Académique Documents
Professionnel Documents
Culture Documents
Level 1:
following (shu)
Learn “a technique that works”
(Success = following the technique)
Level 2:breakingaway( ha )
Learn limits of the technique
Learn to shift between techniques
Level 3:fluent ( ri )
Shift techniques at any moment
Possibly unable to describe the shifts
©
Alistair Cockburn
2005-6
We’ll be using a process miniature to explore and practice
product design techniques
You’ll get just enough time to feel what the technique is like to practice –
but not enough to practice it well
13:30 – 15:00
Exploring Use
Elements of Use: User, Goal, Context
Use Cases, Task Models, User Scenarios
Surface
Skeleton
Structure
Scope
Strategy
Surface
Skeleton
Structure
Scope
Strategy
Surface
task panes
Skeleton
Scope
modal wizards
Strategy
business goals:
Surface • displace competitive products
• motivate sale of other
integrated products
• establish file format as default
Skeleton information sharing format
• …
user constituencies:
Structure • accountant
• business planner
• housewife
Scope • …
usage contexts:
• office desktop
Strategy • laptop on airplane
• pda in car
• …
goals:
Surface • live comfortably
• eat well
• stay clean
• be healthy
Skeleton • keep up with Jones’s
• …
user constituencies:
Structure • me
• spouse
• child
Scope • …
usage contexts:
• suburban neighborhood
Strategy • near good schools
• near shopping
• …
Strategy
Surface
Skeleton
Structure
Scope
Strategy
Surface
Skeleton
Structure
Scope
Strategy
Surface
Skeleton
Structure
Scope
Strategy
Surface
Software Product
Features
Tools
Skeleton
Structure
one or more users engaged
Tasks in many tasks in support of a
Scope common high level goal is
often referred to as
workpractice
Strategy
Goals
Surface
Skeleton Tools
• Navigation Map
• Page Wireframes
• UI Design Guidelines
Structure
Scope Tasks
• User Tasks & Activities, or Use Cases
• Technology Independent
Strategy Goals
• Business Goals • Architectural Goals Based
• User Model with On Context of Use
User Goals
Structure
Scope
Strategy
pages 35-36
Elements of Use:
A Type of User
Actor
User Role
User Profile
User Persona
User Goal
If I as a user accomplish this goal, I’ll consider myself successful.
Look for goals that motivate the use of software
Context of Use
Where and when will I be when I’m trying to accomplish this goal?
What other activities might I be engaged in when I attempt this goal?
Activities are used to describe a broader goal, one that might use many
tasks, any may or may not ever be completed.
task activity
From Wikipedia:
“A user story is a software system requirement formulated as one or two sentences in the everyday
language of the user.”
As aharried shopper
I want tolocate a specific CD in the store
so that I canpurchase it quickly, leave, and
continue with my day.
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 25
User stories may describe user tasks
or the tool that supports them
More tool-centric:
Software Product As aharried shopper
I want toenter a CD title
User Story
Tools into the search
box and initiate
a search
More task-centric:
Tasks As aharried shopper
I want tolocate a specific
CD in the store
Goals
Avoid describing what the user specifically does by focusing on the user’s intention
Step one
System response
Step two
System response
As a team, using supplies on the table, write an essential use case for:
User: Casual Browser
Task: Find most current release for a particular artist
As a casual browser
I want to find the most current release for a particular artist
so that I can get more information to make a buying decision.
(10 minutes)
reps who are busy talking to 9. Time passes as more reps bring in their sheets and Steve
completes entering them in between conversations.
people trying to convince them
10. After all the sheets are done, Steve looks at a summary screen
to apply for a credit card. for the day. It looks like he’s close to his goal. If the next shift
continues at this rate he’ll beat the plan by 5% or so. That’s
good.
Field Manager’s Scenario
11. Steve validates that the base pay is correct at $5 per app, and
The shift has just ended and his reps are coming up with their totals. They that he’s set an individual bonus giving reps $50 each if they
have printed sheets with totals written on them. Steve quickly looks reach 20 apps. Next to each rep he sees the calculated pay,
them over and signs them off. His assistant manager brings him other base, bonus, and total pay for the day.
sheets with totals he’s signed off. 12. The annual sale at Macy’s has brought a lot of people in today.
