epfl - pxs, week 5/6 - from requirements to design
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EPFL, spring 2011 – week 5!from requirements to design
requirements definition ➝ creating problem and vision statements ➝ brainstorming ➝ identifying persona expectations
➝ attitudes, aspirations, social, cultural, environmental factors ➝ general expectations and desires ➝ behaviour desired from the product ➝ how does the persona think about basic elements of data"
(e.g. email: message and people)
➝ constructing context scenarios ➝ identifying requirements"
object, action, context"data and functional requirements"business, brand, experience, technical, customer and partner (3rd party)
exercise ➝ for your design idea define requirements"
object, action, context
➝ 5min alone ➝ 5min in pairs with feedback
defining the interaction framework how is the product structured and how does it behave to meet user goals
➝ define form factor, posture and input methods ➝ define data and functional elements ➝ determine functional groups and hierarchy ➝ sketch the interaction framework ➝ construct key path scenario ➝ check designs with validation scenarios
step 1: !factor, posture and input methods ➝ form factor"
smart phone, PC, kiosk system ➝ posture"
how much attention will user devote to interacting with product – how does the product behave in response (should be based on usage contexts and environments)
➝ input"more on that in mobile i/o lecture, touch screen, numerical keypad, voice etc.
step 1:!exercise ➝ define form factor, posture and input methods for your design idea
➝ 5min alone ➝ 5min in pairs
step 2:!functional and data elements ➝ data elements
➝ e.g. pictures e-mails, SMS etc. and their important attributes clear from scenario
➝ their relationships (grouped, sub-structure) ➝ functional elements (operations on them)"
e.g. for Vivien scenario (see moodle) needs to reach contacts by"voice activation, assignable quick-dial buttons, select contact from list, select contact from header of email, memo, appointment, auto-assignment of a call button in proper context (upcoming appointment)
➝ check with context scenario what solution would: ➝ accomplish user goals most efficiently, ➝ best fit design principles, ➝ fit technology and cost parameters, ➝ other requirements?
➝ pretend the product is human ➝ apply principles and patterns
step 2:!exercise ➝ define data and functional elements for your design idea - at least
three tasks should be supported
➝ 5min alone ➝ 5min discuss in pairs
step 3: !functional groups and hierarchies ➝ what needs a lot of screen estate? ➝ which elements contain others? ➝ how to arrange containers to optimize flow? ➝ which elements are used together, which aren’t? ➝ in what sequence will they be used? ➝ what interaction principles and patterns apply? ➝ how does the personas’ mental model affect organization?
step 4:!sketch the interaction framework ➝ time for rectangles – on whiteboards (plus camera) ➝ one or two people together – one thinks in terms of the narrative of
the design ➝ boxes represent functional group and/or container ➝ what is the central screen – how can you get there from within and
without?
steps for interaction design
➝ design the UI structure of the application ➝ document it as a navigation map of the application’s views
Navigation map of an imaginary Contacts application.
Task flow should utilize the views/services of other applications, when available. Design it accordingly.
Note: Ideally this is already a part of the application’s UI concept.
exercise
➝ sketch with a pen and paper the following interaction as a navigation tree: carry out the task that resembles most your design idea on your mobile phone (enter an event into the calendar, receive SMS)
➝ what kind of alternative interactions (e.g. short-cuts) are provided? ➝ compare the interaction of your device to your colleague’s devices
• 5-10min (alone) • 5-10min (all/discussion)
wireframe examples ➝ hand drawn sketches
➝ Quick and fast reviews ➝ Encourage experimentation and honest critique
➝ annotated wireframes ➝ describe the functional elements ➝ elements are explained ➝ annotations enables the wireframe to be
understood
➝ high fidelity wireframes ➝ includes images, colors, fonts well thought
value at later stages
Use both illustrations and texts to communicate the interaction design.
General description
ID
Purpose
Access from
Contents
Menu
Functionality
Exceptions
Take me home12:45 3G
Take me home
HomeÅkerlundinkatu 11, TampereHereHäämentie 19, Oulu
Traveling schedule12:45 3G
Take bus 12, direction LentoasemaIn 3 minutesGet off at “Rautatieasema, Oulu”In 12 minutesWalk to “Rautatieasema, Oulu”In 15 minutesTake train IC226, direction HelsinkiIn 34 minutesGet off at “Rautatieasema, Tampere”In 5 hours, 33 minutes
Take me home12:45 3G
Take me home
HomeÅkerlundinkatu, Tampere
Home
Done
Take me home12:45 3G
Take me home
HomeÅkerlundinkatu, Tampere
Here
Refresh via GPS
Åkerlundinkatu 1133100 Tampere
Hämeentie 1998100 Oulu
Done
Take me home12:45 3G
Take me home
HomeÅkerlundinkatu 11, TampereHereHäämentie 19, Oulu
Cancel
Safe
Safe
Cancel
Take me home12:45 3G
Take me home
HomeÅkerlundinkatu 11, TampereHereHäämentie 19, Oulu
Automatic
wireframe examples
➝ a wireframe “map” showing an overview of all the screens and the interactions between them
Descriptions of interaction between the screens
Sketches of the screens
Wireframes wireframe examples
step 5:!key path scenarios ➝ depict primary pathways (that persona takes with greatest frequency,
often) ➝ focus on task level ➝ must describe in detail each major interaction with the system ➝ storyboarding + key path scenario narrative – e.g. in powerpoint, pdf
to feel the flow
step 6:!check designs with validation scenarios
➝ key path variants"less travelled, common exceptions, secondary persona needs
➝ necessary use scenarios"necessary but infrequent
➝ edge cases"atypical cases that must be handled
writing the design documents
➝ agree about the tools ➝ “Standard” MS Office
products: Visio, Word, PowerPoint
➝ other professional tools ➝ shareware tools
➝ agree about the level of design details and used file formats
➝ concepts (ppt) ➝ light UI (Visio) ➝ complete UI specification
(Word with Visio images)
visual design framework ➝ in our case: stick to the visual style and language on the target device ➝ colour coding ➝ legibility ➝ branding ➝ look and feel ➝ apply to screen archetype
refine design
design validation and usability testing
some mobile UI guidelines Guidelines! Links !
Forum Nokia (Nokia Series 40, Nokia Series 60 )
http://www.forum.nokia.com/Tools_Docs_and_Code/Documentation/Usability/UI_Style_and_Visual_Guidelines.xhtml
UIQ (Sony Ericsson, Motorola) http://developer.uiq.com/
Windows Mobile http://developer.windowsmobile.com/
Android http://developer.android.com/index.html
iPhone http://developer.apple.com/iphone/
dotMobi Mobile Web Developers Guide
http://mobiforge.com/designing/blog/web-developers-guide-released
UI design patterns
➝ example sources of general UI design patterns ➝ http://www.usability.gov/pdfs/guidelines.html ‘Research Based
Guidelines’ ➝ http://www.welie.com ‘Patterns in Interaction Design’ ➝ http://designinginterfaces.com/ ‘Patterns by Jenifer Tidwell’ ➝ http://ui-patterns.com ‘Patterns by Anders Toxboe’ ➝ http://patterntap.com ‘Pattern Tap’
➝ http://quince.infragistics.com/ ‘UX Patterns Explorer’ ➝ http://www.androidpatterns.com/