HEC Lausanne > HCI > March 2005 Scenario-Based Design of Interactive Software Université de...

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HEC Lausanne > HCI > March 2005 Scenario-Based Design of Interactive Scenario-Based Design of Interactive Software Software Université de Lausanne Ecole des Hautes Etudes Commerciales (HEC) Introduction REQUIREMENTS ANALYSIS • scenario-based design • requirements analysis • task modeling DESIGN • activity design • information design • interaction design USABILITY EVALUATION • prototyping • usability testing • documentation Science of design Table of content
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HEC Lausanne > HCI > March 2005

Scenario-Based Design of Interactive SoftwareScenario-Based Design of Interactive Software

Université de LausanneEcole des Hautes Etudes Commerciales (HEC)

Introduction

REQUIREMENTSANALYSIS• scenario-based design• requirements analysis• task modeling

DESIGN• activity design• information design• interaction design

USABILITYEVALUATION• prototyping• usability testing• documentation

Science of design

Table of content

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Usability Engineering

• Mary Rosson and John CarrollUsability EngineeringScenario-based development of human-computer interactionMorgan Kaufmann Publishers. 2002

1. Scenario-based usability engineering2. Analyzing requirements3. Activity design4. Information design5. Interaction design6. Prototyping7. Usability evaluation8. User documentation9. Emerging paradigms for user interaction10.Usability engineering in practice

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http://ucs.ist.psu.edu

Usability case study

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Software engineering

Tradeoff 1.1 [Rosson, 2002] p. 8

A software development “waterfall” helps to manage software development projects, BUT can deprive requirements analysts of critical information that becomes available only later in system development or use

[Rosson and Carroll, 2002]

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Interactive software

Human-computer interfaceBEHAVIOUR

Processing rulesFUNCTION

DatabaseDATA

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Requirement engineering (I) - Data

DatabaseDATA

EMPLOYE DOCUMENT1,N 0,1

access

object

relationship

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Requirement engineering (II) - Function

Processing rulesFUNCTION

DatabaseDATA

Check people

Check document

Check security

Record access

Check and record access

action

decompositionencapsulation

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Requirement engineering (III) - Behaviour

Human-computer interfaceBEHAVIOUR

Processing rulesFUNCTION

DatabaseDATA

Check people

Check document

Check security Record accessAccess request

event

trigger

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Requirement engineering (IV) - Intention

Processing rulesFUNCTION

Check people is secure

Record secure access to document

goal decomposition

Check document is available

Check people has right to access document

Human-computer interfaceBEHAVIOUR

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Prototyping and iterative development

Tradeoff 1.2 [Rosson, 2002] p. 8

Prototyping encourgaes iteration in software development, BUT may leads to inefficiency or local optimization of software

[Rosson and Carroll, 2002]

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Usability in software development

• Quality of system with respect to ease of learning, ease of use, and user satisfaction

Human performanceTime, and errors

Collaboration groupDynamics, and

Workplace context

Human cognition,Mental models of plans,

and actions

USABILITY

[Rosson and Carroll, 2002]

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Usability and human-computer interaction

• From quality of finished systems– Usability testing lab

• To a comprehensive process– continual prototyping

– thinking-aloud evaluation

– regular user involvement in requirement analysis and design

• Addressing the social and organization context in which people learn and use computers

Human performanceHuman-computer interaction

Computer-supported cooperative work[Rosson and Carroll, 2002]

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Usability engineering

• Concepts and techniques for planning, achieving, and verifying objectives for system usability

• Measurable usability goals must be defined early in software development, and then assessed repeatedly during development

• Ultimately, software development is driven by economics

• Impact of other constraints (non functional requirements) on usability:– Team membership– Project size– Legacy systems– Portability– Reliability– Maintainability– Software economics

[Rosson and Carroll, 2002]

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Scenario-based usability engineering

• Assumption:the descriptions of people using technology are essential in discussing and analyzing how the technology is reshaping their activities

• SCENARIOA story about people and their activities– ACTOR: Who is the story about?

– GOAL: Why did the story happen?

