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interaction design requirements elicitation user experience design

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This document is about discovering requirements in interaction design. It explains different kinds of requirements and data-gathering techniques. The chapter also discusses personas, scenarios, and use cases. It's about defining user needs and goals for an interactive product.

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Chapter 11 D I S C O V E R I N G R E Q U I R E M E N T S 11.1 Introduction 11.2 What, How, and Why? 11.3 What Are Requirements? 11.4 Data Gathering for Requirements 11.5 Bringing Requirements to Life: Personas and Scenarios 11.6 Capturing Interaction with Use Cases Objectives...

Chapter 11 D I S C O V E R I N G R E Q U I R E M E N T S 11.1 Introduction 11.2 What, How, and Why? 11.3 What Are Requirements? 11.4 Data Gathering for Requirements 11.5 Bringing Requirements to Life: Personas and Scenarios 11.6 Capturing Interaction with Use Cases Objectives The main goals of the chapter are to accomplish the following: Describe different kinds of requirements. Allow you to identify different kinds of requirements. Explain additional data gathering techniques and how they may be used to discover requirements. Enable you to develop a persona and a scenario. Describe use cases as a way of capturing interaction in detail. 11.1 Introduction Discovering requirements focuses on exploring the problem space and defining what will be developed. In the case of interaction design, this includes understanding people who may use the product and their capabilities; how a new product might support people in their daily lives; people’s current tasks, goals, and contexts; and constraints on the product’s perfor- mance. This understanding forms the basis of the product’s requirements and underpins design and construction. It may seem artificial to distinguish between requirements, design, and evaluation activi- ties because they are so closely related, especially in an iterative development cycle like the one used for interaction design. In practice, they are all intertwined, with some design taking place while requirements are being discovered and the design is evolving through a series of evaluation–redesign cycles. With short, iterative development cycles, it’s easy to confuse the 11 D I SC O V ER I N G R E QU I RE ME N T S 408 purpose of different activities. However, each of them has a different emphasis and specific goals, and each of them is necessary to produce a quality product. This chapter describes the requirements activity, and it introduces some techniques spe- cifically used to explore the problem space, define what to build, and characterize the tar- get audience. 11.2 What, How, and Why? This section considers the purpose of the requirements activity, how to capture requirements, and why are they important. 11.2.1 What Is the Purpose of the Requirements Activity? The requirements activity sits in the first two phases of the double diamond of design, intro- duced in Chapter 2, “The Process of Interaction Design.” These two phases involve exploring the problem space to gain insights about the problem and establishing a description of the design challenge to be addressed. The techniques described in this chapter support these activities, and they capture the outcomes in terms of requirements for the product plus any supporting artifacts. Requirements may be discovered through specific requirements activities, or during product evaluation, prototyping, design, and construction. Along with the wider interaction design lifecycle, requirements discovery is iterative, and the iterative cycles ensure that the les- sons learned from any of these activities feed into each other. In practice, requirements evolve and develop as the stakeholders interact with designs and learn what is possible and how features can be used. And, as shown in the interaction design lifecycle model in Chapter 2, the activity itself will be repeatedly revisited. 11.2.2 How Can Requirements Be Captured Once They Are Discovered? Requirements may be captured in several different forms and at varying levels of detail depending on the type of application. Interactive products span a wide range of domains with differing constraints and user expectations, and the notations used to capture requirements need to reflect this. For some products, such as an exercise monitoring app, it may be suffi- cient to develop a range of prototypes together with product descriptions. For others, such as a factory’s process control software, a more detailed understanding of the required behavior is needed before prototyping or construction begins, and a structured or rigorous notation may be used. There are also different kinds of requirements, each of which can be supported by differ- ent notations that emphasize different characteristics. For example, requirements involving large and complex sets of data, such as for an air traffic control dashboard, will be captured using a notation that emphasizes data characteristics, while requirements involving techni- cal infrastructure, such as for a smart city, will be captured using a notation that emphasizes devices and their interactions (Koo and Kim, 2021). This means that a diversity of both physical and digital representations is used including prototypes, stories, diagrams, and pho- tographs, as appropriate for the product under development. In addition to capturing the requirements themselves, criteria that can be used to show when the requirements have been fulfilled will also be captured, for example, measurable usability and user experience criteria. 11. 3 W H AT ARE RE Q U I R EM E N TS ? 409 11.2.3 Why Are Requirements Important? One of the goals of interaction design is to produce usable products that support the way people communicate and interact in their everyday and working lives. Discovering and com- municating requirements helps to advance this goal, because defining what needs to be built supports technical developers and allows stakeholders to contribute more effectively. In safety-critical domains such as aerospace, medical, or transport systems, the lack of clear and precise requirements has been one of the main sources of errors (Martins and Gorschek, 2020). User-centered design with repeated iteration and evaluation along with stakeholder involvement can help mitigate against misunderstandings. The process of discovering require- ments also promotes communication between all parties and hence a common understand- ing. Miscommunication and misunderstanding can easily occur if requirements are assumed or are left implicit. This classic cartoon captures the problems that can occur very nicely! 11.3 What Are Requirements? A requirement is a statement about a product that specifies what it is expected to do or how it will perform. For example, a requirement for a smartwatch GPS app might be that the time to load a map is less than half a second. Requirements may also be expressed at different levels of abstraction, so another, less precise requirement might be for teenagers to find the 11 D I SC O V ER I N G R E QU I RE ME N T S 410 smartwatch appealing. In the latter example, the requirements activity would involve explor- ing in more detail exactly what would make such a watch appealing to teenagers. But what might a requirement look like? The example requirement shown in Fig- ure 11.1(a) is expressed using a generic requirements structure called an atomic requirements shell (Volere, 2019); Figure 11.1(b) describes the shell and its fields. Note the inclusion of a “fit criterion,” which can be used to assess when the solution meets the requirement, and also note the indications of “customer satisfaction,” “dissatisfaction,” and “priority.” This shell indicates the information about a requirement that needs to be identified in order to understand it. The shell is from a range of resources, collectively called Volere (www.volere.org), which is a generic requirements framework. Volere is widely used in many different domains, including crowdsourcing for emergency management (Astarita et al. 2020) and autonomous vehicles (Hallewell et al., 2022), and has been extended to include UX analytics (Porter et al., 2014). An alternative way to capture a product’s requirements is via user stories. User stories communicate requirements between stakeholders. Each one represents a unit of customer- visible functionality and serves as a starting point for a conversation to extend and clarify requirements. User stories may also be used to capture usability and user experience goals. User stories are deliberately brief and are often written on physical cards that constrain the space for information in order to prompt conversations between stakeholders. However, digital support tools such as Jira (www.atlassian.com/software/jira) facilitate the attachment of other information to elaborate the user story such as detailed diagrams or screenshots. A user story represents a small chunk of value that can be delivered during a sprint (a short timebox of development activity, often about two weeks long), and a common and simple structure for user stories is as follows: As a , I want so that. Example user stories for a travel organizer might be: As a , I want so that. As a , I want so that. User stories are most prevalent when using an agile approach to product development. User stories form the basis of planning for a sprint and are the building blocks from which the product is constructed. Once completed and ready for development, a story consists of a description, an estimate of the time it will take to develop, and an acceptance test that determines how to measure when the requirement has been fulfilled. It is common for a user story such as the earlier ones to be decomposed further into smaller stories, often called tasks. During the early stages of development, requirements may emerge in the form of epics. An epic is a user story that may take weeks or months to implement. Epics will be broken down into smaller chunks of effort (user stories), before they are pulled into a sprint. Exam- ple epics for a travel organizer app might be the following: As a , I want so that. As a , I want so that. 11. 3 W H AT ARE RE Q U I R EM E N TS ? 411 (a) (b) Figure 11.1 (a) An example requirement expressed using an atomic requirements shell from Volere (b) the structure of an atomic requirements shell Source: Atlantic Systems Guild 11 D I SC O V ER I N G R E QU I RE ME N T S 412 As a , I want so that. As a , I want so that. User stories are sometimes referred to as user need statements. For more about user need statements and how to develop them, see www.nngroup.com/ articles/user-need-statements. 