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EPFL, spring 2012 – week 6!
from requirements to design
overview 
➝    1st review 
➝    where are we now – what would we ideally do?
➝    introduction of personas
➝    match personas to ideas
➝    personas expectations (should revisit interviews)
➝    brainstorm - each idea receives five minutes. 
➝    context scenarios

workshop
➝  data & functional requirements (three tasks)
➝  functional groups and hierarchies
➝  sketch interaction frame work
➝  patterns bottom-up
UX benchmarking

                          ➝  What is the core concept?
                          ➝  What kinds of UX targets might they
                             have?
                          ➝  What kinds of tasks can users
   your 
                    perform with the application?
            competitor
 product
                          ➝  What kind of UI solutions are there for
                             certain tasks? 
                          ➝  What are task times and task steps? 
                          ➝  What kind of visual design styles and
                             solutions are being used?
context of use




                       }
             people
             places
             things
                           MOBILE
             time          CONTEXT
             culture
prototypes
What I hear, I forget.
What I see, I remember.
What I do, I understand.
      
        (Laotse 604 BC)



Language is convincing.
Seeing is believing.
Touching is reality.
      
       
    (Alan Kay)
prototyping
               ➝  visualize and simulate the concept
               ➝  representation of "
                  all or part of the UI
               ➝  for simulating the functionality of
                  the UI
               ➝  use appropriate level of simulations
                  or prototypes for the purpose
prototypes
can be a
  ➝  paper-prototype   (hand made)‫
‏‬
  ➝  screenshots
  ➝  computer/terminal-based    prototype       

  ➝  flash demo
  ➝  anything that is complete enough that it is possible for
    users to follow through the main task flow
  ➝  movie
from requirements to design




➝    this lecture is based on Cooper (2007) and Forum Nokia’s
     interaction design module
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
                                                    UX
      already a part of the
         application s UI
            concept.
                               contact                       contact 
                                                    list view
                   find mode
                                                       
                             



                                            edit                   contact                       popup
                                          contact                  details
                                           view
                    view
                 delete confirmation
                                               

                                                                                          contact
                                                                                        history view
                                                                                                                 Task flow should utilize the
                                                                                              
                    views/services of other
                                                                                                                applications, when available.
                               alerting call        message         Email         skype 
                           Design it accordingly.
                                   view
           editor view
   editor view
   chat view
                                    
                                               


                               ✱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 texts to
  Purpose
                           communicate the
                          interaction design.
Access from


 Contents


   Menu




Functionality




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

the screens
                                                           Take	
  bus	
  12,	
  direction	
  Lentoasema
                                                                       In	
  3	
  m inutes
                                     Take	
  m e	
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  Oulu”                                                                   Take	
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                                                                       In	
  12	
  m inutes
                                                                       Walk	
  to	
  “Rautatieasema,	
  Oulu”
                                                                       In	
  15	
  m inutes
                  Home                                                 Take	
  train	
  I C226,	
  direction	
  Helsinki                                            Home
                  Åkerlundinkatu	
  11,	
  Tampere                     In	
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  m inutes                                                                         Åkerlundinkatu	
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                  Here                                                 Get	
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                                                                       In	
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  hours,	
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  m inutes
                  Häämentie	
  19,	
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  Oulu



                                                                                    l
                                                                      C a n ce


                    12:45                Take	
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                                                                                                                  fe
                              3G

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                                                                                                                                                                                                        matic
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                                                                                                                                                        el
                                                                                                                                                       nc
                                                                                                                                                                                                                    Descriptions of




                                                                                                                                                       Ca
               Åkerlundinkatu	
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                                                                                                                                                                                                       Auto
                             Take	
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               33100	
  Tampere                                                                                                                                                                                  interaction between
                                                                                                                                                                                                                      the screens




                                                                                                                                                             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 60)
   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         http://mobiforge.com/designing/blog/
Guide)
                               web-developers-guide-released
UI design patterns
➝    example sources of general UI design patterns
     ➝    usability.gov/pdfs/guidelines.html Research Based Guidelines 
     ➝    welie.com Patterns in Interaction Design 
     ➝    designinginterfaces.com Patterns by Jenifer Tidwell 
     ➝    ui-patterns.com Patterns by Anders Toxboe 
     ➝    patterntap.com Pattern Tap 
     ➝    quince.infragistics.com UX Patterns Explorer 
     ➝    androidpatterns.com

