1cs480: graphical user interfaces. dario salvucci, drexel university. lecture 5: scenarios
TRANSCRIPT
1CS480: Graphical User Interfaces. Dario Salvucci, Drexel University.
Lecture 5:Scenarios
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Narratives
A Narrative is a Story Narratives:– Stimulate Visualization Skills– Brainstorm Design Ideas– They stir up the brain!
Proper Narratives require some visualization tool to present the ideas as pictures.– Whiteboards– Plain old paper– Possibly computer Graphical tools?
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Scenarios in Design
But wait, you want me to tell stories? Not quite: Scenarios! Scenarios solve design problems
through concretization.– A specific story with concrete items.– The story constructs and illustrates design
choices.– Scenarios still allow fluidity among design
team. Guess who is the star of your scenario?– That's right: Your Persona!
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Your Persona: A Star is Born
Personas are user archetypes of your design.
Personas describe typical user role and behavioral traits.
Your story will focus on how your persona gets the job done!
Personas reflect Goals and not just Tasks!
Personas will help answer:– “What should this product be?”– “How will this product behave?”– “What will the product look like”
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
What is a Scenario, then?
A Scenario is a concise description of how your star achieves his goal.
Scenarios are role-played out by designers.– One person plays the Persona– One person plays the computer system.
Scenarios come in three flavours:– Context Scenarios– Key Path Scenarios– Validation Scenarios
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Requirements and Framework Phase
Researchusers &
the domain
Modelingusers &
use contexts
Requirementsuser, business, &technical needs
Frameworkstructure
& flow
Refinementof behavior,
form, context
Requirements Definition Phase translates the Personas into design ideas and solutions. What?
Framework defines the beha,.voir of the program's interface and how it flows. How?
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Requirements Definition Phase
The “What” of the Design, done in five steps.1) Creating problem and vision statements2) Brainstorming3) Identifying Persona expectations4) Constructing the context scenario5) Identifying Needs
Requirementsuser, business, &technical needs
Frameworkstructure
& flow
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Creating Problem and Vision Statements Lets create a mandate to move forward. A
sort of “declaration” statement. These statements reflect a situation that
needs changing for both Persona and business.
Examples of Problem and Vision Statements:
Company X's customer satisfaction ratings are low and market share has diminished by 10% over the past year because users don't have the adequate tools to perform X, Y, and Z tasks that would help them meet their goal of G.
The new design of Product X will help users achieve G by giving them ability to perform X, Y, and Z with greater efficiency without problems A, B, C that they currently experience. This will dramatically improve Company X's customer satisfaction ratings and lead to increased market share.
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Brainstorming
Wait a moment, brainstorming? Get the wacky ideas out of your mind.
Clear the slate off, get them out of the system.
Record brainstroming suggestions, but don't expect them to get much further
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Identify Persona Expectations
What would your Persona expect? This is the Mental Model, the perfect
image of what the Persona would expect.
Identify:– What does the Persona expect from the
product?– What does the Persona desire from the
product?– What past experiences of the Persona will
influence the desires of the Persona?
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Construct Context Scenarios
Context Scenarios are about people and what they do to get their jobs done.
They identify “touch-points” the persona has with the system such as:– Will the product be used for extended time?– Is the Persona frequently interrupted?– What other products must it be used with?– What is the expected end result?
Context scenarios don't describe how things are currently done, but how they will be done to achieve the user's goals.
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Identifying User Needs
Analyze the day-in-the-life scenarios to extract persona needs.
The needs are objects and actions as well as contexts. These are not tasks, just needs:– Must call Joe directly from a softball practice.– Must check e-mail to respond to Zack.– Must download latest e-zine articles for school.
Types of Needs:– Data: Information objects needed.– Functional: What is performed on the system– Context: Describe relationships between
objects.
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
The What of your design
Requirements Definitions have now been formed.
You know what needs must be achieved by the product's interface
You understand why the Persona needs them by going through context scenarios.
Now we're ready for the How these solutions will be implemented.
