Requirements Analysis and Prototyping - Lecture 3 - Human-Computer Interaction (1023841ANR)

signer 29 views 44 slides Sep 01, 2024
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About This Presentation

This lecture forms part of a Human-Computer Interaction course given at the Vrije Universiteit Brussel.


Slide Content

2 December 2005
Human-Computer Interaction
RequirementsAnalysis and Prototyping
Prof. Beat Signer
Department of Computer Science
Vrije Universiteit Brussel
beatsigner.com

Beat Signer -Department of Computer Science [email protected] 2October13, 2023
Requirements Analysis
▪Update/replace an existing systemor develop
a totally innovative product
▪initial set of requirements or requirements produced from scratch
▪We have to understand
▪users and their capabilities (who)
▪user tasks and goals (how)
▪conditions (context) under which the product will be used (where)
▪Requirements analysis is often intertwined (iterative
activity) with design activities and evaluation activities
▪Produce a set of stable requirementsforming a sound
basis to start with the design

Beat Signer -Department of Computer Science [email protected] 3October13, 2023
Interaction Design Lifecycle Model
Establishing
requirements
Designing
alternatives
Prototyping
Evaluating
Final
product

Beat Signer -Department of Computer Science [email protected] 4October13, 2023
Types of Requirements
▪Functional requirements
▪what should the product do (fundamental)
▪Data requirements
▪type of data
▪amount of data
▪data accuracy
▪…
▪Environmental requirements (context of use)
▪physical environment
-lighting, noise, movement, dust, …
▪social environment
-synchronous or asynchronous sharing of data, co-located or distributed, …

Beat Signer -Department of Computer Science [email protected] 5October13, 2023
Types of Requirements …
▪Environmental requirements (context of use) …
▪organisational environment
-user support, resources for training, how hierarchical is the management, …
▪technical environment
-technologies the product will run on, compatibility, technological limitations, …
▪User characteristics
▪ key attributes of intended user group
-abilities and skills
-nationality and educational background
-preferences
-physical or mental disabilities
-level of expertise (novice, expert, casual user, frequent user, …)
▪user profile consists of a collection of attributes for a typical user

Beat Signer -Department of Computer Science [email protected] 6October13, 2023
Types of Requirements …
▪Usability goals
▪define measures for agreed usability goals
-objective measure of a user’s performance
-measuring a user’s perceptions of the interaction
▪User experience goals

Beat Signer -Department of Computer Science [email protected] 7October13, 2023
Exercise: Types of Requirements
▪Interactive product to pay
for food (by credit card) in
a university’s self-service
cafeteria
▪Interactive product to
control the functioning of a
nuclear power plant

Beat Signer -Department of Computer Science [email protected] 8October13, 2023
Data Gathering for Requirements
▪Different forms of data gathering to get information about
tasks and associated goals as well as the context of use
▪interviews
▪focus groups
▪questionnaires
▪direct observation
▪indirect observation
▪studying documentation
▪researching similar products

Beat Signer -Department of Computer Science [email protected] 9October13, 2023
Interviews
▪Open-ended or unstructured interview
▪good to get first impressions (exploratory)
▪rich data with deep understanding of the topic
▪time consuming to analyse
▪Structured interview
▪closed questions with predefined set of alternative answers
▪questions should be worded the same and asked in the same
order for each participant
▪Semi-structured interview
▪combination of closed and open questions
▪e.g. start with a closed question followed by open question(s)

Beat Signer -Department of Computer Science [email protected] 10October13, 2023
Interviews …
▪Pilot test
▪good to test the interview
with research colleagues and
extra participants
▪Recording of responses
▪written notes
▪audio or video recordings
-more details but have to be
transcribed later
▪think about tools that directly
link written notes to
recordings
LivescribeEcho Smartpen

Beat Signer -Department of Computer Science [email protected] 11October13, 2023
Interviews …
▪Data analysis
▪closed questions
-count frequency of each answer
and perform statistical tests to
confirm validity
▪open questions
-transcription of recordings or
only refer to recordings for
details?
-qualitative methods for coding
data (e.g. via tools such as
MAXQDA)
MAXQDA