• Highlights– goals suggested by the appearance and the behaviour of a system

– What people try to do with the system

– What procedure are (not) adopted, carried out (un-)successfully

– What interpretations people make of what happens to them

SCENARIO | ANALYSIS | DESIGN | EVALUATION | DESIGN SCIENCE

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A problem scenario

http://ucs.ist.psu.edu

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A design scenario

http://ucs.ist.psu.edu

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Scenario elements

• Setting– Situational details that motivate or explain goals, actions, and reactions of the

actor(s)

• Actors– Humans interacting with the computer or other setting elements

• Task goals– Effects on the situation that motivate actions carried out by actors

• Plans– Mental activity directed at converting a goal into a behaviour

• Evaluation– Mental activity directed at interpreting features of the situation

• Actions– Observable behaviour

• Events– External actions or reactions produced by the computer or other features

(some of these may be hidden to the actors but important to scenario)[Rosson and Carroll, 2002]

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Scenario and use case

• In software engineering (object-oriented development), such as UML.A use case– Enumerates the complete course of events that take place given some user input

– Specifies all possible interaction between the user and the system

• A scenario can be seen as one instance of a use case– An execution thread for a particular starting state and set of events

• A use case is a complete description of what the system will do• A scenario specifies functionality too, but in the context of use

– Focus on the design rationale and possible side effects of user-system interactions

[Rosson and Carroll, 2002]

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Why scenarios?

• Design and engineering always involve the management of tradeoffs– Difficult to conciliate both goals: Performance Vs. satisfaction

[Rosson and Carroll, 2002]

Analyze use butlet it evolveMake decisions but

keep options open

Balance actionwith reflection

Be innovative but only if adding value

Be precise but include everyone on the team

Scenario-based design

1.3

1.4

1.5

1.6

1.7

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Make decisions but keep options open

• Scenarios are concrete descriptions but are also flexible

• Sharing and developing scenarios helps to control the uncertainties of design work, while sharpening and strengthening design goals

Tradeoff 1.3 [Rosson, 2002] p. 21

Designers are motivated to make progress quickly, BUT premature decisions and commitment can lead to poor solutions

[Rosson and Carroll, 2002]

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Analyze use but let it evolve

• Scenarios describe use in detail, but as a tentative, working representation

• Co-evolution– People’s activities

– technology

Tradeoff 1.4 [Rosson, 2002] p. 22

Analyzing users’ current tasks is essential in designing useful and usable systems BUT new designs change what people can do and how the choose to do it

[Rosson and Carroll, 2002]

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Be innovative but only if adding value

• Scenarios focus on the usability consequences of specific design proposals

• Balance– Needs (user-pull)

– Innovation (technology push)

Tradeoff 1.5 [Rosson, 2002] p. 22

The rapidly evolving software market demands innovation and new features, BUT some functionality may actually undermines usability

[Rosson and Carroll, 2002]

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Be precise but include everyone on the team

• Scenarios describe the problem situation using natural language understood by all stakeholders

• Participatory design– Collaboration between developers and the users

Tradeoff 1.6 [Rosson, 2002] p. 23

Technical design representations can increase the precision of communication, BUT may exclude participations by untrained team members

[Rosson and Carroll, 2002]

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Balance action with reflection

• Scenario offer a vivid description of use that provokes questions and “what if” discussions

• Evocative nature of scenarios– Concrete story of user interaction

– Stimulates the imagination

– Encourages what if reasoning about alternatives

Tradeoff 1.7 [Rosson, 2002] p. 24

Software development provides concrete rewarding evidence of progress, BUT can direct attention away from reflection and analysis

[Rosson and Carroll, 2002]

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Scenario-based Development Framework

[Rosson and Carroll, 2002] http://ucs.ist.psu.edu

PROTOTYPINGPROTOTYPING

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Scenario-based design

[Rosson and Carroll, 2002]

Problem scenariosAnalysis of

stakeholders,field studies

AnalyzeClaims about

currentpractice

Usability specificationsSummativeevaluation

Formativeevaluation

Prototype and Evaluate

Metaphors,informationtechnologyHCI theoryguidelines

Iterativeanalysis ofUsability

claims andredesign

ActivityScenarios

Information scenarios

Interaction scenarios

Design

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[Rosson and Carroll, 2002] http://ucs.ist.psu.edu

REQUIREMENTS ANALYSIS

• Planning: Scope of the problem• Methods by which to study

– Interviews with stakeholders– Field studies– brainstorming

• Input are gathered and …• … analyzed

– Stakeholder analysis– Task analysis– Participatory analysis

• To formulate scenarios– Raise questions– Evoke reflection and discussion– Facilitate communication

• That convey important characteristics of the users– the typical and critical tasks they engage in, the tools they use, and their organizational

context (Synthesis).– Stimulated by claims

• Statements about the positive and negative impact effects in terms of usability impacts of a design on the user within a particular context of use (a scenario)