11.3.1 Different Kinds of Requirements Requirements come from several sources: from the user community, from the business com- munity, or as a result of the technology to be applied. Two different kinds of requirements have traditionally been identified: functional requirements, which describe what the product will do, and nonfunctional requirements, which describe the characteristics (sometimes called constraints) of the product. For example, a functional requirement for a new video game might be that it will be challenging for a range of abilities. This requirement might then be decomposed into more specific requirements detailing the structure of challenges in the game, for instance, levels of mastery, hidden tips and tricks, magical objects, and so on. A nonfunc- tional requirement for this same game might be that it can run on a variety of platforms, such as the Microsoft Xbox, Sony PlayStation, and Nintendo Switch game systems. Interaction design involves understanding both functional and nonfunctional requirements. In this section, six of the most common types of requirements are discussed: functional, data, environment, user, usability, and user experience. Functional requirements capture what the product will do. For example, a functional requirement for an automated industrial assembly plant might be that an operator can pro- gram the assembly line to identify, manipulate, and weld together the correct pieces of metal accurately. Understanding the functional requirements is fundamental for all products. Data requirements capture the type, volatility, size/amount, persistence, accuracy, and value of the required data. All interactive products have to handle some data. For example, if an application for buying and selling stocks and shares is being developed, then the data must be up-to-date and accurate, and it is likely to change many times a day. In the personal banking domain, data must be accurate and persist over many months and probably years, and there will be plenty of it. Environmental requirements, or context of use, refer to the circumstances in which the interactive product will operate. Four aspects of the environment lead to different types of requirements. First is the physical environment, such as how much lighting, noise, movement, and dust is expected in the operational environment. Will workers need to wear protective clothing, such as large gloves or headgear that might affect the choice of interface type? How crowded is the environment? For example, a ticket machine operates in a very public physical environment; thus using a speech interface is likely to be problematic. The second aspect of the environment is the social environment. For example, will data need to be shared? If so, does the sharing have to be synchronous such as for two people 11. 3 W H AT ARE RE Q U I R EM E N TS ? 413 viewing data at the same time, or asynchronous, such as when two people are authoring a report taking turns to edit it? Other factors include the number of people needing to interact at once, e.g., in a video game, and the locations of friends or colleagues. Additional relevant issues regarding the social aspects of interaction design were raised in Chapter 5, “Social Interaction.” The third aspect is the support environment. For example, what kind of assistance will be needed to use the product and how easily can it be obtained, how much training or help will be readily available, and what level of help can be provided automatically? These issues need to be explored during the requirements activity, and there are user experience implications in choosing one solution or another, as discussed in the “Dilemma” box. DILEMMA Automated Help or Customer Service Support? Several service providers such as energy companies and government offices have striven to improve their online presence to make it as comprehensive, clear, and streamlined as possible. Customers who encounter difficulties are encouraged to seek help through the various FAQs, online chatbots, and support forums rather than to contact the provider directly. Custom- ers whose goal is to do something that is regarded as “standard” are well-supported, but as soon as their query steps outside of these dimensions, it can be hard for the system to find an answer. How good a user experience does this create? On the one hand, for those who are able to complete their goal quickly and easily, the system provides a good user experience, but for those with an issue that sits just outside the norm, this setup can be a poor experience. The dilemma comes in deciding how much to rely on online support and automated systems and how much to include human interaction. Finally, the technical environment will need to be established. For example, what tech- nologies will the product run on or need to be compatible with, and what technological limitations might be relevant? User characteristics capture key attributes of potential users, such as their abilities and skills, and perhaps their educational background, preferences, personal circumstances, physi- cal or mental disabilities, and so on. In addition, someone may be a novice, an expert, a casual user, or a frequent user. This affects the ways in which interaction is designed. For example, a novice user may prefer step-by-step guidance. An expert, on the other hand, may prefer a flexible interaction with more wide-ranging powers of control. The term user profile is used to refer to a collection of user characteristics. Any one product may have several different user profiles; for example a client user profile and an agent user profile may be developed for a financial management portal, while profiles for a young parent with two children and a mature businessperson may be developed for a mobile library catalog interface. Usability goals and user experience goals (see Chapter 1, “What Is Interaction Design?”) are another kind of requirement, and they should be captured together with appropriate 11 D I SC O V ER I N G R E QU I RE ME N T S 414 measures. Chapter 2 briefly introduced usability engineering, an approach in which specific measures for the usability goals of the product are agreed upon early in the development pro- cess and are used to track progress as development proceeds. This both ensures that usability is given due priority and facilitates progress tracking. The same is true for user experience goals, although it is harder to identify quantifiable measures that track them. Considering each of these kinds of requirements is a starting point to discovering the requirements for a particular product, but it is a high-level perspective that will need to be refined. For example, a telecare system designed to monitor someone’s movements and alert relevant care staff will have a range of environmental requirements including that the devices need to be light, small, fashionable, preferably hidden, and worn easily as people go about their normal activities. The requirements activity will investigate what that means in detail. A desirable characteristic of both an online shopping site and a robotic companion is that they are trustworthy, but this would be interpreted differently in each case. In the former, secu- rity of information would be a priority, while in the latter behavioral norms would indicate trustworthiness. A key requirement in many systems nowadays is that they be secure, but one of the chal- lenges is to provide security that does not detract from the user experience, nor is undermined by the user experience. For examples of this, see Box 11.1, which introduces usable security. BOX 11.1 Usable Security Security is one requirement that most users and designers will agree is important, to some degree or another, for all products. The wide range of security breaches, in particular of indi- viduals’ private data, that have occurred in recent years has heightened everyone’s awareness of the need to be secure. But what does this mean for interaction design, and how can security measures be suitably robust, while not detracting from the user experience? As long ago as 1999, Anne Adams and Angela Sasse (1999) discussed the need to investigate the usability of security mechanisms and to take a user-centered approach to security. This included informing users about how to choose a secure password, but it also highlighted that ignoring a user- centered perspective regarding security will result in users circumventing security mechanisms. Since then, usable security and the role of users in maintaining secure practices have become wide-ranging topics of concern (Lennartsson et al., 2020). While work on passwords continues to be relevant, other areas researched include whether and how to embed security mechanisms without affecting usability, how to encourage users to pay attention to security warnings and advice, and the effect of good design on security behavior. For example, Riccardo Focardi et al. (2019) investigated whether embedding crypto- graphic information in QR codes, in order to increase security, would affect the codes’ usa- bility. Defining usability as effectiveness, efficiency, and satisfaction, they found that it was possible for certain algorithms to be incorporated into QR codes and for them to remain usa- ble. Distler et al. (2019) focused on a wider view of user experience than just usability. They used two versions of an e-voting application to compare the impact of showing security infor- mation versus keeping the information hidden and suggested recommendations for designing 11. 3 W H AT ARE RE Q U I R EM E N TS ? 415 technologies with security requirements. One of their surprising results was that hiding the security mechanisms, and hence making the process of e-voting simpler and quicker, made some participants feel that the voting activity had become too “banal.” Encouraging users to pay attention to security advice and warnings was the focus of work by Otto Hans-Martin Lutz and colleagues (2020) and Dezhi Wu et al. (2020). In the former study, the research- ers found that adding sounds to password feedback (sonification) could improve password strength and security awareness. Dezhi Wu and colleagues found that mobile security notifica- tions that irritate users can negatively influence their perceptions of an app’s security. Similarly, good design can also have an undesirable effect on security. For example, Mil- ica Stojmenović and colleagues (2022) found that users rely on visual appeal when making security judgments about websites. In their study, security and usability ratings of websites were strongly influenced by visual appeal even where the web certificate status indicated that the site was not secure. For a description of usable security and the relationship between usability and security, see www.ncsc.gov.uk/blog-post/security-and-usability-- you-can-have-it-all-. ACTIVITY 11.1 Suggest some key requirements in each category (functional, data, environmental, user charac- teristics, usability goals, and user experience goals) for each of the following situations: 1. An interactive product for navigating around a shopping center, to run on a smartphone 2. A wearable interactive product to measure glucose levels for an individual with diabetes Comment These are indicative answers. You may have come up with alternative suggestions. 