03 Design Process - Establishing Requirements Flashcards

1
Q

Three fundamental activities of all design processes

A
  • Understanding the requirements
  • Producing a design that meets these requirements
  • Evaluating the design
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2
Q

User Interface Design is a multi-faceted process (4 points)

A
  • a goal-directed problem solving activity
  • an empirical activity
  • a creative activity
  • a decision-making activity to balance trade-offs
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3
Q

UID goal-directed problem solving is informed by …

A
intended use, 
target domain, 
materials, 
cost, 
feasibility
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4
Q

Four approaches to UID are …

A

User-centered design
Activity-centered design
System design
Genius design

-> in practice, none of these approaches is followed exclusively

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5
Q

User-centered design approach

A
  • User is the only guide to the designer

- The designer’s role is to translate the users’ needs and goals into a design solution

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6
Q

Activity-centered design approach

A
  • Focus on the activities surrounding particular tasks

- Behavior of users rather than their goals is important

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7
Q

System design approach

A

Holistic design approach focusing on the entire ecology (=system) of use, i.e. the
people, objects, computers, devices, tools, …

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8
Q

Genius design approach

A
  • Relies solely on the experience and creative flair of the designer
  • Users are not involved during the process
  • Users’ role is to validate ideas generated by the designer
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9
Q

3 key principles of user centered design

A
  • early focus on users and tasks
  • empirical measurement
  • iterative design
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10
Q

Why Involving Real Users in the Design Process? (3 reasons)

A
  • Functionality (Developers gain a better understanding of the users’ goals)
  • Expectation management (Make sure that the users’ views and expectations of the new product are realistic)
  • Ownership (Users who feel that they have contributed to a product’s development are more receptive to it)
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11
Q

Design Process: 4 steps

A

requirements
design
prototyping
evaluation

cycle!

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12
Q

Iterative Design: With each iteration …

Fix _ first, _ later

A
  • Design becomes more concrete and more precise
  • Analysis and user feedback focuses on smaller and smaller problems

Fix big design bugs first, small ones later

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13
Q

Danger of iterations, how to solve this

A

Hill-climbing approach -> risk of getting trapped in local maxima

-> develop many alternatives, realize them as protoypes

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14
Q

IDEO’s design process

A
  1. Understand the market, the client, the technology
  2. Observe real people in real-life situations
  3. Visualize new concepts and the customers who will use them (rendering or simulation, physical models and prototypes)
  4. Evaluate and refine the prototypes
  5. Implement the new concept for commercialization
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15
Q

Important Flavors of User-Centered Design (2)

A

Contextual Design

Participatory Design / Living Labs

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16
Q

Contextual design: 4 main principles

A

Context: see workplace & what happens
Partnership: user and developer collaborate; user is expert, designer is apprentice
Interpretation: observations interpreted by user and developer together
Focus: project focus to understand what to look for

17
Q

What does Participatory Design mean?

A

Selected users are actively participating in the design process

  • > At least one future user is part of the development team
  • > can be time-consuming
18
Q

3 important questions when establishing requirements

A
  • Why develop the system?
  • Who are the users?
  • What do they want to do with the system?
19
Q

Why Establishing Requirements?

A

Requirements definition is the stage where failure occurs most commonly

Fixing errors at a later phase in the design process is very costly

20
Q

Establishing Requirements Aims and Means

A

Aims:
Understand as much as possible about users, task, context
-> Produce a stable set of requirements

Means to provide answers:

  • Data gathering activities
  • Data analysis activities
  • Expression as ‘requirements’
21
Q

Types of Requirements

A
Functional
Non-functional
Data
Users
Environment/Context
22
Q

Understanding the problem space - 3 questions

A

Why develop the system at all?
What do you want to create?
What was good and what was bad?

23
Q

Problem Space - Outcome (2 things)

A
  1. Situation of concern (brief text about main goals and constraints)
  2. Problem statement (brief text that concisely captures intended solution)
    - > form of solution
    - > type of support it provides
    - > users
    - > activities it supports
24
Q

3 user categories (Eason, 1987)

A

Primary: frequent, hands-on
Secondary: occasional or via someone else
Tertiary: affected by introduction or influencing the purchase

25
Q

Stakeholder definition

A

everybody who is affected by or has an influence on the system

26
Q

Elements of a Persona

A

Persona Group (i.e. web manager)

Fictional name

Job titles and major responsibilities

Demographics such as age, education, ethnicity, and family status

The goals and tasks they are trying to complete using the product

Their physical, social, and technological environment

27
Q

Problems with users needs

A

Users rarely know what is possible

Users can’t tell you what they ‘need’ to help them achieve their goals

28
Q

Task Analysis - 3 Steps

A
  1. Gather data (Observe and interview users about how they solve tasks with existing solutions.)
  2. Analyze data (Make sense of the data by structuring and prioritizing)
  3. Extract and model requirement
29
Q

How to Ask Questions

A

Clear and simple, not too broad

Affording logical answers

Users don‘t always answer truthfully

No leading/suggesting questions that make assumptions!

No unconscious biases, e.g. gender stereotypes

30
Q

Techniques for Investigating and Extracting Requirements

A

Scenarios
Use Cases
Object/Operation Analysis
Hierarchical Task Analysis (HTA)

31
Q

Use Case Diagram: Elements

A

Use cases (ellipse)
Actors (stick figure)
System (box, optional)
Associations (solid lines)

32
Q

Hierarchical Task Analysis

A

The starting point is a user goal

Tasks are subdivided into subtasks

The result is a graphical box-and-line notation