Design Flashcards

1
Q

tasks involved in scenario engineering

A
  • requirements work
  • prototyping
  • envisionment
  • evaluation
  • conceptual design
  • physical design
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2
Q

design rationale

A
  • making the reasons for design decisions explicit
  • reasons for a specific decision
  • criteria for evaluating a decision
  • methods for capturing and representing design rationale
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3
Q

user stories reveal

A
  • ideas
  • anecdotes
  • knowledge of people
  • real-world experiences
  • activities
  • Context

User stories are used to identify the problem, the stakeholders and their constraints

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4
Q

conceptual scenarios

A

more abstract than user stories

derived by combining several user stories

do not include technology

do not specify how functions are provided

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5
Q

concrete scenarios

A

derived and generated by conceptual scenarios

suggest a particular user interface design

allocation of functions between devices and people

good start for prototyping and evaluation

the more specific a scenario is, the more concrete it is

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6
Q

Use cases

A

describes the interaction between devices and people

may result from many concrete scenarios

abstracts from concrete scenarios

covers many slight variations

needed allocation of tasks and functions

informs and is informed by the allocation process

the sum of all use cases specifies the system design

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7
Q

scenarios documentation

A

necessary information:

  • authorship
  • description
  • history
  • cross references
  • rationale
  • data
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8
Q

Scenario-based design : requirements and problems

A

By analysis and abstractions, difficulties become visible

  1. Derive requirements (desirable qualities of the system
  2. Prioritization - not all properties will be realizable
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9
Q

Scenario-Based Design: Scenario Corpus

A

Goal: Representative set of scenarios

  • should cover a wide range of user stories
  • some may be more specific, some may be more general
  • high-level abstract view of the most activities
  • uncover the dimensions of the systems and the involved domains
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10
Q

Scenario-Based Design: Conceptual Model/Design

A

Object or data model

  • includes scenario and analysis of scenarios
  • main objects, attributes and relationships among them
  • ensures an accurate mental model of the interactive system
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11
Q

Scenario-Based Design: Design Language

A

Standard set of patterns for interaction

  • general design language concepts may be in place before concrete design application
  • interaction patterns include:
  • physical attributes
  • adds conceptual actions and objects
  • key elements of design
  • principles and rules
  • common language reduces the number of elements for the involved designers
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12
Q

Requirement analysis

A

Requirement analysis means understanding

  • what people do
  • what people might want to do
  • problems with existing systems
  • how people do what they do

goal: “better” interactive systems for people

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13
Q

types of requirements

A

functional requirements
- specify what the system must do

non-functional requirements
- specify what qualities the system must have

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14
Q

MoSoCoW rules for prioritising requirements

A

must have

should have

could have

want to have

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15
Q

Techniques for requirements elicitation / gathering

A
  • interviews
  • observations
  • documentation
  • focus groups
  • workshops

requirements is a user-centered activity!

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16
Q

Artifacts

A

Interviews, quesionnaires and observation will identify artifacts used during the task

  • most tasks require artifacts to complete
  • artifacts provide additional insight in the task
  • e.g. documents, forms, printouts, tools
17
Q

Envisionment

A

Envisionment is concerned with making ideas visible by externalizing thoughts; the goal is to represent deign work to the designers and stakeholders

fundamental to user-centered design; enables designers to see things from other people’s perspective and to communicate ideas to people

18
Q

Scenarios in Envisionment

A

Scenarios in their most concrete form can be used to envision or evaluate specific interactions

  • complement scenarios with some of the more visual envisioning techniques
  • include real data and materials to allow direct involvement
  • think hard about underlying assumptions
  • include good characterizations and develop a good number of personas. This allows “talking” about the characters
  • provide rich contextual background

not all variations can be covered …

  • interactions which are typical for a number of similar use situations
  • important design issues
  • areas where requirements are unclear
  • any aspects which are safety-critical
19
Q

Prototyping

A

effective way for communicating ideas and design

important: selecting the appropriate techniques

allows for participatory designs

distinguishing factor: interactiveness

20
Q

high-fidelity prototypes

A

similar in look and feel to the anticipated final system

+ useful for detailed evaluation of main design elements
+ used in crucial stages of the project
+ used when ideas, requirements and features of the system become stable

  • people might believe that the final system will be exactly like the hi-fi prototype
  • suggests that the system can be implemented/made to work
  • expensive
21
Q

low-fidelity prototypes

A

more focused on the underlying ideas (content, form, structure…)

designed to be produced quickly and thrown away after use

capture very early design thinking and should aid, not hinder, the process of generating and evaluating many possible solutions

often: paper prototypes / screenshots