crosscheck similarities and
differences.
Step 4: constructing context scenarios
Scenarios are stories about people and their activities. Context
scenarios are, in fact,
the most story-like of the three types of scenario we employ in
that the focus is very
much on the persona, her mental models, goals, and activities.
Context scenarios
describe the broad context in which usage patterns are exhibited
and include
environmental and organizational considerations. Context
scenarios establish the
primary touch-points that each primary and secondary persona has
with the system
over the course of a day, o some other meaningful length of time
that illuminates
modes of frequent and regular use. Context scenarios are
sometimes, for this reason,
called day-in-the-life scenarios.
Context scenarios address questions such as the following
. What is the setting
in which the product will be used?
. Will it be used for
extended amounts or time?
. Is the persona
frequently interrupted?
. Are there multiple
users on a single workstation/device?
. What other products
is it used with?
. How much complexity
is permissible, based on persona skill and frequency of
use?
. What primary
activities does the persona need to accomplish to meet her
goals?
. What is the
expected end result of using the product?
To ensure effective context scenarios, keep them broad and
relatively shallow in
scope. Resist the urge of dive immediately into interaction
detail. It is important to
map out the pig picture first and systematically identify needs.
Doing this and using
the steps that follow prevent you from getting lost in design
details that may not fit
together coherently later.
216
Context scenarios should not represent system behaviors as they
currently are. These
scenarios represent the brave new world of goal-directed
products, so, especially in
the initial phases, focus on the goals. Don’t yet worry about
exactly how things will
get accomplished—you can initially treat the design as a bit of
a magic black box.
Sometimes more than one context scenario is necessary. This is
true especially when
there are multiple primary personas, but sometimes even a single
primary persona
may have two or more distinct contexts of use.
An example text scenario
The following is an example of a first iteration of a context
scenario for a primary
persona for a PDA/phone convergence device and service; Salman,
a real-estate agent
in Lahore. Salman’s goals are to balance work and home life,
cinch the deal, and
make each client feel like he is his only client.
Salman’s context scenario might be as follow:
1. Getting ready in the morning, Salman uses his phone to check
e-mail. It has a
large enough screen and quick connection time so that it’s more
convenient
than booting up a computer as he rushes to make his daughter,
Alia, a
sandwich for school.
2. Salman sees e-mail from his newest client who wants to see a
house this
afternoon. Salman entered his contact info a few days ago, so
now he can call
him with a simple action right from the e-mail.
3. While on the phone with his client, Salman switches to
speakerphone so he
can look at the screen while talking. He looks at his
appointments to see when
he’s free. When he creates a new appointment, the phone
automatically makes
it an appointment with client, because it knows with whom he is
talking. He
4. quickly keys the address of the property into the appointment
as he finishes his
conversation.
5. After sending Alia off to school, Salman heads into the
real-estate office to
gather the papers he needs for the plumber working on another
property. His
phone has already updated his Outlook appointments so the rest
of the office
knows where he’ll be in the afternoon.
6. The day goes by quickly, and he’s running a bit late. As he
heads towards the
property he’ll be showing client, the phone alerts him that his
appointment is
in 15 minutes. When he flips open the phone, it shows not only
the
appointment, but a list of all documents related to client,
including e-mail,
memos, phone messages, call logs to client’s number, and even
thumbnail
pictures of the property that Salman sent as e-mail attachments.
Salman
presses the call button, and the phone automatically connects to
client because
it knows his appointment with him is soon. He lets him know
he’ll be there in
20 minutes.
7. Salman knows the address of the property, but is a bit unsure
exactly where it
is. He pulls over and taps the address he put into the
appointment. The phone
downloads directions along with a thumbnail map showing his
location
relative to the destination.
8. Salman gets to the property on time and starts showing it to
client. He hears
the phone ring from his pocket. Normally while he is in an
appointment, the
phone will automatically transfer directly to voicemail, but
Alia has a code she
can press to get through. The phone knows it’s Alia calling, and
uses a
distinctive ring tone.
217
9. Salman takes the call—Alia missed the bus and needs a pickup.
Salman calls
her daughter and ask her that he will pick her up after 30
minutes.
Now how the scenario remains at a fairly high level, not getting
into too specific
about interface or technologies. It’s important to create
scenarios that are within the
realm of technical possibility, but at this stage the details of
reality aren’t yet
important.
Step 5: identifying needs
After you are satisfied with an initial draft of your context
scenario, you can begin to
analyze it to extract the persona’ needs. These needs consist of
objects and actions as
well as contexts. It is preferred not to think of needs as
identical to tasks. The
implication is that tasks must be manually performed by the
user, whereas the term
needs implies simply that certain objects need to exist and that
certain actions on them
need to happen in certain contexts. Thus, a need from the
scenario above might be:
Call (action) a person (object) directly from an appointment
(context)
If you are comfortable extracting needs in this format, it works
quite well; you can
separate them as described in the following sections.
Data needs
Persons’ data needs are the objects and information that must be
represented in the
system. Charts, graphs, status markers, document types,
attributes to be sorted,
filtered, or manipulated, and graphical object types to be
directly manipulated are
examples of data needs.
Functional needs
Functional needs are the operations that need to be performed on
the objects of the
system and which are eventually translated into interface
controls. Functional needs
also define places or containers where objects or information in
the interface must be
displayed.
Contextual needs and requirements
Contextual needs describes relationships between sets of objects
or sets of controls, as
well as possible relationship between objects and controls. This
can include which
types of objects to display together to make sense for workflow
or to meet specific
persona goals, as well as how certain objects must interact with
other objects and the
skills and capabilities of the personas using the product.
Other requirements
It’s important to get a firm idea of the realistic requirements
of the business and
technology you are designing.
. Business
requirements can include development timelines, regulations, pricing
structures, and business models.
. Technical
requirements an include weight, size, form-factor, display, power
constraints, and software platform choices.
. Customer and
partner requirements can include ease of installation,
maintenance, configuration, support costs, and licensing
agreements.
Now design team should have a mandate in the form of the problem
and vision
statements, a rough, creative overview of how the product is
going to address user
218
goals in the form of context scenarios, and a reductive list of
needs and requirements
extracted from your research user models, and scenarios. Now you
are ready to delve
deeper into the details of your product’s behaviors, and begin
to consider how the
product and its functions will be represented. |
|
|
|