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[Rosson and Carroll, 2002] http://ucs.ist.psu.edu

DESIGN

• the project is movedfrom problem understandingto envisioned solutions

• Explore– HCI concepts, metaphors, technology

• Envisionment– prototypes, scenarios …

• Rationale– design claims and evaluation results

• From problem-scenariosto design-scenarios

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[Rosson and Carroll, 2002] http://ucs.ist.psu.edu

Activity design

• Scenarios-narratives of typical services • that people will seek from the systems

– Focus on functionality

• Exploration of conceptual metaphors– Refraining from specifying details about

– what the system will look like

– Or how users will manipulate it

• Reasoning from problem claims• Participatory design

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[Rosson and Carroll, 2002] http://ucs.ist.psu.edu

Information design

• Information scenarios• Details about information

– provided to the users by the systems

• Exploration of presentation metaphors• Reasoning from activity claims• Screen and icon design

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[Rosson and Carroll, 2002] http://ucs.ist.psu.edu

Interaction design

• Interaction scenarios• Details of user action and feedback

– Users & tasks

– Information needed to carry out tasks

– Actions the users take to interact with the task information

– Response the system provides to user’s actions

• Exploration of presentation metaphors• Reasoning from activity and information claims• storyboards

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Documentation

[Rosson and Carroll, 2002] http://ucs.ist.psu.edu

Activity design

Information design

Interaction design

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PROTOTYPING

• Design ideas have to be evaluated in a continuing fashion

• A prototype implements or demonstrates one or more pieces of the solution proposed in the scenario

• Forms– Key screens

– Sketch

– Paper or software mock-up

– Computer animation

– Scenario machine

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[Rosson and Carroll, 2002] http://ucs.ist.psu.edu

USABILITY EVALUATION

• Formative evaluation– Carried out to guide re-design and

aimed at improving a design prototype

– What is working poorly?

– Why?

– What changes might fix the problem?

• Summative evaluation– Serves as a overall system verification function

– Have we actually built the systemthat was envisioned and specified?

– Did we meet or exceed the usability goalsquantified in the usability specifications?

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Usability Return on Investment?

http://www.usabilityfirst.com/roi/index.txl

• Improving the usability of a website can increase sales, reduce customer service calls, and increase customer satisfaction and loyalty.

• For internally used software and websites, like intranets and timesheets systems, improving usability can increase productivity by reducing the time to complete a task, reducing the error rate, and increasing satisfaction.

• Most of these improvements can be quantified by measuring saved time, gained revenues, and increased productivity.

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Claims Analysis ‘in the wild’: A case study on Digital Claims Analysis ‘in the wild’: A case study on Digital LibrariesLibraries

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Motivation

• Goals– Bring user concerns into the design process for digital libraries

– Approach: apply Scenario-Based Design and Claim Analysis and evaluate its use

– Experiment on working with SBD and CA with DL developers

– Create a library of scenarios and claims that could be re-used by DL developers

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Claim Analysis: an overview

• Claims– Statements about the positive and negative impact effects of a design on the user

within a particular context of use (a scenario)

– Task-artifact cycle• Existing user tasks may be used to define requirements on new artifacts to support those

tasks, but those new artifacts create new interaction possibilities that change users’ tasks

– Typical and critical/problem scenarios• Tasks people perform frequently• And those that are most likely to cause problems

– Scenario-based design vs. task-based design• scenarios effectively provide examples of how the system is intended to be used,• whereas tasks prescribe the what and how of implementation

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Methodology

• Study located in the real world of system development• Exploratory and developmental

– Rather than a more traditional, investigative science research paradigm

• Qualitative Data Collection and Analysis– Based on interviews and observations

• Applied in three case studies– DL for a telecommunications company (BT)

– Greenstone

– DL for a Musem of Domestic Architecture

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Discussion and Conclusions

• Goals could not be totally met.• Reasons

– Cultural gulf between development team and CA team• Function- and solution orientation vs. scenario- and user-focused orientation

– DL development is even more ill-structured than most other software development• Typically involving interoperating components developed by distributed teams who may

have no direct contact with each other

– Many novel functions with novel desgins that created new interaction possibilities • So tehre was neither relevant theory nor empirical data on which to base claims

• Although the use of personas , scenarios, and claims helped deliver important design insights, and to bridge the gulf between the conflicting perspectives– Using claims as a communication tool proved to be more effective than just writing

them down– The process of discussing scenarios and who the users are and what they are

trying to do generated the most productive dialogue between the developers and human factors specialists

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