1. Interactive product for navigating around a shopping center. Functional The product will locate places in the shopping center and provide routes for the user to reach their destination. Data The product needs access to GPS location data, maps of the shopping center, and loca- tions of all the places in the center. It also requires knowledge about the terrain and path- ways for people with different needs. Environmental The product design needs to take into account several environmental aspects. Users may be in a rush, or they may be more relaxed and wandering about. The physical environment will be noisy and busy, and people may be talking with friends and colleagues while using the product. Support or help with using the product may not be readily avail- able, but the user can probably ask a passerby for directions if the app fails to work. (Continued) 11 D I SC O V ER I N G R E QU I RE ME N T S 416 User Characteristics Potential users are members of the population who have their own smart- phone and for whom the center is accessible. This suggests quite a wide variety of people with different abilities and skills, a range of educational backgrounds and personal prefer- ences, and different age groups. Usability Goals The product needs to be easy to learn so that novices can use it immediately, and it should be memorable too. People won’t want to wade through unnecessary detail or a complicated presentation, so it needs to be efficient and safe to use; that is, it needs to be able to deal easily with any errors. User Experience Goals Of the user experience goals listed in Chapter 1, those most likely to be relevant here are satisfying, helpful, and enhancing sociability. While some of the other goals may be appropriate, it is not essential for this product to, for example, be cognitively stimulating. 2. A wearable interactive product to measure glucose levels for an individual with diabetes. Functional The product will be able to measure the user’s glucose levels. Data The product will need to measure and display the glucose level—but possibly not store it permanently—and it may not need other data about the individual. These uncertainties would be explored during the requirements activity. Environmental The physical environment could be anywhere the individual may be—at home, in hospital, visiting the park, and so on. The product needs to be able to cope with a wide range of conditions and situations and to be suitable for wearing. User Characteristics People with diabetes could be of any age, nationality, ability, and so on, and may be novice or expert, depending on how long they have had diabetes. Most people will move rapidly from being a novice to becoming a regular user. Usability Goals The product needs to exhibit all of the usability goals. You wouldn’t want a medical product being anything other than effective, efficient, safe, easy to learn and remem- ber how to use, and with good utility. For example, outputs from the product, especially any warning signals and displays, must be clear and unambiguous. User Experience Goals User experience goals that are relevant here include the device being comfortable, while being aesthetically pleasing or enjoyable may help encourage continued use of the product. Making the product surprising, provocative, or challenging is to be avoided, however. These six types of requirements are key, but there are many other types, and there are dif- ferent frameworks for discovering requirements. Two popular ones are shown in Figure 11.2 and Table 11.1, both of which subsume the six types of requirements introduced here. The seven product dimensions shown in Figure 11.2 are intended to be used as prompts to ask questions about the product from different perspectives: the customer, the business, and the technology. The Volere template shown in Table 11.1 has a more detailed framework includ- ing the Waiting Room. This is where solution ideas can be “parked” while divergent thinking continues. 11. 3 W H AT ARE RE Q U I R EM E N TS ? 417 The 7 Product Dimensions Quality User Interface Action Data Control Environment Attribute Users The product The product The product The product The product The product interact connects provides includes a enforces conforms has certain with the to users, capabilities repository of constraints to physical properties product systems, for users data and properties and that qualify its and devices useful technology operation and information platforms development Figure 11.2 The seven product dimensions Source: Gottesdiener and Gorman (2012), p. 58. Used courtesy of Ellen Gottesdiener To see how the seven product dimensions can be used to discover requirements, see www.youtube.com/watch?v=x9oIpZaXTDs. Project Drivers 1. The Purpose of the Product 2. The Stakeholders Project Constraints 3. Mandated Constraints 4. Naming Conventions and Terminology 5. Relevant Facts and Assumptions Functional Requirements 6. The Scope of the Work 7. Business Data Model and Data Dictionary 8. The Scope of the Product 9. Functional Requirements Nonfunctional Requirements 10. Look and Feel Requirements 11. Usability and Humanity Requirements 12. Performance Requirements 13. Operational and Environmental Requirements 14. Maintainability and Support Requirements 15. Security Requirements 16. Cultural Requirements 17. Compliance Requirements (Continued) 11 D I SC O V ER I N G R E QU I RE ME N T S 418 Project Issues 18. Open Issues 19. Off-the-Shelf Solutions 20. New Problems 21. Tasks 22. Migration to the New Product 23. Risks 24. Costs 25. User Documentation and Training 26. Waiting Room 27. Ideas for Solutions Table 11.1 A comprehensive categorization of types of requirements Source: Atlantic Systems Guild, Volere Requirements Specification Template, Edition 20 (2019) 11.4 Data Gathering for Requirements Data gathering for requirements covers a wide spectrum of issues, including who might use the product, the activities in which they are currently engaged and their associated goals, the context in which the activities are performed, and the rationale for the way things are. The three data gathering techniques introduced in Chapter 8, “Data Gathering” (interviews, observation, and questionnaires), are commonly used throughout the interaction design life- cycle. In addition to these techniques, several other approaches are used to discover requirements. For example, documentation, such as manuals, standards, or activity logs, are a good source of data about prescribed steps involved in an activity, any regulations governing a task, or where records of activity are already kept for audit or safety-related purposes. Study- ing documentation can also be good for gaining background information, and it doesn’t involve stakeholder time. For example, Caitlin Woods and colleagues (2019) used documen- tation of maintenance procedures to extract requirements for an adaptive user interface for industrial equipment maintenance. Some high-level requirements identified this way were to provide warnings and encourage situational awareness and for it to be deployable on mul- tiple devices. Researching other products can also help identify requirements. For example, Jens Bornschein and Gerhard Weber (2017) analyzed existing nonvisual drawing support packages to identify requirements for a digital drawing tool for blind users, while Xiangping Chen et al. (2018) proposed a recommender system for exploring existing app stores and extracting common user interface features to identify requirements for new systems. It is usual for more than one data gathering technique to be used in order to provide different perspectives. Examples are observation to understand the context of the activity, interviews to target specific stakeholder groups, questionnaires to reach a wider population, and focus groups to build a consensus view. Many different combinations are used in prac- tice, and Box 11.2 includes some examples. 11.4 D ATA G ATH E R I N G FOR R E QUI R E ME NTS 419 BOX 11.2 Combining Data Gathering Techniques in Requirements Activities The following examples illustrate the wide range of possibilities for combining different data gathering techniques to progress requirements activities, but there are many more! Direct Observation in the Wild, Indirect Observation Through Log Files, Interviews, Diaries, and Surveys Victoria Hollis et al. (2017) performed a study to inform the design of reflective systems that promote emotional well-being. Specifically, they wanted to explore the basis for future recom- mendations to improve a person’s well-being and the effects of reflecting on negative versus positive past events. They performed two direct observation studies in the wild with 165 participants. In both studies, surveys were administered before and after the field study period to assess emotional well-being, behaviors, and self-awareness. The first study also performed interviews. In the first study of 60 participants over 3 weeks, they investigated the relation- ship between past mood data, emotional profiles, and different types of recommendations to improve future well-being. In the second study of 105 participants over 28 days, using a smartphone diary application, they investigated the effects of reflection and analysis of past negative and positive events on well-being. Together, these studies provided insights into requirements for systems to support the promotion of emotional well-being. Figure 11.3(a) shows the visualization displayed to emotion-forecasting participants in week 3 of the first study. The leftmost two points in the line graph indicate average mood ratings on previous days, and the center point is the average rating for the immediate day. The two rightmost points indicate predicted mood for upcoming days. In Figure 11.3(b), the left panel shows the home screen. Participants record a new experi- ence by clicking the large plus sign (+) in the upper left. The center panel shows a completed event record, which consists of a header, textual entry, emotion rating, and image. The right panel shows participant reflection by rating their current emotional reaction to the initial record and providing a new textual reappraisal. Diaries and Interviews Tero Jokela et al. (2015) studied how people currently combine multiple information devices in their everyday lives to inform the design of future interfaces, technologies, and applications that better support multidevice use. For the purpose of this study, an information device is any device that can be used to create or consume digital information, including computers, smartphones, tablets, televisions, game consoles, cameras, music players, navigation devices, and smartwatches. They collected diaries over a one-week period and interviews from 14 participants. The study indicates that requirements for the technical environment needed to improve the user experience of multiple devices, including being able to access any content