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Defining the Interaction Framework Structure, Flow, Behavior. The How of
design.1) Defining form factor and input methods2) Defining views 3) Defining Functional and Data elements4) Determining Functional groups and
heirarchy5) Sketching the interaction framework6) Constructing key path scenarios
Requirementsuser, business, &technical needs
Frameworkstructure
& flow
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Defining form factor and input methods How will the product be viewed?– Web application, phone application– What kind of lighting?– What type of screen resolution– What will the environment be like?– What ratio of novice:expert users?
And how will the input get into the product?– Keyboard and Mouse– Remote Control?– Thumboard, Touchscreen, Voice– Game Controller?
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Defining Views
Primary States of the Product Use the context scenarios for this Cluster together into one view the
different types of data together if it makes sense.
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Defining Functional and Data Elements The visible representations of functions
and data in the interface.– Panes, frames, and other containers on
screen– Groupings of physical control, object
manipulation.– Individual knobs, buttons– Data objects: images, graphs, icons.
The functional requirments from needs.– Assignable quick-dial buttons– Lists of contact information– Voice activation
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Determine Functional Grouping
Real-Estate– What should be the biggest, and why?
Containers:– Containment relationships between
elements– Optimization of containers for flow
Grouping– Which elements are used together,
grouping.– Sequencing of related elements
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Sketching the Interaction Framework
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Constructing Key Path Scenarios
Key Path scenarios go into detail where context scenarios would not.
Key Path scenarios determine the primary actions of the Persona and the primary functionality of the system.
Key Path scenarios must be easiest to learn, as they are used the most.
Shortcuts on Key Path scenarios should be allowed as users get tired of pedagogy, like Clippy.
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
You now have the How
You now have determined how the interface will be structured, behave, and flow.
You know:– How the user will input into the interface.– How the interface addresses key user
needs.– How the user will group information
together.– How the user most frequently uses the
interface.
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Paper sketches & storyboards
Advantages– support brainstorming– do not require specification of details– designers feel comfortable sketching
Drawbacks– do not evolve easily– lack support for “design memory”– force manual translation to electronic
format– do not allow end-user interaction
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
“Electronic paper” sketching
Quickly sketch this...
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
“Electronic paper” sketching
Add behavior…
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
“Electronic paper” sketching
Transform it to this…
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
SILK = Sketching Interfaces Like Krazy! Designer sketches ideas rapidly with
electronic pad and pen– SILK recognizes widgets – easy editing with gestures
Designer or end-user tests interface– widgets behave – specify additional behavior visually
Automatically transforms to a “finished” GUI
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
SILK: Screens
Screen = rough sketch of single screen state,including layout & components
Features for handling screens– editing: use strokes to delete, move,
group, …– history: save, restore, annotate– widget inference / recognition
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
SILK: Specifying behaviors
Behavior = association of a screen object with another screen
Specifying a behavior– put relevant screens in the “storyboard”– draw arrow from object to screen
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
SILK: Component recognition
Infer / recognize components based onstroke-based gestures– scrollbar = long thin box + small inner box
Difficulties– different strokes for different folks
• different stroke(s) may produce same drawing,but may be recognized very differently!
– requires that system be trained for specific user
– more on recognition later...
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
SILK: Component composition
When a component is recognized…– does the new component contain or is it
contained by another component?– is the new component near another
component?– is the new component in a sequence of
components of the same type?
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
“A Tighter Fit with Web Site Design”
Make SILK more useful to designers– technically: based on Java 2 for
portability– functionally: support web design
SILK
Another Tool: DENIM
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
DENIM: Creating pages
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
DENIM: Site map view
Zoom Slider
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
DENIM: Storyboard view
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
DENIM: Sketch view
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
DENIM: Run mode
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Pan and zoom Pencils– Generic pencil for sketching– “Event pencils” for sketching arrows
associated with particular events Rubber stamps– For inserting components– Built-in components (e.g. buttons) can
be sketched
DENIM: Additional tools
CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University. 1
Discussion
Would you use SILK? Why or why not?
What might SILK be especially good for?What might it be not so useful for?
Could we build a prototyping tool with the same goals but using a different modality?(e.g., using speech instead of sketching)