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PxS’12 - week 6 - from requirements to design x.ppt

  • 1. EPFL, spring 2012 – week 6! from requirements to design
  • 2. overview ➝  1st review ➝  where are we now – what would we ideally do? ➝  introduction of personas ➝  match personas to ideas ➝  personas expectations (should revisit interviews) ➝  brainstorm - each idea receives five minutes. ➝  context scenarios workshop ➝  data & functional requirements (three tasks) ➝  functional groups and hierarchies ➝  sketch interaction frame work ➝  patterns bottom-up
  • 3. UX benchmarking ➝  What is the core concept? ➝  What kinds of UX targets might they have? ➝  What kinds of tasks can users your perform with the application? competitor product ➝  What kind of UI solutions are there for certain tasks? ➝  What are task times and task steps? ➝  What kind of visual design styles and solutions are being used?
  • 4. context of use } people places things MOBILE time CONTEXT culture
  • 5. prototypes What I hear, I forget. What I see, I remember. What I do, I understand. (Laotse 604 BC) Language is convincing. Seeing is believing. Touching is reality. (Alan Kay)
  • 6. prototyping ➝  visualize and simulate the concept ➝  representation of " all or part of the UI ➝  for simulating the functionality of the UI ➝  use appropriate level of simulations or prototypes for the purpose
  • 7. prototypes can be a ➝  paper-prototype (hand made)‫ ‏‬ ➝  screenshots ➝  computer/terminal-based prototype ➝  flash demo ➝  anything that is complete enough that it is possible for users to follow through the main task flow ➝  movie
  • 8. from requirements to design ➝  this lecture is based on Cooper (2007) and Forum Nokia’s interaction design module
  • 9. EPFL, spring 2011 – week 5! from requirements to design
  • 10. 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)
  • 11. exercise ➝  for your design idea define requirements" object, action, context ➝  5min alone ➝  5min in pairs with feedback
  • 12. 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
  • 13. 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.
  • 14. step 1:! exercise ➝  define form factor, posture and input methods for your design idea ➝  5min alone ➝  5min in pairs
  • 15. 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
  • 16. 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
  • 17. 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?
  • 18. 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?
  • 19. 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 UX already a part of the application s UI concept. contact contact list view find mode edit contact popup contact details view view delete confirmation contact history view Task flow should utilize the views/services of other applications, when available. alerting call message Email skype Design it accordingly. view editor view editor view chat view ✱Navigation map of an imaginary Contacts application.
  • 20. 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)
  • 21. 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
  • 22. value at later stages ID General description Use both illustrations and texts to Purpose communicate the interaction design. Access from Contents Menu Functionality Exceptions
  • 23. wireframe examples Sketches of 12:45 3G Take  m e  home 12:45 3G Traveling  schedule 12:45 3G Take  m e  home the screens 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 Åkerlundinkatu  11,  Tampere In  34  m inutes Åkerlundinkatu  11,  Tampere Here Get  off  a t  “Rautatieasema,  Tampere” Here In  5  hours,  33  m inutes Häämentie  19,  Oulu Häämentie  19,  Oulu l C a n ce 12:45 Take  m e  home fe 3G Sa matic Home el nc Descriptions of Ca Åkerlundinkatu  11 e  home Auto Take  m 33100  Tampere interaction between the screens 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
  • 25. 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
  • 26. 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
  • 27. 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)
  • 28. 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
  • 30. design validation and usability testing
  • 31. some mobile UI guidelines GUIDELINES LINKS Forum Nokia http://www.forum.nokia.com/ (Nokia Series 40, Nokia Series 60) 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 http://mobiforge.com/designing/blog/ Guide) web-developers-guide-released
  • 32. UI design patterns ➝  example sources of general UI design patterns ➝  usability.gov/pdfs/guidelines.html Research Based Guidelines ➝  welie.com Patterns in Interaction Design ➝  designinginterfaces.com Patterns by Jenifer Tidwell ➝  ui-patterns.com Patterns by Anders Toxboe ➝  patterntap.com Pattern Tap ➝  quince.infragistics.com UX Patterns Explorer ➝  androidpatterns.com