with any device and improved reliability and performance for cloud storage. (Continued) 11 D I SC O V ER I N G R E QU I RE ME N T S 420 Activity Plans Updated Prediction Original Prediction (a) (b) Figure 11.3 (a) The image shown to participants in the first study (b) the smartphone diary app for the second study Source: Hollis et al. (2017) / Courtesy of Taylor & Francis, Figures 1 & 9 11.4 D ATA G ATH E R I N G FOR R E QUI R E ME NTS 421 Interview, Think-Aloud Evaluation of Wireframe Mock-Up, Questionnaire, and Evaluation of Working Prototype Carole Chang et al. (2018) developed a memory aid application for traumatic brain injury (TBI) sufferers. They initially conducted interviews with 21 participants to explore memory impairments after TBI. From these, they identified common themes in the use of external memory aids. They also learned that TBI sufferers do not want just another reminder system but something that helps them to remember and hence can also train their memory and that their technology requirements were for something simple, customizable, and discreet. Studying Documentation, Evaluating Other Systems, User Observations, and Focus Groups Nicole Costa et al. (2017) describe their ethnographic study of the design team for the user interface of a ship’s maneuvering system (called a conning display). The design team started by studying the accident and incident reports to identify requirements for things to avoid, such as mixing up turn-rate meter with rudder indicator. They used Nielsen’s heuristics (discussed fur- ther in Chapter 16, “Evaluation: Inspections, Analytics, and Models”) to evaluate other exist- ing systems and specifically how to represent the vessel on the display. This oriented the team to see the display’s design from a user perspective and produced a list of parameters to evaluate for priority and usefulness. Once a suitable set of requirements had been discovered, sketching, prototyping, and evaluating with the help of users was used to produce the final design. Questionnaire, Focus Group, Design Probe, and User Study Smart meters are designed to capture information about power consumption in the home and send it to third parties. There is a tension between the benefits of smart metering and potential risks of privacy violation. Timo Jakobi et al. (2019) investigated peoples’ perceptions of the impact of smart metering on privacy and trust aimed at informing the design of a usable privacy manager for smart meters. Their approach was ethnographically oriented in that they aimed to relate in-depth knowledge of current practice with assessing the viability of a technological intervention. An open-ended questionnaire was distributed to 200 households in Siegen, Ger- many. These were analyzed thematically to identify salient aspects of privacy decision-making, which were then explored in four focus groups involving 17 participants in total. The focus groups explored the perceived positive and negative consequences of disclosing smart meter data. Using thematic analysis on the focus group data, a set of possible value-added services for smart metering were derived, together with their associated privacy risks. The researchers then developed a design probe that instantiated these services and risks. Specifically, the app pre- sented an interface through which the user could manage their privacy settings for the hypo- thetical services identified from the research so far. The probe was designed to raise awareness of privacy issues by making privacy risks visible.A user evaluation of the design probe was then conducted with 205 participants. The results suggest that connecting data disclosure with related privacy risks is a potential requirement for making privacy management systems more usable. 11.4.1 Using Probes to Engage with Stakeholders Probes come in many forms and are an imaginative approach to data gathering. They are designed to prompt participants into action, specifically by interacting with the probe in some way, so that researchers and designers can learn more about them and their contexts. Probes rely on some form of logging to gather the data—either automatically or manually depending on the kind of probe being used. 11 D I SC O V ER I N G R E QU I RE ME N T S 422 The idea of a probe was first developed during the Presence Project (Gaver et al., 1999), which was investigating novel interaction techniques to increase the presence of elderly peo- ple in their local community. Bill Gaver et al. wanted to avoid more traditional approaches, such as questionnaires, interviews, or ethnographic studies, and developed a technique called cultural probes. These probes consisted of a wallet containing eight to ten postcards, about seven maps, a disposable camera, a photo album, and a media diary. Recipients were asked to answer questions associated with certain items in the wallet and then return them directly to the researchers. For example, on a map of the world, they were asked to mark places where they had been. Participants were also asked to use the camera to take photos of their home, what they were wearing today, the first person they saw that day, something desirable, and something boring. Inspired by this original cultural probe idea, different forms of probes have been adapted and adopted for a range of purposes (Boehner et al., 2007). For example, design probes are objects whose form relates specifically to a particular question and context. They are intended to gently encourage people to engage with and answer the question in their own context. Fig- ure 11.4 illustrates another kind—a diary probe—used to explore how technology can support adolescents to document their experience of chronic conditions, such as cancer and lupus, so that they can be shared. By using this probe with 12 adolescent-parent pairs, Matthew Hong and colleagues (2020) suggested three areas for support: scaffolding to help patients learn about and represent their experiences; data sharing models to identify appropriate timing, types, and level of detail for sharing health-related information between family members; and artifacts that can bridge between traditional quantitative measures of tracking and more personal narratives. Figure 11.4 Two diary probe kits were provided for each patient-parent pair, consisting of diary booklets, experience sticker sheets, markers and pencils, self-addressed stamped envelope, and an optional camera. Source: Matthew Hong et al. (2020). Reproduced with permission of ACM Publications 11.4 D ATA G ATH E R I N G FOR R E QUI R E ME NTS 423 Other types of probes include technology probes (Hutchinson et al., 2003) and provoca- tive probes (Sethu-Jones et al., 2017). Examples of technology probes include mobile phone apps such as Pocketsong, a mobile music listening app (Kirk et al., 2016), and NkhukuProbe, a device that uses sensors to monitor temperature, humidity, and lighting to support poultry farming in sub-Saharan Africa (Chidziwisano et al., 2021). The last of these, NkhukuProbe, used an Arduino microcontroller, various sensors, and a solar battery to transmit data via a mobile network. It was deployed in 15 rural households in Malawi for one month. The aim was to test the probe in the wild, explore how sensors could be used to control poultry environments, and inspire local poultry farmers to think of new ways to use sensors in their work. Several participants suggested ideas after their experiences, including using sensors to detect abnormal sounds that might indicate disease. Provocative probes are designed to challenge existing norms and attitudes to provoke discussion. For example, Anders Bruun et al. (2020) developed a design provocation called Pup-Lock to challenge families’ use of mobile technologies in the home and to explore how to increase interaction between family members by reducing the use of mobile devices. To achieve this, Pup-Lock allows any family member to lock all mobile devices in the home, preventing them from being used. Three families took part in the study. Data collection started with a three-week self-reporting diary study in which each family member was asked to capture their mobile device use and any family tensions around that use. Pup-Lock was deployed with the three families for up to two weeks each. During this time usage data was logged about when and how often mobile devices were locked or unlocked. Semi-structured interviews were conducted before and after the diary study and before and after the probe study. Data was analyzed thematically. Their findings showed that all families were more attentive to family members during the time when Pup-Lock was in use, that participants felt relief at not being interrupted by their smartphones, and that it prompted parents to reflect more than usual on their mobile device use. 11.4.2 Contextual Inquiry Contextual inquiry was originally developed in the 1990s (Holtzblatt and Jones, 1993) and has been adapted over time to suit different technologies and the different ways in which technology fits into daily life. Contextual inquiry is the core field research process for Contextual Design (Holtzblatt and Beyer, 2017), which is a user-centered design approach that explicitly defines how to gather, interpret, and model data about how people live in order to drive design ideation. However, contextual inquiry is also used on its own to dis- cover requirements. For example, Hyunyoung Kim et al. (2018) used contextual inquiry to learn about unresolved usability problems related to devices for continuous parameter con- trols, such as the knobs and sliders used by sound engineers or aircraft pilots. From their study, they identified six needs: fast interaction, precise interaction, eyes-free interaction, mobile interaction, and retro-compatibility (the need to use their existing expertise with interfaces). One-on-one field interviews (called contextual interviews) are undertaken by every mem- ber of the design team, each lasting about one-and-a-half to two hours. These interviews focus on matters of daily life (work and home) that are relevant for the project scope. Con- textual inquiry uses a model of master/apprentice to structure data gathering, based on the idea that the interviewer (apprentice) is immersed in the world of the participant (master), creating an attitude of sharing and learning on either side. Participants talk as they “do,” and 11 D I SC O V ER I N G R E QU I RE ME N T S 424 the apprentice learns by being part of the activity while also observing it, which has the same advantages as observation and ethnography. While observing and learning, the apprentice focuses on why, not just what. The contextual interview has four parts: obtaining an overview, the transition, the main interview, and the wrap-up. The first part can be performed like a traditional interview, intro- ducing each other and setting the context of the project. The second part is where the interac- tion changes as both parties get to know each other and the nature of the contextual