Slide 1 Process, Requirements and Prototyping (Chapters 6-8 of Interaction Design text) CSSE 371 Software Requirements and Specification Don Bagert, Rose-Hulman.

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Presentation transcript:

Slide 1 Process, Requirements and Prototyping (Chapters 6-8 of Interaction Design text) CSSE 371 Software Requirements and Specification Don Bagert, Rose-Hulman Institute of Technology October 25, 2005 Thanks to Steve Chenoweth for some of the slides included.

Slide 2 Outline The Process of Interaction Design Identifying needs and establishing requirements Design, Prototyping and Construction

Slide 3 The Process of Interaction Design

Slide 4 Interaction Design Models The book has some great extensions on “software development models” for ID At the heart of it is this core fact: –Interactions and interfaces are designed by interacting with users about interfaces So, –It’s inherently cyclical – the first try is never good enough –Never count on getting it right without them

Slide 5 Cycling because: Imagined ≠ Real Operating Environment What we planned for – neat use of the system What we got – use amid a distracting clutter of people and papers

Slide 6 Cycling because: Their success at using it ≠ our guess Looks simple, but not necessarily so… Left – Ethernet, Above – Porsche

Slide 7 Cycling because: We tend to discuss problems later You know all those truck and SUV ads where the thing bounces along successfully over big rocks and through muddy ruts? So, why do we do that?

Slide 8 Lifecycle Models for Human-Computer Interaction (HCI) Star Lifecycle Model Usability Engineering Lifecycle

Slide 9 Identifying Needs and Establishing Requirements

Slide 10 Overview This is mainly a review of requirements gathering techniques that we learned from the other text However, the discussion of data-gathering techniques for user interfaces is interesting

Slide 11 Some Data-Gathering Techniques Questionnaires Interviews Focus groups and workshops

Slide 12 Design, Prototyping and Construction

Slide 13 Overview Prototyping of a user interface means giving the user the “look and feel” of the software Mostly not functional (or else it would be a complete prototype, but things like different menu levels are certainly helpful) Storyboards (from the requirements text) are a good starting point

Slide 14 Fidelity Low-fidelity – “paper prototype” High-fidelity – electronic prototype that looks like the real thing