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Midterm Lecture 3 REQS GATHERING STORYBOARD

The document discusses various phases of the user-centered design (UCD) process, including requirements gathering, storyboarding, and prototyping. It describes requirements gathering as defining what the system should do without specifying how. Storyboarding involves creating rough sketches of the system interface. Prototyping turns ideas into physical forms that can be tested by users. The document outlines different types of prototyping like throw-away, evolutionary, low-fidelity, and high-fidelity prototypes. It also discusses advantages and risks of prototyping in the development process.

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0% found this document useful (0 votes)
343 views29 pages

Midterm Lecture 3 REQS GATHERING STORYBOARD

The document discusses various phases of the user-centered design (UCD) process, including requirements gathering, storyboarding, and prototyping. It describes requirements gathering as defining what the system should do without specifying how. Storyboarding involves creating rough sketches of the system interface. Prototyping turns ideas into physical forms that can be tested by users. The document outlines different types of prototyping like throw-away, evolutionary, low-fidelity, and high-fidelity prototypes. It also discusses advantages and risks of prototyping in the development process.

Uploaded by

derek pelegrino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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MIDTERM

REQUIREMENTS GATHERING,
STORYBOARDING
AND
PROTOTYPING
By the end of the lecture you should
be able to…

Practically apply three phases of the


UCD process:
 Requirements gathering
 Design and storyboarding
 Prototype implementation
Waterfall model of lifecycle (revised)
Requirements
specification

Architectural
design

Defined
design

Coding

Integration &
deployment

Integration &
deployment
Stages of the Waterfall model
(revised)

 Requirements specification
Functional requirements
Data requirements (Inputs and outputs)
Environmental requirements (context)
User requirements
Usability requirements

 Architectural design
Focus on how requirements can be achieved
E.g. OO, UML, ERD
Stages of the Waterfall model
(revised)

Detailed design, coding and unit testing


 E.g. specification of classes, objects, methods and
properties
 Produce software
 Integration and testing
Integrate individual components
Put into operation

 Maintenance
Usage may identify further errors
REQUIREMENTS GATHERING

Describing what the proposed system


should do
 Not how it should do it, or what it should look like
In UCSD: requirements cannot be used

as contractual basis
 Not possible to accurately specify requirements
at the start of a project
 May be iteratively refined as
design/development progresses
 Clients might not ask for a feature because
they did not know initially that it is possible
REQUIREMENTS GATHERING

 Output: The requirements statement


 Functional requirements: What system
needs to do to be useful
 Usability requirements: What the system
needs to do to be usable
 For each requirement
What it is?
Where it comes from? (Justification)
Metric to measure system performance with
respect to it (if possible)
Metrics

A ‘metric’ is a way of measuring


things
 Metrics can be direct or indirect
Ifyou weigh something, then you are directly
measuring its weight
Measuring the volume and density and then
calculating the mass is an indirect metric
Metrics

 Most HCI metrics are indirect


 Quantitative
Time & response time
Key presses
Number of errors
 Qualitative
User satisfaction
User enjoyment
Types of requirements

Functional requirements
Usability requirements

Data requirements
Environmental requirements

User requirements
FUNCTIONAL AND USABILITY
requirements

Difference between useful and usable:



 Useful: can do the task
 Usable: easy to do the task
Functional requirements:

 What makes the system useful
 Typically quantitative
 They are there or not there
 E.g. “The system should allow the user to enter
credit cards details and debit the user’s account
accordingly”
 It is clear whether or not the system does or does not do
this
FUNCTIONAL AND USABILITY
requirements

 Usability requirements:
 What makes the system usable
 More qualitative
 Might not be clear how to measure whether
a system fulfills a usability requirement or
not
USER, DATA and ENVIRONMENT
requirements

 User requirements
 Who the users are?
 What capabilities do they have?
 Environment requirements
 Where will the system be used?
 Under what circumstances?
 Data requirements
 What data the system needs to input and
output?
STORYBOARDS