interview engagement is set up. The third part is the core data gathering session when the participant continues with their activities and the interviewer observes them and learns. Finally, the wrap-up involves sharing some of the patterns and observations the interviewer has made. Four principles guide the contextual interview: context, partnership, interpretation, and focus. The context principle emphasizes the importance of visiting the participant, wherever they are, and seeing what they do as they do it. The partnership principle creates a col- laborative context in which the participant and interviewer can explore the participant’s life together. In a traditional interview situation, the interviewer is in control, but in contextual inquiry, the spirit of partnership means that understanding is developed together. Interpretation turns the observations into a form that can be the basis of a design hypoth- esis or idea. These interpretations are developed collaboratively by the participant and the design team member to make sure that they are sound. For example, imagine that during a contextual interview for an exercise monitor, the participant repeatedly checks the data, specifically looking at the heart rate display. One interpretation of this is that the participant is very worried about their heart rate. Another interpretation is that the participant is con- cerned that the device is not measuring the heart rate effectively. Yet another interpretation might be that the device has failed to upload data recently, and the participant wants to make sure that the data is being saved. The only way to make sure to choose the correct interpreta- tion is to ask the participant. It may be that, in fact, they don’t realize that they are doing this and that it has simply become a distracting habit. The fourth principle, focus, is established to guide the interview setup and tells the inter- viewer what they need to pay attention to among all of the detail that will be unearthed. If all members of the team conduct interviews around the project focus, this will allow different aspects of the activity to surface and will lead to a richer set of data. Together with these principles, the contextual interview is also guided by a set of seven “cool concepts,” divided into two groups. The joy of life concepts capture how products make our lives richer and more fulfilling. These concepts are accomplish (empower users), connection (enhance real relationships), identity (support users’ sense of self), and sensation (pleasurable moments). The joy of use concepts describe the impact of using the product itself; they are direct in action (provide fulfillment of intent), the hassle factor (remove all glitches and inconveniences), and the learning delta (reduce the time to learn). During a contextual interview, cool concepts are identified as the participant performs their activity, although often they emerge only retrospectively when reflecting on the session. During the interview, data is collected in the form of notes, initial sketches, and perhaps audio and video recordings. Following each contextual interview, the team holds an inter- pretation session where the whole team talks about their findings and establishes a shared understanding based on the data. Contextual Design suggests 10 different models that may be used to consolidate the understanding generated by this discussion. For more detail about contextual design models and how to generate them, see Holtzblatt and Beyer (2017). 11.4 D ATA G ATH E R I N G FOR R E QUI R E ME NTS 425 ACTIVITY 11.2 How does contextual inquiry compare with the data gathering techniques introduced in Chapter 8, specifically ethnography and interviews? Comment Ethnography involves observing a situation without any a priori structure or framework; it may include other data gathering techniques such as interviews. Contextual inquiry also involves observation with interviews, but it provides more structure, support, and guidance in the form of the apprenticeship model, the principles to guide the session, the cool concepts to look out for, and a set of models from Contextual Design to shape and present the data. Contextual inquiry also explicitly states that it is a team effort and that all members of the design team conduct contextual interviews. Structured, unstructured, and semi-structured interviews were introduced in Chapter 8. Contextual inquiry could be viewed as a form of unstructured interview with props, but it has other characteristics as discussed earlier, which gives it added structure and focus. A contextual inquiry interview requires the interviewee to be going about their daily activities, which may also mean that the interview moves around—something unusual for a standard interview. 11.4.3 Brainstorming for Innovation Requirements will be underpinned by the data gathered, but the requirements activity is also likely to involve some innovation. Brainstorming is a generic technique used to generate, refine, and develop ideas. It is widely used in interaction design to explore the problem space and generate alternative designs or for suggesting new and better ideas to support people in their everyday and working lives. The origins of brainstorming can be traced back to Alex Osborn in the late 1930s (Sny- der, 2021), who introduced it into his US advertising agency to help his employees gener- ate creative ideas. Osborn suggested four rules for brainstorming, each of which reinforces the others. Quantity over quality: This encourages divergent thinking. The more ideas that are gener- ated, the more there are to consider merging, developing, and refining. Criticisms should be withheld: This encourages people to focus on generating ideas and not worry about coming up with anything “dumb.” Encourage out-of-the-box thinking: This encourages unorthodox ideas. Even if the ideas are obviously impractical from the start, they may trigger other thoughts and generate ideas that would not have been considered without that prompt. Combine, refine, and improve ideas: This encourages convergent thinking. Ideas are con- sidered, combined, modified, and fused to produce novel insights and even more ideas. The fourth rule, to combine refine and improve ideas, is sometimes overlooked but this convergent step is important to discover concrete requirements. Despite its seemingly free-form character, brainstorming sessions need careful facilita- tion, planning, and preparation. This includes setting out a well-honed focus or problem 11 D I SC O V ER I N G R E QU I RE ME N T S 426 definition, using a range of catalysts or prompts to help people think from a different per- spective (this can be a physical object(s) or a random word, for example), and choosing between 5 and 12 participants who know who they are designing for and have a range of experience. 11.5 Bringing Requirements to Life: Personas and Scenarios Using a format such as the Volere shell (see Figure 11.1) or user stories captures the essence of a requirement, but neither of them is sufficient on their own to express and communicate the product’s purpose and vision. Both can be augmented with other representations such as prototypes, working systems, screenshots, conversations, acceptance criteria, diagrams, doc- umentation, and so on. Which of these is required, and how many of each, will be determined by the kind of system under development. In some cases, capturing different aspects of the intended product in more formal or structured representations is appropriate. For example, when developing safety-critical devices, the functionality, user interface, and interaction of the system need to be specified unambiguously and precisely. Sapna Jaidka et al. (2017) sug- gest using the Z formal notation (a mathematically based specification language) and petri nets (a notation for modeling distributed systems based on directed graphs) to model the interaction behavior of medical infusion pumps. Harold Thimbleby (2015) pointed out that using a formal expression of requirements for number entry user interfaces such as calcula- tors, spreadsheets, and medical devices could avoid bugs and inconsistencies. Two techniques that are commonly used together to augment basic requirements infor- mation and to bring requirements to life are personas and scenarios. A persona characterizes someone who might use the product while a scenario describes one use of a product or one example of achieving a goal. Some designers prefer to develop the personas first, and some prefer to write the scenarios first, but often they are developed in parallel. Developing distinc- tive personas and scenarios can be difficult at first, and it is common for initial narratives to conflate details of the person with details of the scenario. Thinking about the persona’s goal for the scenario helps to scope the scenario to one use of the product. When used in combination, personas and scenarios complement each other and bring realistic detail that allows the design team to explore current activities, future use of new products, and futuristic visions of new technologies. Figure 11.5 depicts the relationship between them graphically. This article by Jared Spool explains why personas on their own are not enough and why scenarios also need to be developed: medium.com/user-interface-22/when-it-comes-to-personas-the- real-value-is-in-the-scenarios-4405722dd55c. 11.5 BR IN G IN G RE QU IR EM EN T S T O LI FE : P ER SON A S A N D SC EN A RIO S 427 Figure 11.5 The relationship between a scenario and its associated persona Source: www.smashingmagazine.com/2014/08/06/a-closer-look-at-personas-part-1. Reproduced with permis- sion of Smashing Magazine 11.5.1 Personas Personas (Cooper, 1999) describe typical users of the product under development on which the designers can focus and for which they can design products. Personas are a widely used and effective way to communicate user characteristics and goals to designers and developers and to remind them that users of their products may be unlike themselves. They don’t describe specific people but represent a synthesis of a number of people who have been involved in data gathering. Each persona is characterized by a unique set of goals relating to the product under development and is not a job description or a simple demographic. This is because goals often differ among people within the same job role or the same demographic. In addition to their goals, a persona will include a description of relevant behavior, atti- tudes, activities, and environment. These items are all specified in some detail. For instance, instead of describing someone simply as a competent sailor, the persona includes that they have completed a Day Skipper qualification, have more than 100 hours of sailing experience in and around European waters, and get irritated by other sailors who don’t follow the navi- gation rules. It is the addition of precise, credible, and relevant details that helps designers to see the personas as real people for whom they can design. 