Beat Signer -Department of Computer Science [email protected] 12October13, 2023
Focus Groups
▪Trained facilitator interviews groups of 3–10 people
▪Selection of participants
▪homogeneous or heterogeneous (background)
▪do participants know each other?
▪…
▪Can be conducted in special requirements workshops
▪Individuals develop opinions within a social context by
talking to each other
▪Investigates community issues rather than individual
experiences
▪group dynamics can limit the generalisation of results

Beat Signer -Department of Computer Science [email protected] 13October13, 2023
Questionnaires / Surveys
▪Can ask closed as well as open questions
▪“Did you like the design of the homepage?” vs. “What do you think
about the design of the homepage?”
▪Might be used for initial responses that can then be
used for selecting people to be interviewed
▪Different formats of questions and responses
▪checkboxes
-e.g. male or female
▪ranges
-e.g. age: 0–17, 18–29, 30–39, 40–49 and 50 and older
-avoid any overlaps

Beat Signer -Department of Computer Science [email protected] 14October13, 2023
Questionnaires / Surveys …
▪rating
-Likert scale
•how many points on the scale? even or odd number of points?
•place negative end of the scale first (e.g. strongly disagree) and the positive last
-semantic differential scale
•user is asked to place a cross in a number of positions between two extremes
•extremes represented by two adjectives (e.g. attractive vs. ugly)
▪Usually small number of participants (less than 20) in
interaction design questionnaires with high return rates
▪Online questionnaires
▪email or web-based questionnaires

Beat Signer -Department of Computer Science [email protected] 15October13, 2023
Online Survey Tools
Qualtrics

Beat Signer -Department of Computer Science [email protected] 16October13, 2023
Direct and Indirect Observation
▪Direct observation (field study) of participants
in their natural setting (e.g. via ethnographic studies)
▪understand the nature of the tasks and the context in which
they are performed
▪Indirect observation of users
▪diaries
▪interaction logging (software)
-e.g. for evolving products

Beat Signer -Department of Computer Science [email protected] 17October13, 2023
Studying Documentation and Products
▪Studying of manuals and other documentation
▪good for background information on the user’s work
▪Researching of similar products might help to trigger
some requirements
▪e.g. investigate desktop image editing software when designing
an image editor for mobile devices

Beat Signer -Department of Computer Science [email protected] 18October13, 2023
Data Gathering Guidelines for Requirements
▪Focus on identifying the stakeholders’ needs
▪Involve all the stakeholder groups
▪not only direct users
▪Involve more than one representative from each
stakeholder group
▪Support iterative requirements activity with descriptions
and prototypes

Beat Signer -Department of Computer Science [email protected] 19October13, 2023
Data Analysis, Interpretation and Presentation
▪Formats such as the Volere requirements shell highlight
the information to look for
▪good first step in data analysis for requirements
▪Functional requirements
▪class diagrams
▪state charts
▪sequence diagrams
▪…
▪Data requirements
▪entity-relationship (ER) diagrams
▪…

Beat Signer -Department of Computer Science [email protected] 20October13, 2023
Volere Requirements Shell

Beat Signer -Department of Computer Science [email protected] 21October13, 2023
Task Description
▪More recently task descriptions are used throughout
the development
▪from early requirements activities, through prototyping and
evaluation
▪Techniques with a user-centred focus on describing
users’ goals and tasks
▪scenarios
▪use cases
▪…

Beat Signer -Department of Computer Science [email protected] 22October13, 2023
Scenarios
▪Informal narrative description (stories)
▪Scenarios by stakeholders often first step in establishing
requirements
▪level of detail varies depending on where in the development
process a scenario is being used
▪emphasise the tasks, context as well as usability and user
experience goals during the requirements activity
▪Often generated during workshops, interviews or
brainstorming sessions
▪not intended to capture full set of requirements (one perspective)
▪can also be used to describe situations envisioned in the future

Beat Signer -Department of Computer Science [email protected] 23October13, 2023
Use Cases
▪Focus on user goals (like scenario) but emphasis is on
user-system interaction rather than on the user’s task itself
▪A use case diagram consists of actors and the use cases
these actors are associated with
▪use case consists of a textual description of a normal course as well
as some alternative courses
Withdraw Cash
1.System asks the user to enter their card
2.User enters the card
3.System displays options
4.User chooses the option to withdraw money
5.…
3. If the card is invalid:
3.1. System displays an error message
3.2. System returns the card
3.3. System returns to step 1