Important that design must relate to


requirements
Storyboards: Rough sketches of what the

system will look like


 Good for predominant graphical interfaces and web sites
Cheap to produce, easy to change
Maybe also need a ‘map’ showing how the

‘narrative’ of the storyboard runs


Storyboard = example of paper
prototyping
STORYBOARDS examples
STORYBOARDS examples
STORYBOARDS examples
STORYBOARDS TEMPLATE
PROTOTYPES

IEEE defines prototyping as “ A type


of development in which emphasis is
placed on developing prototypes
early in the development process to
permit early feedback and analysis in
support of the development
process.”
PROTOTYPES

 Consists of user interfaces that seem to


look and behave like a complete system
 Can be tested on real users

 Purpose
 To turn an abstract idea into physical form
 To communicate your ideas
 To iterate and improve
PROTOTYPES

 Produce information on
 The functionality
 Operation sequences
 User support
 Look and feel
 Characteristics
 Should be ‘cheap’
 Quick & easy to change
Types of prototyping

 Throw-away Prototyping
 Evolutionary Prototyping
 Low Fidelity Prototyping
 High Fidelity Prototyping
Throw Away Prototype
 Throw Away Prototype is developed from the initial
requirements but is not used for the final project.

 Written specifications of the requirements

 Some developers believe that this type is a waste of time


because you don’t use it.

 Regardless if prototype is discarded or kept for production,


you must use a easy to use language.
Evolutionary Prototype
 Evolutionary prototyping is consider the most fundamental
form of prototyping.

 Evolutionary prototyping main concept is to build a robust


prototype and constantly improve it.

 Objective to deliver a working system to the end user.

 According to Steve McConnell, "evolutionary delivery is a


lifecycle model that straddles the ground between
evolutionary prototyping and staged delivery."
Low-fidelity Prototyping
 Low-fidelity prototyping is generally limited function, limited
interaction prototyping effort.

 They are constructed to depict concepts, design alternatives


and screen layouts. They are intended to demonstrate
general look and feel of the interface.

 They are created to educate , communicate and inform, but


not to train, test or serve as a basis for which to code.

 Low fidelity prototyping is used early in the design cycle to


show general conceptual approaches without much
investment in development.

Low vs. High Fidelity Prototyping Debate, Rudd J., Stern K.,Isensee S., ACM Interactions, Jan. 1996
High-Fidelity Prototyping

 High-fidelity prototypes represent the core functionality of the


products user interface.

 High fidelity prototypes are fully interactive systems. Users


can enter data in entry fields, respond to messages, select
icon to open windows and interact with user interface as if it
were a real system.

 They trade-off speed for accuracy.

 Building high fidelity prototypes consume resources and have


high cost.
Low vs. High Fidelity Prototyping Debate, Rudd J., Stern K.,Isensee S., ACM Interactions, Jan. 1996
Advantages & Disadvantages of Prototyping

Advantages Disadvantages

Users can try the system and provide Each iteration builds on the previous
constructive feedback during iteration and further refines the solution.
development This makes it difficult to reject the initial
solution as inappropriate and start over.

An operational prototype can be produced Formal end-of-phase reviews do not occur.


in weeks Thus, its is very difficult to contain the
scope of the prototype.
Users become more positive about System documentation is often absent or
implementing the system as they see a incomplete, since the primary focus is on
solution emerging that will meet their development of the prototype.
needs
Prototyping enables early detection of System backup and recovery,
errors performance, and security issues can be
overlooked.

Reference: http://facpub.stjohns.edu/~wolfem
Risks in Prototyping
 Client may believe that system is real.
 Unrealistic expectations of the progress

 Implementers make poor choice


 Justified in prototype but not in real system
 Tempting to build real system same way

 Prototype is not identical to the real system


 Users may interact differently due to different
response characteristics
 Must interpret prototype experience with care
ANY QUESTIONS?

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