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1CS480: Graphical User Interfaces. Dario Salvucci, Drexel University. Lecture 5: Scenarios
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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?
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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!
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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”
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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
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 Requirements and Framework Phase Research users & the domain Modeling users & use contexts Requirements user, business, & technical needs Framework structure & flow Refinement of 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?
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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 statements 2) Brainstorming 3) Identifying Persona expectations 4) Constructing the context scenario 5) Identifying Needs Requirements user, business, & technical needs Framework structure & flow
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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.
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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
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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?
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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.
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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.
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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.
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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 methods 2) Defining views 3) Defining Functional and Data elements 4) Determining Functional groups and heirarchy 5) Sketching the interaction framework 6) Constructing key path scenarios Requirements user, business, & technical needs Framework structure & flow
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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?
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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.
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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
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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
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 Sketching the Interaction Framework
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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.
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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.
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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
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 “Electronic paper” sketching Quickly sketch this...
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 “Electronic paper” sketching Add behavior…
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 “Electronic paper” sketching Transform it to this…
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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
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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
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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
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 SILK: Component recognition Infer / recognize components based on stroke-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...
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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?
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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
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 DENIM: Creating pages
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 DENIM: Site map view Zoom Slider
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 DENIM: Storyboard view
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 DENIM: Sketch view
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CS338: Graphical User Interfaces. Michael Czajkowski, Drexel University.1 DENIM: Run mode
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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
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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)
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