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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




Note: Ideally this
is already a part
of the
application s UI
concept.
                                                                                 Task flow should utilize
                                                                                 the views/services of
                                                                                 other applications, when
                                                                                 available.
                                                                                 Design it accordingly.




                         Navigation map of an imaginary Contacts application.
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
     ID

 General
 description
                         Use both
                         illustrations and
  Purpose                texts to
                         communicate the
Access from              interaction design.

 Contents

   Menu



Functionality



Exceptions
wireframe examples
                    12:45     3G
                                         Take	
  m e	
  home                       12:45         3G
                                                                                                             Traveling	
  schedule                                    12:45     3G
                                                                                                                                                                                           Take	
  m e	
  home

                                                                       Take	
  bus	
  12,	
  direction	
  Lentoasema
                                                                       In	
  3	
  m inutes
                                     Take	
  m e	
  home               Get	
  off	
  a t	
  “Rautatieasema,	
  Oulu”                                                                   Take	
  m e	
  home
                                                                       In	
  12	
  m inutes
                                                                       Walk	
  to	
  “Rautatieasema,	
  Oulu”
                                                                       In	
  15	
  m inutes
                  Home                                                 Take	
  train	
  I C226,	
  direction	
  Helsinki                                            Home
                                                                       In	
  34	
  m inutes
Sketches of       Åkerlundinkatu	
  11,	
  Tampere
                  Here                                                 Get	
  off	
  a t	
  “Rautatieasema,	
  Tampere”
                                                                       In	
  5	
  hours,	
  33	
  m inutes
                                                                                                                                                                    Åkerlundinkatu	
  11,	
  Tampere
                                                                                                                                                                    Here
the screens       Häämentie	
  19,	
  Oulu                                                                                                                          Häämentie	
  19,	
  Oulu



                                                                                    l
                                                                      C a n ce


                    12:45     3G
                                         Take	
  m e	
  home
                                                                                                                  fe                                                                                             Descriptions of
                                                                                                             Sa




                                                                                                                                                                                                        matic
                                             Home
                                                                                                                                                                                                                 interaction between the




                                                                                                                                                        el
                                                                                                                                                       nc
                                                                                                                                                       Ca
               Åkerlundinkatu	
  11 e	
  home                                                                                                                                                                    screens




                                                                                                                                                                                                       Auto
                             Take	
  m
               33100	
  Tampere




                                                                                                                                                             Safe
                  Home
                  Åkerlundinkatu,	
  Tampere
                                                               Done



                                                                                   12:45         3G
                                                                                                             Take	
  m e	
  home                                      12:45     3G
                                                                                                                                                                                           Take	
  m e	
  home

                                                                                                                Here

                                                                       Hämeentie	
  19Take	
  m e	
  home                                                                              Take	
  m e	
  home
                                                                       98100	
  Oulu

                                                                               Home                                            Refresh	
  via	
  GPS                Home
                                                                               Åkerlundinkatu,	
  Tampere                                                           Åkerlundinkatu	
  11,	
  Tampere
                                                                                                                                     Done                           Here
                                                                                                                                                                    Häämentie	
  19,	
  Oulu




   ➝    a wireframe map showing an overview of all the screens and the
        interactions between them
wireframe examples
Wireframes
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
         ➝    agree about the level of design
      ➝  “Standard” MS Office             details and used file formats 
        products: Visio, Word,               ➝  concepts   (ppt) 
        PowerPoint
                          ➝  light UI (Visio)
     ➝  other professional tools
            ➝  complete UI specification
     ➝  shareware tools
                       (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
                     http://www.forum.nokia.com/
(Nokia Series 40, Nokia Series   Tools_Docs_and_Code/Documentation/
60 )
                            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               http://mobiforge.com/designing/blog/web-
Developers Guide
                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/

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EPFL - PxS, week 5/6 - from requirements to design

  • 1. EPFL, spring 2011 – week 5! from requirements to design
  • 2. 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)
  • 3. exercise ➝  for your design idea define requirements" object, action, context ➝  5min alone ➝  5min in pairs with feedback
  • 4. 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
  • 5. 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.
  • 6. step 1:! exercise ➝  define form factor, posture and input methods for your design idea ➝  5min alone ➝  5min in pairs
  • 7. 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
  • 8. 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
  • 9. 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?
  • 10. 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?
  • 11. steps for interaction design ➝  design the UI structure of the application ➝  document it as a navigation map of the application s views Note: Ideally this is already a part of the application s UI concept. Task flow should utilize the views/services of other applications, when available. Design it accordingly. Navigation map of an imaginary Contacts application.
  • 12. 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)
  • 13. 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
  • 14. value at later stages ID General description Use both illustrations and Purpose texts to communicate the Access from interaction design. Contents Menu Functionality Exceptions
  • 15. wireframe examples 12:45 3G Take  m e  home 12:45 3G Traveling  schedule 12:45 3G Take  m e  home Take  bus  12,  direction  Lentoasema In  3  m inutes Take  m e  home Get  off  a t  “Rautatieasema,  Oulu” Take  m e  home In  12  m inutes Walk  to  “Rautatieasema,  Oulu” In  15  m inutes Home Take  train  I C226,  direction  Helsinki Home In  34  m inutes Sketches of Åkerlundinkatu  11,  Tampere Here Get  off  a t  “Rautatieasema,  Tampere” In  5  hours,  33  m inutes Åkerlundinkatu  11,  Tampere Here the screens Häämentie  19,  Oulu Häämentie  19,  Oulu l C a n ce 12:45 3G Take  m e  home fe Descriptions of Sa matic Home interaction between the el nc Ca Åkerlundinkatu  11 e  home screens Auto Take  m 33100  Tampere Safe Home Åkerlundinkatu,  Tampere Done 12:45 3G Take  m e  home 12:45 3G Take  m e  home Here Hämeentie  19Take  m e  home Take  m e  home 98100  Oulu Home Refresh  via  GPS Home Åkerlundinkatu,  Tampere Åkerlundinkatu  11,  Tampere Done Here Häämentie  19,  Oulu ➝  a wireframe map showing an overview of all the screens and the interactions between them
  • 17. 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
  • 18. 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
  • 19. writing the design documents ➝  agree about the tools ➝  agree about the level of design ➝  “Standard” MS Office details and used file formats products: Visio, Word, ➝  concepts (ppt) PowerPoint ➝  light UI (Visio) ➝  other professional tools ➝  complete UI specification ➝  shareware tools (Word with Visio images)
  • 20. 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
  • 22. design validation and usability testing
  • 23. some mobile UI guidelines Guidelines! Links! Forum Nokia http://www.forum.nokia.com/ (Nokia Series 40, Nokia Series Tools_Docs_and_Code/Documentation/ 60 ) 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 http://mobiforge.com/designing/blog/web- Developers Guide developers-guide-released
  • 24. 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/