Beat Signer -Department of Computer Science [email protected] 24October13, 2023
Conceptual Design
▪Transforms requirements into a conceptual model
▪what can people do with a product?
-emerges from functional requirements
▪what concepts are needed to understand how to interact
with the product?
-depends on a variety of issues
•who will be the users and what kind of interface will be used
•terminology and application domain
•…
▪Key guiding principles of conceptual design
▪keep an open mind but never forget the users and their context
▪discuss ideas with other stakeholders as much as possible
▪use low-fidelity prototyping to get rapid feedback
▪iterate, iterate and iterate

Beat Signer -Department of Computer Science [email protected] 25October13, 2023
Personas
▪Descriptions (conceptual
model) of typical users
▪brings user profiles to life
▪consists of a name and often
a photo
▪unique set of goals related to
the product
▪user’s skills, attitudes, tasks
and environment
▪Details help designers to
see personas as real
potential users

Beat Signer -Department of Computer Science [email protected] 26October13, 2023
Brainstorming for Innovation
▪Generate ideas for alternative designs and for
suggesting innovative and better products
▪Factors for requirements brainstorming
▪participants should know the user’s goals to be supported
▪no ideas should be criticised or debated
▪include participants from a wide range of disciplines
▪do not ban silly stuff (can often turn into useful requirements)
▪use catalysts (e.g. earlier ideas) for further inspiration
▪keep records and possibly number the ideas (for reference)
▪user warm-up exercises
-e.g. IDEO’s TechBox idea mentioned in previous lecture

Beat Signer -Department of Computer Science [email protected] 27October13, 2023
Physical Design
▪Considers details of the product including
▪visual appearance including colour and graphics or sounds
▪icon design, button design, menu design, interface layout
▪choice of interaction devices
▪No rigid border between conceptual and physical design
▪iterative process where conceptual design decisions might have
to be revisited during physical design
▪User characteristics have a significant impact on
physical design
▪accessibility
-good design for all products to include accessibility features
▪national culture
-cross-cultural design includes the use of appropriate language(s), colours, ...

Beat Signer -Department of Computer Science [email protected] 28October13, 2023
Using Scenarios in Design
▪Scenarios play different roles in the design process
▪as basis for the overall design
-basis for storyboard creation
-script for prototype evaluation
▪for the technical implementation
▪as a means of cooperation within design teams
▪as a means of cooperation across professions' boundaries
-basis of communication in a multidisciplinary team
▪The most positive and negative consequences of a
particular proposed design might be captured
by plus and minus scenarios

Beat Signer -Department of Computer Science [email protected] 29October13, 2023
Prototyping
▪“It is often said that users can’t tell you what
they want, but when they see something and
get to use it, they soon know what they don’t want.”
▪A prototype is a manifestation of design that allows
stakeholders to interact with it and explore its suitability
▪paper-based storyboard or outline of a screen
▪electronic picture or video simulation of a task
▪3D cardboard mock-up or object printed with a 3D printer
▪piece of software
▪…
▪Prototypes help to choose between design alternatives
▪Building a prototype encourages reflection in design

Beat Signer -Department of Computer Science [email protected] 30October13, 2023
Low-Fidelity Prototyping
▪Low-fidelity prototypes
often do not look very
much like final products
▪different materials
▪Simple, cheap and quick
to modify
▪support exploration of
alternative designs
▪Storyboarding
▪often used in combination
with a scenario
PalmPilotprototype, Jeff Hawkins, 1995

Beat Signer -Department of Computer Science [email protected] 31October13, 2023
Low-Fidelity Prototyping …
▪Sketching
▪hand-drawn sketches containing computer components, icons,
dialogue boxes, …
▪Prototyping with index cards
▪each card represents one screen or one element of a task
▪Wizard of Oz experiment
▪assumes that one has a software-based prototype
▪human operator (wizard) simulates the software’s response
to the user
▪PowerPoint
▪balances the provisionality of paper with the polished appearance
of software prototypes
-characteristics of low and high fidelity

Beat Signer -Department of Computer Science [email protected] 32October13, 2023
Paper-based Wireframes
Martha Eierdanz, https://martha-eierdanz.com/paper-prototyping-in-practice