In between visits by reps, Steve opens his Field Manager Workbench on his Steve chooses a “sale increases mall foot traffic” code to add to
his shift data sheet. Frank, his boss, has pestered him to make
laptop. After logging in he sees today’s date and the planned number of
sure he includes this type of information in his daily summaries.
applications his reps should be gathering – 180 for today.
He also sees yesterday’s numbers, and last week’s numbers, and the last
30 days in graph that shows applications relative to approval rate. Last
week’s numbers were bad, and it’s the last week of the month, so Steve
knows he’s got to do well today.
Steve clicks “enter rep performance data.” He shuffles his reps
performance sheets and grabs the first one.
For each system responsibility, what sort of tool will the system
need to offer to meet that responsibility to the user?
Actionable Container: contains and presents information and allows the information to be acted on through selection or manipulation.
(10 minutes)
Selectable List
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 34
Interaction Contexts Gather
Tools to Support Tasks
An Interaction Context is an abstract “place” in your software that supports a number of tasks.
When the goal of a user changes, it’s grounds for an interaction context change.
(10 minutes)
Jeff Patton
jpatton@acm.org
www.AgileProductDesig
Section 2: Designing &
Validating For Use
15:30 – 17:00
Team approach
Someone direct traffic
Various people build components
Someone assemble the user interface from the components
Someone continuously review what’s being assembled against your use
case – will it work?
Suggestions:
One or more people build components
One or more assemble the prototype using the components
Someone use the task cases to validate the UI supports these user stories
(15 minutes)
Facilitator introduces tasks to perform and goals, then invites test participants to
“think out loud” and begin.
Observers record data – use post-it notes to make downstream analysis move
faster.
When the test is complete observers may ask test participants questions.
Consolidate data.
How many issues did you detect? Consider issues as items you’d change.
(10 minutes)
Facilitator introduces tasks to perform and goals, then invites test participants to
“think out loud” and begin.
Observers record data – use post-it notes to make downstream analysis move
faster.
When the test is complete observers may ask test participants questions.
Consolidate data.
How many issues did you detect? Consider issues as items you’d change.
Paper Prototype usability testing helps identify usability issues before the
software is built.
Visual design adds look and feel that may affect usability.
Don’t assume those skilled at visual design are also skilled at usability.
utility
(does the software offer functionality to
support my goals?)
C
Contrast
R
Repetition
A
Alignment
P
Proximity
Nothing should be placed on the screen arbitrarily. Every item should have
a connection with something else on the screen – after all if it’s on the same
screen it’s associated.
Use contrast to focus the users attention, to guide him/her through the
application.
Contrast, or don’t. If two items are not exactly the same, make them
different – really different. Subtle difference isn’t contrast, it’s perceived by
users as tension in the screen and often looks like a mistake.
Interaction Design
refers to the specific choices of user interactions we make to allow
users to meet their goals in the software. Interaction Designers
are generally User Centered Designers.
Visual Design
refers to the design of the visual appearance of software,
advertising, or other commercial products. Visual Design focuses
a bit more on esthetics. Visual Designers are often NOT User
Centered Designers.
Usability Engineering
refers to the practice of usability. Usability Engineers often have much
in common with testers. While they may design the user interface,
often their emphasis is on evaluating the user interface and making
recommendations for improvement. Usability Engineers are generally
User Centered, but they may not be Designers.
Information Architecture
refers to the structuring of information so that it best supports the
consumption by its target users. An IA professional is often
considered a counterpart to an Interaction Designer where Interaction
Designers focus on how people use computers to accomplish work,
and Information Architects focus on how people leverage information
to support goals.
HCI or CHI
Human-Computer, or Computer-Human interaction refers to the study
of how humans and computers interact. An HCI professional may be
a researcher, a designer, a psychologist, or anyone who might focus
on human-computer interaction as part of their work or study.
User Experience
refers to the overall experience a user has with a product. This
experience doesn’t stop at the use of the product but starts
with the advertising and presenting of the brand through the
purchase to the use and the day-to-day feeling the user carries
with them about the product.
Match between system and real world (user language and real world conventions)
Watch your language
Error prevention
Recognition rather than recall (reduce remembering with visible options, actions,
and instructions)
Flexibility and efficiency of use (customization and support for advanced users)
Aesthetic and minimalist design (reduce irrelevant or rarely needed information)
Help in recognizing, diagnosing, and recovering from errors
Good help and documentation