11 D I SC O V ER I N G R E QU I RE ME N T S 428 Madeline Hallewell et al. (2022) wanted to identify key requirements for a future auton- omous taxi service. In particular, they wanted to explore how people will be supported to use such a service, when there is no driver to help. For example, previous research has found that automatic door opening is not as convenient for some people as having the driver open the door and help the passenger enter the vehicle (Kim et al. 2019). The researchers contacted people who use taxis at least twice a year, including people from a range of ages, those with diverse accessibility requirements including hearing and physical disability, and those who regularly travel with a dependent. Thirty-five interviews were conducted. Participants completed a short demographic questionnaire and then took part in an hour-long interview. The interview was based around both positive and negative critical incidents of taxi use and asked participants to talk through the process of using the taxi. Participants were given key words to help identify stages of the process, e.g., booking and pickup, and they were prompted to think of tasks associated with the stages. Research- ers made notes and audio-recorded the interviews. From these interviews and supported by relevant literature, a set of eight personas and 13 scenarios (see Section 11.5.2) were drafted together. This was achieved through a combination of task analysis and thematic analysis of the interview data, enriched by research papers. These initial personas and scenarios were presented to the project partners, and comments were used to refine them. Figure 11.6 shows two of the personas derived from this work. These personas and scenarios were then used as the basis for a workshop that extracted key requirements, captured in Volere shells (see Figure 11.1). The style of personas varies, but commonly they include a name and photograph, plus key goals, user quotes, behaviors, and some background information. A product will usually require a set of personas rather than just one, but it may be helpful to choose a few, or maybe only one, primary persona. The details included in a persona can be influential in the design process. For example, Joni Salminen et al (2022) investigated the effect of using happy or unhappy photographs in a persona. They found that unhappy images increased participant’s perceptions of the per- sona’s realism and severity of pain points, while personas with happy images were perceived as being more extroverted, agreeable, open, conscientious, and emotionally stable. In general, a good persona does the following: Helps the designer make design decisions by understanding whether it will help or hinder someone using the product. Supports the kind of reasoning that says, “What would Bill (persona 1) do in this situation with the product?” and “How would Clara (persona 2) respond if the product behaved this way?” Contains only information that is pertinent to the product being developed. It does not attempt to capture the whole person but is only a lens to highlight relevant attitudes and specific context associated with the focus (Nielsen, 2019). For example, personas for a shared travel organizer would focus on travel-related behavior and attitudes rather than the newspapers the personas read or where they buy their clothes. On the other hand, per- sonas for a shopping center navigation system might consider these aspects. 11.5 BR IN G IN G RE QU IR EM EN T S T O LI FE : P ER SON A S A N D SC EN A RIO S 429 Figure 11.6 Two of the eight personas derived for the autonomous taxi service Source: Hallewell, et al. (2022) Deriving Personas to Inform HMI Design for Future Autonomous Taxis: A Case Study on User Requirement Elicitation, Journal of Usability Studies, 17(2), 41–64 11 D I SC O V ER I N G R E QU I RE ME N T S 430 Based on their experiences of developing three shopping coupon personas, Shazeeye Kirmani et al. (2019) propose a number of tips for developing personas within a business context. These include the importance of using different communication documents for different audiences, such as videos for senior managers, and demographics, needs, and goals for marketing; and using different data gathering methods to get a holistic view of the personas. This video discusses the scope of personas: www.youtube.com/watch?v=XVaiNayTi8U ACTIVITY 11.3 Develop two personas for a group travel organizer app that supports a group of people, perhaps a family, who are exploring vacation possibilities together. Use the common persona structure of a photo and name, plus key goals, user quotes, behaviors, and some background information. Personas are based on real people, so choose friends or relatives that you know well to construct them. These can be drawn by hand, or they can be developed in PowerPoint, for example. There are also several tailorable persona templates available online that can be used instead. Comment The personas shown in Figure 11.7 were developed for a father and his daughter using tem- plates from xtensio.com/templates. 11.5 BR IN G IN G RE QU IR EM EN T S T O LI FE : P ER SON A S A N D SC EN A RIO S 431 Figure 11.7 Two personas for the group travel organizer 11.5.2 Scenarios A scenario is an “informal narrative description” (Carroll, 2000). It describes human activi- ties or tasks in a story that allows exploration and discussion of contexts, needs, and require- ments. It does not necessarily describe the use of software or other technological support used to achieve a goal. Using stakeholder vocabulary and phrasing means that scenarios can be understood by them, and they are able to participate fully in development. Telling stories is a natural way for people to explain what they are doing, and stakeholders can easily relate to them. Scenarios can have a relatively simple format, i.e., a textual description; they may be short or long, and they may be more or less elaborate. The goal of the scenario, the narrative around reaching that goal (e.g., completing a task), and who the user is (e.g., which persona does it relate to) form the core of the scenario. This core can be fleshed out with detail as needed for the design task at hand. An example of a simple textual scenario is shown next. Abraham Mhaidli and Florian Schaub (2021) proposed this scenario to explore the potential of manipulative extended reality (XR) advertisements and their harm. A furniture company releases a new AR app that allows customers to place 3D render- ings of furniture into their home, to see how the furniture would look like in their home. Unbeknownst to the consumer, the preview is altered in ways that make the photorealis- tic rendering of the furniture seem brighter and more colorful than real life, whilst still 11 D I SC O V ER I N G R E QU I RE ME N T S 432 seeming realistic. An unsuspecting customer uses the app to “try out” a new sofa in their living room; satisfied with how it looks, they buy the sofa, only to find that the actual sofa is much duller, uglier, and of vastly lower quality than the preview had suggested. A more elaborate scenario format was used by Madeline Hallewell et al. (2022) who also devised the personas Lena and Julien introduced in the previous section. These scenarios contain quite a lot of information including quotes from interviews, the stages of the journey, and the context for the journey. An example is shown in Figure 11.8. Note that these sce- narios capture existing behavior, before the autonomous service is introduced. Figure 11.8 Scenario developed for persona Mary traveling to church. This scenario format includes a wide range of information to complement the central scenario story. Source: Hallewell, et al. (2022) Deriving Personas to Inform HMI Design for Future Autonomous Taxis: A Case Study on User Requirement Elicitation, Journal of Usability Studies, 17(2), 41–64. As illustrated, scenarios may describe existing behavior or future behavior. Starting with current behavior allows the designer to identify stakeholders and artifacts involved in an activity. Understanding current behavior also allows the designer to explore the constraints, contexts, irritations, and so on, under which people operate, as illustrated by the previous autonomous taxi example. Building scenarios around a potential new technology allows designers to explore design options creatively, using their imagination, as illustrated by the XR example about selling furniture. During the requirements activity, scenarios emphasize the context, the usability and user experience goals, and the activities in which people are engaged. Scenarios are often gener- ated during workshop, interview, or brainstorming sessions to help explain or discuss some aspect of the participant’s goals. They capture only one perspective, perhaps a single use of the product from one persona’s point of view, or one example of how a goal might be achieved. 11.5 BR IN G IN G RE QU IR EM EN T S T O LI FE : P ER SON A S A N D SC EN A RIO S 433 DILEMMA More or Less Detail: How Long Should a Scenario Be? There are advantages and disadvantages of developing scenarios that are long versus short and detailed versus abstract. Which is more appropriate depends on several issues including the stage of development and the type of design project. Early on in design, or when envision- ing future activities, a short text-based format may be sufficient to explore possibilities. As design progresses, it may be more beneficial to add more detail. Similarly, detailed scenarios may be appropriate in a design project to update an existing app, while more abstract sce- narios may be appropriate when designing a new technology. As with many design activities, there is a trade-off between how much time is spent developing and honing the presentation of the scenario versus progressing the design through other interaction design activities such as designing and building prototypes, for example. A different reason for having more elaborate scenarios may be related to stakeholder com- munication, some of whom may engage more readily with a refined and elaborate scenario. The following scenario for the group travel organizer introduced in Activity 11.3 describes how one function of the system might work—to identify potential vacation options. This sce- nario incorporates information about the two personas shown in Figure 11.7. The following is the kind of story that you might glean from a requirements interview: The Thomson family enjoys outdoor activities and wants to try their hand at sailing this year. There are four family members: Sky (8 years old), Eamonn (15), Claire (32), and Will (35). One evening after dinner, they decide to start exploring the possibilities. They want to discuss the options together, but Claire has to visit her elderly mother, so she will be join- ing the conversation from her mother’s house down the road. As a starting point, Will raises an idea they had been discussing over dinner—a sailing trip for