GatheringReqs TaskCenteredDesign-01
GatheringReqs TaskCenteredDesign-01
Fall 2022
https://www.youtube.com/watch?v=HUP6Z5voiS8
Recap from Last Lecture
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This Week
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Project Part 1
• Overview
• To redesign the interface for the dining feature of the SFU Snap app that allows
its users to find information about dining on SFU campuses
• Part 1 (due on 14 Oct, 11:59p, done individually)
• Heuristic Evaluation on the dining feature in the SFU Snap app
• Context & User identification, Design requirements gathering (we’ll be covering these this week)
• Can base your requirements on usability problems or good usability examples (see description doc)
• Come up with something non-trivial (e.g., not “SFU login required”, “notification shown immediately”)
• Sketch per functional requirement, then create LFPs
• Make sure you have scheduled enough time!
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Designing a Traffic Button
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DESCRIBE A
TREE SWING
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Involving Users in Ever y Step
Understand/
• Understand/specify context of use specify
context of
• Interview users & examine tasks use
• Specify requirements
• Verify & prioritize with users Evaluate Specify
designs requirements
• Create design solutions
• Design with users (co-design)
• Evaluate designs Create
design
• Invite users to assess solutions 9
Identifying Contexts & Users
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Contexts & Users
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Why Are Contexts Important?
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Why Are Demographics Important?
• Demographics describe the type of the users, provide insights into their
approach and attitude towards an interface
• Characteristics: education background, capability, attitude towards computers, …etc.
• Leads to complexity and accessibility of interface (e.g., use of words, colour,
modalities, UI layout)
• System use: novice/expert/casual/frequent
• Novice users need step-by-step prompts, more constraints, and clear information;
expert needs less, and likely to appreciate advanced control and shortcuts
• Casual users need more reminders, recognition over recall
• Frequent users benefit from shortcuts, automation
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Why Are Hopes & Fears Important?
• Hopes & Fears describe the mental/emotional state the user is in, thus affecting
their judgements
• High stress level requires more fail-safe mechanisms, even a “calmer-looking” interface
• Fear of making mistakes benefit from an assuring interface with lots of feedback and
error handling
• Uneasiness towards computers requires more reassurance, even a “non-computer”
look and feel
• Relaxed moods are more open to suggestions
• …etc.
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Where & What of Users
• Ideally through direct contact (e.g., same company, company being consulted)
• If not accessible, through an intermediary (e.g., representative, guardian, care-giver)
• If neither works, research and define expected users and tasks (make sure you verify with clients and update if needed)
• Broad coverage of possible users
• Typical “expected” users (e.g., regular student for Canvas)
• Occasional but important users (e.g., exchange student/evaluator for Canvas)
• The “unusual/extreme” users (e.g., students who overload their course work, who need special accommodations)
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How to Describe A Context?
• Typically through a scenario in describing the activities in a story that allows exploration and discussion of
contexts, needs, and requirements (ID-Book p408). Can be used to:
• Explain user’s goals in a natural way for readers to relate easily
• Provide a fuller picture of the activities, including historical events (that impacts decisions)
• Talk about frustrations, thus lead to potential solutions
• Describe an imaginary situation for future designs (futurist scenarios)
Every university student needs to send emails at some point in their student life, to their peers, advisors,
instructors, …etc. There are different reasons to send an email, for example, to schedule a meeting, to send in
a form, and to ask questions. There are etiquettes they should adhere to. They often draft and attach other
content before they send the email. They typically want to do it fast and hope the recipients will get the email
and respond in a timely manner.They do it anytime of the day with their phone, tablets, and computers.
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How to Describe a User?
• Typically through a persona in describing a typical user of the design (ID-Book p403) that are:
• Realistic but not idealized, typically a synthesized version of a number of real users
• Characterized by a unique set of goals relating to the design
• Enriched by details such as behaviour, attitudes, activities, and environment
Ron Smith is a 20-year-old third year university Hermione Doe is a 18-year-old university
student in Computer Science major. He enjoys student in Chemical Engineering major. She is
sports and video games. He wants a balanced an achiever and is very serious about her
study & play life, and be social. To connect with studies and wants to spend most of her time
others he typically call them up or hang out doing school work. Socializing is good but not
with them. her first priority. She uses emails and texts
heavily for communications.
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Tips on Creating Good Personas
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Relationship between Scenario & Personas
• A scenario describes one use of a product (or design) or one example of achieving a goal, while a persona
characterizes a typical user of the product (or design) (ID-Book p414)
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Source: http://www.smashingmagazine.com/2014/08/06/a-closer-look-at-personas-part-1/
Using Context & Users to Generate Requirements
Context describes constraints, and implications Users provide insights into their approach, and
for the design to address/adhere to attitude towards an interface
(e.g., emails for school purposes) (e.g., tech-savvy students want to email profs/peers fast)
Design Requirements
(e.g., suggest suitable words)
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Break & Activity
• 10 min break – in the mean time, imagine you are designing a mobile interface for a language learning app
• There are 2 groups of users: (1) children, (2) adults
• Come up with a context for each group, then a persona for each group
• 10 min when back – design the interface based on what you come up
• What would you show first? What kind of instructions will you provide? In what form?
• Share your design sketch with your classmates, explain
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Task-Centered Design
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Tasks
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Where Can We Learn about Tasks?
• Similar to understanding users, but focus on how they carry out their tasks
• Ideally through direct contact (e.g., same company, company being consulted)
• If not accessible, through an intermediary (e.g., representative, guardian, care-giver)
• If neither works, research and define expected tasks (make sure you verify with clients and update if needed)
• Observe how users do their tasks, ask them what work and not work for them
• Can also consult other stakeholders (e.g., supervisors, sponsors), ask them what they envision
• …more in the next lecture
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Hierarchical Task Analysis
• Focuses on physical & observable actions, including those that are not directly related to
software or interaction device
• For example, “write message” doesn’t specify which software to use or what kind of input
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Describing A Task – Example
Start
• Overall task: Send an email
• User: Student
Specify recipient
• Pre-requisite: Student already logged in the email client, internet connection stable
• Sub-task 1 – Specify recipient Write message
• Sub-task 2 – Write subject
• Sub-task 3 – Write message Add attachments
• Sub-task 4 – Add attachments
• Sub-task 5 – Send content Send contents
• Consequence: Email being sent to recipient, a copy automatically added to “sent” folder
End
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Describing A Task – Example (cont’d)
• Because of the way sub-tasks are listed, we can have variations of the overall task
• Example 1 (typical): 1-2-3-4-5
• Example 2 (no-attachment): 1-2-3-5
• Example 3 (multiple-attachments): 1-2-3-4-4-4-5
• Example 4 (missing recipient, error): 2-3-4-5
• …etc.
• A good task description should describe a complete activity
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Tasks Collection
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Exercise
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Post-Lecture Activity
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