Beat Signer -Department of Computer Science [email protected] 33October13, 2023
Paper-based Prototyping
Liz Thomas, https://pbs.twimg.com/media/CaznpC_UcAAQGg4?format=jpg

Beat Signer -Department of Computer Science [email protected] 34October13, 2023
High-Fidelity Prototyping
▪Prototypes look much more like final product
▪Growing interest in modifying and integrating existing
components
▪tinkering (hardware)
▪component-based software engineering (software)
▪Advantages
▪look and feel of final product
▪often fully interactive
▪Disadvantages
▪expensive and time-consuming to develop
▪users comment on superficial aspects
▪developers are reluctant to change something

Beat Signer -Department of Computer Science [email protected] 35October13, 2023
Mid-Fidelity Prototyping
Figma

Beat Signer -Department of Computer Science [email protected] 36October13, 2023
Compromises in Prototyping
▪Often the breadth of functionality is
traded against the depth of functionality
▪horizontal prototyping
-provides a wide range of functions but with little detail
▪vertical prototyping
-provides a lot of details for only a few functions
▪Throwaway prototyping
▪final product is built from scratch
▪no testing necessary along the way
▪Evolutionary prototyping
▪prototype evolves into the final product
▪rigorous testing necessary along the way

Beat Signer -Department of Computer Science [email protected] 37October13, 2023
Physical Prototypes
▪Hardware toolkits for
physical prototyping
▪Phidgets hardware building
blocks
▪Arduino open source
electronics platform
▪M5Stack
-ESP32 microcontroller
-stackable modules and various
sensors and actuators
▪…

Beat Signer -Department of Computer Science [email protected] 38October13, 2023
Further Reading
▪Parts ofthislecturearebasedon the
Interaction Design: Beyond
Human-Computer Interaction book
▪chapter8
-Data Gathering
▪chapter11
-DiscoveringRequirements
▪chapter12
-Design, Prototypingand Construction

Beat Signer -Department of Computer Science [email protected] 39October13, 2023
Further Reading …
▪Parts of thislecturearebasedon the
Research Methods in Human-Computer
Interaction book
▪chapter5
-Surveys
▪chapter8
-Interviews and Focus Groups

Beat Signer -Department of Computer Science [email protected] 40October13, 2023
References
▪ Interaction Design: Beyond Human-Computer
Interaction, Yvonne Rogers, Helen Sharp and
Jenny Preece, Wiley (6th edition), April 2023
ISBN-13: 978-1119901099
Research Methods in Human-Computer Interaction,
Jonathan Lazar, Jinjuan Heidi Feng and Harry
Hochheiser, Morgan Kaufmann (2nd edition),
May 2019, ISBN-13: 978-0128053904
Prototyping for Designers: Developing the Best
Digital and Physical Products, Kathryn McElroy,
O'Reilly Media (1st edition), January 2017
ISBN-13: 978-1491954089

Beat Signer -Department of Computer Science [email protected] 41October13, 2023
References …
▪Mastering the Requirements Process: Getting
Requirements Right, S. Robertson and J. Robertson,
Addison-Wesley Professional, 2012
▪Phidgets Inc.
▪https://www.phidgets.com
▪Arduino
▪https://www.arduino.cc
▪M5Stack
▪https://m5stack.com
▪How to Prototype in Figma
▪https://www.youtube.com/watch?v=PSUTO1eZkmA

Beat Signer -Department of Computer Science [email protected] 42October13, 2023
References …
▪Mastering the Requirements Process: Getting
Requirements Right, S. Robertson and J. Robertson,
Addison-Wesley Professional, 2012
▪Phidgets Inc.
▪https://www.phidgets.com
▪Arduino
▪https://www.arduino.cc
▪M5Stack
▪https://m5stack.com
▪How to Prototype in Figma
▪https://www.youtube.com/watch?v=PSUTO1eZkmA

Beat Signer -Department of Computer Science [email protected] 43October13, 2023
References ...
▪MAXQDA
▪https://www.maxqda.com
▪https://softweb.vub.be
▪Qualtrics XM
▪https://www.qualtrics.com
▪https://softweb.vub.be

2 December 2005
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Human Perceptionand Cognition
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