four novices in the Mediterranean. The travel organizer supports a group of people logging in from different locations using different devices so that all members of the family can interact easily and comfortably with it wherever they are. Its initial suggestion is a flotilla, where several crews (with various levels of experience) sail together on separate boats. Sky and Eamonn aren’t very happy at the idea of going on vacation with a group of other people, even though the Thomsons would have their own boat. The travel organizer shows them descriptions of flotilla experiences from other children their ages, and they are all very positive, so eventually everyone agrees to explore flotilla opportunities. Will confirms this recommendation and asks for detailed options. As it’s getting late, he asks for the details to be saved so that everyone can consider them tomorrow. The travel organizer messages them a summary of the different options available. Developing a scenario that focuses on how a new product may be used helps to uncover implicit assumptions, expectations, and situations in which people might find themselves, such as the need to plan travel when participants are situated in different locations. These 11 D I SC O V ER I N G R E QU I RE ME N T S 434 in turn translate into requirements, in this case an environment requirement, which may be expressed as follows: As a , I want so that. Futuristic scenarios describe an envisioned situation in the future, perhaps with a new technology and new world view. Different kinds of future visions were discussed in Chap- ter 3, “Conceptualizing Interaction,” and one approach that is an extension of the scenario idea and that can be used to discover requirements is design fiction (see Box 11.3). BOX 11.3 Design Fiction Design fiction is a way to communicate a vision about the world in which a future technology is situated. The term was originally proposed in the early 2000s, and since then its use has become widespread (Baumer et al., 2020). In interaction design it is used to explore envisioned technologies and their uses without having to grapple with pragmatic challenges. In a fictional world, ethics, emotions, and context can be explored in detail and in depth without worrying about concrete constraints or implementations. For example, Richmond Wong et al. (2017) adopted a design fiction approach to engage in issues of privacy and surveillance around futuristic sensing technologies. Their design fictions were inspired by a near-future science-fiction novel, The Circle by David Eggers (2013). Their design fictions are visual, and they take the form of a workbook containing conceptual designs. They draw on three technologies in the novel, such as SeeChange, a small camera about the size of a lollipop that wirelessly records and broadcasts live video. They also include a new proto- typed technology designed to detect a user’s breathing pattern and heart rate (Adib et al., 2015). The design fictions went through three design iterations. The first adapted the technolo- gies from the novel, for example, by adding concrete interfaces. As there were no photos in The Circle, the authors designed interfaces for these technologies based only on the textual descriptions. The second iteration considered privacy concerns and placed the technologies in an extended world from the novel.The third iteration considered privacy concerns in situations that went beyond the novel and the designs they had created up to that point in time. Rich- mond Wong and colleagues (2017) suggest that their design fictions could help broaden the design space for people designing sensing technologies or be used as interview probes in further research. They also reflect that an existing fictional world is a good starting point from which to develop design fictions, and this helps to explore futures that might otherwise go unnoticed. Other examples of design fiction include Eric Baumer et al.’s (2018) consideration of how design fiction can support the exploration of ethics and Renee Noortman et al.’s (2019) use of a design fiction probe to explore future dementia care. What’s the difference between scenarios and design fiction? Mark Blythe (2017) uses the “basic plots” of literature to suggest that scenarios employ the plot of “overcoming the mon- ster,” where the monster is some problem to be solved, while design fiction more frequently takes the form of a “voyage and return” or a “quest.” 11.5 BR IN G IN G RE QU IR EM EN T S T O LI FE : P ER SON A S A N D SC EN A RIO S 435 ACTIVITY 11.4 This activity illustrates how a scenario of an existing activity can help identify requirements for a future application to support the same goal. Come up with a scenario of how you would go about choosing a new electric car. This should be a new car, not a secondhand car. Having written it down, think about the impor- tant aspects of the task, your priorities, and your preferences. Then imagine a new interactive product that supports this goal and takes account of these issues. Write a futuristic scenario showing how this product would support you. Comment The following example is a fairly generic view of this process. Your scenario will be different, but you may have identified similar concerns and priorities. The first thing I would do is to observe cars on the road, specifically electric ones, and identify those whose looks I find appealing. This may take several weeks. I would also try to identify any consumer reports that include an assess- ment of electric cars’ performance including how regularly it needs charging. Ideally, these initial activities will result in identifying a likely car for me to buy. The next stage will be to visit a car showroom and see firsthand what the car looks like and how comfortable it is to sit in. If I still feel positive about the car, then I’ll ask for a test-drive. Even a short test-drive helps me to understand how well the car handles, if the engine is noisy, how smooth is the ride, and so on. Once I’ve driven the car myself, I can usually tell whether I would like to own it or not. From this scenario, it seems that there are broadly two stages involved in the task: researching the different cars available and gaining firsthand experience of potential pur- chases. In the former, observing cars on the road and getting expert evaluations of them are highlighted. In the latter, the test-drive has quite a lot of significance. For many people who are in the process of buying a new car, the smell and touch of the car’s exterior and interior and the driving experience itself are the most influential factors in choosing a particular model. Other attributes such as battery range, interior roominess, colors available, and price may rule out certain makes and models, but at the end of the day, cars are often chosen according to how easy they are to handle and how comfortable they are inside. This makes the test-drive a vital part of the process of choosing a new car. Taking these comments into account, we’ve come up with the following scenario describ- ing how an innovative “one-stop shop” for new electric cars might operate. This product makes use of immersive virtual reality technology that is already in use by other applications, such as designing buildings and training bomb disposal experts. I want to buy an electric car, so I go down the street to the local “one-stop car shop.” The shop has a number of booths in it, and when I enter, I’m directed to an empty booth. Inside, there’s a large seat that reminds me of a racing car seat, and in front of that there’s a large display screen. (Continued) 11 D I SC O V ER I N G R E QU I RE ME N T S 436 As I sit down, the display screen jumps to life. It offers me the option of brows- ing through video clips of new cars that have been released in the last two years or of searching through video clips of cars by make, model, or year. I can choose as many of these as I like. I also have the option of searching through consumer reports that have been produced about the cars in which I’m interested. I spend about an hour looking through materials and deciding that I’d like to experience the up-to-date models of a couple of vehicles that look promising. Of course, I can go away and come back later, but I’d like to have a go right now at some of the cars I’ve found. By flicking a switch in my armrest, I can call up the options for virtual reality simulations for any of the cars in which I’m interested. These are really great, as they allow me to take the car for a test- drive, simulating everything about the driving experience in this car—from road holding to windshield display and foot pedal pressure to dashboard lay- out. It even re-creates the atmosphere of being inside the car. Note that the product includes support for the two research activities mentioned in the original scenario, as well as the important test-drive facility. This would be only a first-cut scenario, which would then be refined through discussion and further investigation. Scenarios may also be constructed using audio or video. For example, Tommy Nilsson et al. (2020) used animated positive and negative scenarios to consider the effects of passive and engaging solutions around food practices in a domestic setting, such as waste manage- ment and food monitoring. They developed two scenarios that represent different values: one promoting an active and social lifestyle, and the other promoting convenience and calm computing (see Figure 11.9). These were shown to 28 people in 6 focus groups and a set of four design values emerged: convenience, trust, privacy, and choice. Here are links to the animated scenarios described earlier: vimeo.com/238701035 vimeo.com/241688455 11.6 Capturing Interaction with Use Cases A use case captures a product’s functional requirements. Business use cases focus on high- level business goals, while implementation use cases focus on the product’s behavior when interacting with someone. Implementation use cases are often used in software development and so are one way in which software concerns interface with interaction design. In particu- lar, implementation use cases focus on the details of the interaction in a way that emphasizes information exchange and the structure of a dialogue between a person and the product. 11.6 CAPTURING I N T ER A C TI ON WITH USE C AS ES 437 They may be used in design to think about the new interaction being designed, and they may also be used to capture requirements—to think through details about what people need to see, to know about, or to react to in order to reach their goal. Use cases define a specific process because they are a step-by-step description. This is in contrast to a user story, which focuses on outcomes and goals. Capturing the detail of this interaction in terms of steps is useful as a way to enhance a basic requirements statement. The style of use cases varies. Two styles are shown in this section. (a) (b) Figure 11.9 (a) Two example scenarios and (b) screen captures of the animated scenarios used to explore the design of technologies around food practices at home Source: Tommy Nilsson, et al. (2020). Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the Home, DIS ‘20: Proceedings of the 2020 ACM Designing Interactive Systems Conference, Pages 827– 839 doi-org.libezproxy.open.ac.uk/10.1145/3357236.3395476. Reproduced with permission of ACM Publication The first style focuses on the division of tasks between the product and the user. For example, Figure 11.10 illustrates an example of this kind of use case, focusing on the visa requirements functionality of the group travel organizer. Note that nothing is said about how 11 D I SC O V ER I N G R E QU I RE ME N T S 438 the person might interact with the application, but instead it focuses on user intentions and product responsibilities. For example, the second user intention simply states that the user supplies the required information, which could be achieved in a variety of ways including scanning a passport, accessing a database of personal information based on fingerprint rec- ognition, and so on. This style of use case has been called an essential use case (Constantine and Lockwood, 1999). retrieveVisa USER INTENTION SYSTEM RESPONSIBILITY Find visa requirements Request destination and nationality Supply required information Obtain appropriate visa information Obtain a personal copy of visa information Offer information in different formats Choose suitable format Provide information in chosen format Figure 11.10 An essential use case for “retrieve visa” that focuses on how the task is split between the product and the user The second style of use cases is more detailed, and it captures the person’s goal when interacting with the product. In this technique, the main use case describes the normal course, that is, the set of actions most commonly performed. Other possible sequences, called alter- native courses, are then captured at the bottom of the use case. A use case for retrieving the visa requirements for the group travel organizer, with the normal course being that informa- tion about the visa requirements is available, might be as follows: 1. The product asks for the name of the destination country. 2. The user provides the country’s name. 3. The product checks that the country is valid. 4. The product asks the user for their nationality. 5. The user provides their nationality. 6. The product checks the visa requirements of that country for a passport holder of the user’s nationality. 7. The product provides the visa requirements. 8. The product asks whether the user wants to share the visa requirements on social media. 9. The user provides appropriate social media information. Alternative Courses 4. If the country name is invalid: 4.1 The product provides an error message. 4.2 The product returns to step 1. 6. If the nationality is invalid: 11.6 CAPTURING I N T ER A C TI ON WITH USE C AS ES 439 6.1 The product provides an error message. 6.2 The product returns to step 4. 7. If no information about visa requirements is found: 7.1 The product provides a suitable message. 7.2 The product returns to step 1. Note that the number associated with the alternative course indicates the step in the nor- mal course that is replaced by this action or set of actions. Also note how specific the use case is about how the person and the product will interact compared with the first style. In-Depth Activity This activity is the first of five assignments that together go through the complete development lifecycle for an interactive product. The goal is to design and evaluate an interactive product for booking tickets for events such as concerts, music festivals, plays, and sporting events. Most venues and events have booking websites or apps already, and there are many ticket agencies that also provide reduced tickets and exclusive options, so there are plenty of existing products to research first. Carry out the following activities to discover requirements for this product: 1. Identify and capture some requirements for this product. This could be done in a number of ways, for example, observing friends or family using ticket agents, thinking about your own experience of purchasing tickets, studying websites for booking tickets, interviewing friends and family about their experiences, and so on. 2. Based on the information you glean, produce two personas and one main scenario for each, capturing how the person is expected to interact with the product. 3. Using the data gathered in part 1 and your subsequent analysis, identify different kinds of requirements for the product, according to the headings introduced in section 11.3. Write up the requirements using a format similar to the atomic requirements shell shown in Figure 11.1 or in the style of user stories. Summary This chapter examined the requirements activity in greater detail, including how to discover requirements and how to represent them. The data gathering techniques introduced in Chap- ter 8 are used to discover requirements in many different combinations, and this chapter has illustrated some of them. In addition, contextual inquiry, studying documentation, deploying probes, and researching similar products are commonly used techniques. Personas and sce- narios help to bring data and requirements to life and are commonly used in combination (Continued) 11 D I SC O V ER I N G R E QU I RE ME N T S 440 to explore the user experience and product functionality. There are many ways to represent requirements. Some are more structured such as the Volere shell, while others are more spec- ulative and deliberately suggestive, such as probes. Others, such as use cases, try to pin down the detail to enable designers to progress to the next stage more readily, e.g., by starting to create a design concept using a wire framing tool. Key Points A requirement is a statement about an intended product that specifies what it is expected to do or how it will perform. Articulating requirements and defining what needs to be built avoids miscommunication and supports technical developers and allows stakeholders to contribute more effectively. There are different kinds of requirements. Six common ones are functional, data, environ- mental (context of use), user characteristics, usability goals, and user experience goals. Scenarios provide a story-based narrative to explore existing behavior, potential use of new products under development, and futuristic visions of technology use. Personas capture realistic profiles of people who might use the product, based on a set of characteristics that are relevant to the product, and are synthesized from data gath- ering sessions. Scenarios and personas together can be used throughout the product lifecycle. Use cases capture details about an existing or imagined interaction between users and the product. Further Reading COHN, M. (2004) User Stories Applied. Addison-Wesley. This classic book is a practical guide to writing good user stories. NIELSEN, L. (2019) Personas—User-Focused Design. (2nd ed.) Springer. This book provides a comprehensive coverage of personas: how to develop them and how to use them. ROBERTSON, J., AND ROBERTSON, S. (2019) Business Analysis Agility. Addison Wesley. This book brings together experience of traditional requirements techniques (such as Volere) and an agile way of working. It includes treatment of interaction design but focuses on how to make sure the product being built is the right product from a business perspective. SNYDER, P. I. (2021) The Art of Brainstorming. Dream Books. This book covers the history and evolution of brainstorming, together with practical techniques and methods to run both group and individual brainstorming sessions. Chapter 12 D E S I G N , P R O T O T Y P I N G , A N D C O N S T R U C T I O N 12.1 Introduction 12.2 Prototyping 12.3 Conceptual Design 12.4 Concrete Design 12.5 Generating Prototypes 12.6 Construction Objectives The main goals of this chapter are to accomplish the following: Describe prototyping and the different types of prototyping activities. Enable you to produce prototypes from the models developed during the requirements activity. Enable you to produce a conceptual model for a product and justify your choices. Explain the use of scenarios and prototypes in design. Introduce physical computing kits and software development kits and their role in construction. 12.1 Introduction Design, prototyping, and construction fall within the Develop phase of the double diamond of design, introduced in Chapter 2, “The Process of Interaction Design,” in which solutions or concepts are created, prototyped, tested, and iterated. The final product emerges iteratively through repeated design-evaluation-redesign cycles involving a range of stakeholders, and prototypes facilitate this process. There are two aspects to design: a conceptual part, which focuses on ideas for a product, and the concrete part, which focuses on the details of the design. The former involves developing a conceptual model that captures what the product will do and how it will behave, while the latter is concerned with the details of the design, such as menu types, haptic feedback, physical widgets, and graphics. The two are inter- twined, as concrete design issues will require some consideration in order to prototype ideas, and prototyping ideas will lead to an evolution of the concept. 12 D ES I G N , PR OT OT YPI NG, AND C ON S T RU C TI ON 442 Designers prototype their design ideas so that people can evaluate them effectively. In the early stages of development, these prototypes may be made of paper and cardboard or be ready-made components pulled together to allow evaluation, while as the design progresses, they become more polished, tailored, and robust so that they resemble the final product. This chapter presents the activities involved in progressing a set of requirements through the cycles of prototyping and construction. The next section explains the role and techniques of prototyping and then explores how prototypes may be used in the design process. The chapter ends by discussing physical computing and software development kits (SDKs), which provide a basis for construction. BOX 12.1 Designing with or Designing for People? The importance of engaging a range of people in the design process was emphasized in Chapter 2 and throughout the book. This includes users and other stakeholders but also extends beyond the product itself, into the wider community. But is this engagement one-way? Are designers designing for people or with people? Approaches that emphasize designing with rather than designing for include co-design, participatory design, and community-based design. But many approaches to technology design include participation with stakeholders, so what’s the difference between them? Co-design is a design approach that emphasizes creativity and mutual learning through design activities with stakeholders, and co-design teams are o

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