1 / 20

Iterate (Requirements, Design)

Iterate (Requirements, Design) . IMD07101: Introduction to Human Computer Interaction Brian Davison and Tom McEwan 2011/12. Content. The relationship between requirements and design Process models Functional and non-functional requirements Use cases Coursework general feedback.

tova
Download Presentation

Iterate (Requirements, Design)

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Iterate (Requirements, Design) IMD07101: Introduction to Human Computer Interaction Brian Davison and Tom McEwan 2011/12

  2. Content • The relationship between requirements and design • Process models • Functional and non-functional requirements • Use cases • Coursework general feedback

  3. Requirements and design • Iterate: repeat until done

  4. Structured process (the old way) Requirements specification Analysis Design Implementation Testing

  5. Agile process (the new way) Brief Product

  6. Establishing requirements • Gathering • Generation • Elicitation • Engineering • Initial data collection • Interviews • Questionnaires • Observation • Think aloud protocols • Refining requirements • Review prototypes • Walk-throughs • Focus groups

  7. Types of requirement • Functional requirements • Define what the system must do • Can be tested • Either works or not • Non-functional requirements • Define all other requirements • Include usability goals, performance goals, etc. • Need to be evaluated • May depend on users' preferences

  8. Example: personal agenda Functional Non-functional Runs on Android, iPhone and Windows phone Personalised theme Multilingual Under 2s start up Operates without Internet Attractive to UK teenagers • Store/alter/delete appointments • Deliver reminders • Synchronise with Google calendar

  9. Use cases • Describe functional requirements • "Units of interaction" • Define interactions between actors and the system Personal agenda Store appointment Alter appointment Delete appointment Owner Deliver reminder Synchronise System

  10. Detailed use cases UC1: Store appointment Actor: Owner • Choose day • Choose time • Enter detail • Enter duration • Save UC2: Delete appointment Actor: Owner • Locate appointment • Delete UC3: Deliver reminder Actor: System Trigger: system time = appt. time • Display appointment detail • Sound audible alarm Exception: • Sound turned off

  11. Relationships between use cases Personal agenda <<extends>> Manage appointment Store appointment <<extends>> <<extends>> Owner Alter appointment Delete appointment <<includes>> <<includes>> Find appointment Deliver reminder Synchronise System

  12. Defining NFRs

  13. Design principles (Benyon) • Visibility • Consistency • Familiarity • Affordance • Navigation • Control • Feedback • Recovery • Constraints • Flexibility • Style • Conviviality

  14. Techniques Prototyping Personas Scenarios Storyboards Sketches Interviews Focus groups User testing Interviews Questionnaires Observation Brief Product

  15. Short break

  16. Coursework • In 1000 words (+/- 10%), • explain how design techniques can be used to enhance the usability and accessibility of an interactive system. • You must discuss examples that you have seen in lectures, tutorials and practicals in this year's delivery of the module. • Make sure that you draw appropriate distinctions between principles (what to do) and techniques (how to do it).

  17. Important elements • Design techniques • Methods for doing design • PACT analysis • Brainstorming • Personas • Scenarios • Storyboarding • Usability • Accessibility • Examples

  18. Possible structure State purpose of report • Introduction • Definitions • Usability • Accessibility • Design techniques • General benefits • PACT analysis • Personas • Scenarios • Storyboarding • Conclusion Set the context For each example technique, explain the benefits for usability and accessibility and provide examples

  19. Common errors 1 • No mention of design techniques • Failed to distinguish between techniques for design and others • Failed to distinguish between techniques and principles • Failed to explain the link between a technique and the usability and accessibility of the final product

  20. Common errors 2 • Description of features rather than process • Majority of report spent on definitions • High-level recommendations • In my opinion... • "There are many techniques..." • Poor use of terminology – eg HCI

More Related