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Chapter 11 DISCOVERING REQUIREMENTS 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 accom...

Chapter 11 DISCOVERING REQUIREMENTS 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 from a simple description. • Explain additional data gathering techniques and how they may be used to discover requirements. • Enable you to develop a persona and a scenario from a simple description. • Describe use cases as a way to capture 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 the target users and their capabilities; how a new product might support users in their daily lives; users’ current tasks, goals, and contexts; constraints on the product’s performance; and so on. 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 activities 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 evolving through a series of evaluation—redesign cycles. With short, iterative development cycles, it’s easy to confuse the 386 11 DISCOVERING REQUIREMENTS 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 in more detail, and it introduces some techniques specifically used to explore the problem space, define what to build, and characterize the target audience. 11.2 What, How, and Why? This section briefly considers what is the purpose of the requirements activity, how to capture requirements, and why bother at all. 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, introduced 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 what will be developed. 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 targeted activities, or tangentially 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 lessons 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 to Capture Requirements Once They Are Discovered? Requirements may be captured in several different forms. For some products, such as an exercise monitoring app, it may be appropriate to capture requirements implicitly through a prototype or operational product. For others, such as process control software in a factory, a more detailed understanding of the required behavior is needed before prototyping or construction begins, and a structured or rigorous notation may be used to investigate the product’s requirements. In all cases, capturing requirements explicitly is beneficial in order to make sure that key requirements aren’t lost through the iterations. Interactive products span a wide range of domains with differing constraints and user expectations. Although it may be disappointing if a new app to alert shoppers about offers on their favorite purchases turns out to be unusable or slightly inaccurate, if the same happens to an air traffic control system, the consequences are far more significant and could threaten lives. As we discuss in this section, there are different kinds of requirements, and each can be emphasized or de-emphasized by different notations because notations emphasize different characteristics. For example, requirements for a product that relies on processing large amounts of data will be captured using a notation that emphasizes data characteristics. This means that a range of representations is used including prototypes, stories, diagrams, and photographs, as appropriate for the product under development. 11.3 W H AT A R E R E Q U I R E M E N T S ? 11.2.3 Why Bother? Avoiding Miscommunication One of the goals of interaction design is to produce usable products that support the way that people communicate and interact in their everyday and working lives. Discovering and communicating requirements helps to advance this goal, because defining what needs to be built supports technical developers and allows users to contribute more effectively. If the product turns out to be unusable or inappropriate, then everyone will be disappointed. User-centered design with repeated iteration and evaluation along with user involvement mitigates against this from happening. The following cartoon illustrates the consequences of misunderstanding or miscommunication. The goal of an iterative user-centered approach is to involve different perspectives and make sure that there is agreement. Miscommunication is more likely if requirements are not clearly articulated. 11.3 What Are Requirements? A requirement is a statement about an intended 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. Another, less precise requirement might be for teenagers to find the smartwatch appealing. In the latter example, the requirements 387 388 11 DISCOVERING REQUIREMENTS activity would involve exploring in more detail exactly what would make such a watch appealing to teenagers. One of the goals of the requirements activity is to identify, clarify, and capture the requirements. The process of discovering requirements is iterative, allowing requirements and their understanding to evolve. In addition to capturing the requirements themselves, this activity also involves specifying criteria that can be used to show when the requirements have been fulfilled. For example, usability and user experience criteria can be used in this way. Requirements come in different forms and at different levels of abstraction. The example requirement shown in Figure 11.1(a) is expressed using a generic requirements structure called an atomic requirements shell (Robertson and Robertson, 2013); 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 (http://www.volere.co.uk), which is a generic requirements framework. Although not specifically designed for interaction design, Volere is widely used in many different domains and has been extended to include UX analytics (Porter et al, 2014). An alternative way to capture what a product is intended to do is via user stories. User stories communicate requirements between team members. 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. Originally, user stories were normally written on physical cards that deliberately constrained the amount of information that could be captured in order to prompt conversations between stakeholders. While these conversations are still highly valued, the use of digital support tools such as Jira (https://www.atlassian.com/software/jira) has meant that additional information to elaborate the requirement is often stored with user stories. As an example, this additional information might be 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 <role>, I want <behavior> so that <benefit>. Example user stories for a travel organizer might be: • As a <traveler>, I want <to save my favorite airline for all my flights> so that <I will be able to collect air miles>. • As a <travel agent>, I want <my special discount rates to be displayed to me> so that <I can offer my clients competitive rates>. 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. 11.3 W H AT A R E R E Q U I R E M E N T S ? (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 389 390 11 DISCOVERING REQUIREMENTS 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. Example epics for a travel organizer app might be the following: • As a <group traveler>, I want <to choose from a range of potential vacations that suit the group’s preferences> so that <the whole group can have a good time>. • As a <group traveler>, I want <to know the visa restrictions for everyone in the group> so that <visas can be arranged for everyone in the group in plenty of time>. • As a <group traveler>, I want <to know the vaccinations required to visit the chosen destination> so that <vaccinations can be arranged for everyone in the group in plenty of time>. • As a <travel agent>, I want <up-to-date information displayed> so that <my clients receive accurate information>. 11.3.1 Different Kinds of Requirements Requirements come from several sources: from the user community, from the business community, 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 user 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 nonfunctional 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. There are many more different types of requirements, however. Suzanne and James Robertson (2013) suggest a comprehensive categorized set of requirements types (see Table 11.1), while Ellen Gottesdiener and Mary Gorman (2012) suggest seven product dimensions (see Figure 11.2). 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 11.3 Nonfunctional Requirements W H AT A R E R E Q U I R E M E N T S ? 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 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 requirements types Source: Atlantic Systems Guild, Volere Requirements Specification Template, Edition 18 (2017), http://www .volere.co.uk/template.htm The 7 Product Dimensions User Interface Action Data Control Environment Quality Attribute Users interact with the product The product connects to users, systems, and devices The product provides capabilities for users The product includes a repository of data and useful information The product enforces constraints The product conforms to physical properties and technology platforms The product has certain properties that qualify its operation and development Figure 11.2 The seven product dimensions Source: Gottesdiener and Gorman (2012), p. 58. Used courtesy of Ellen Gottesdiener 391 392 11 DISCOVERING REQUIREMENTS To see how the seven product dimensions can be used to discover requirements, see https://www.youtube.com/watch?v=x9oIpZaXTDs. 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 a robot working in a car assembly plant might be that it is able to place and weld together the correct pieces of metal accurately. Understanding the functional requirements for an interactive product is fundamental. 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 users 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, an ATM 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. Issues regarding the social aspects of interaction design, such as collaboration and coordination, were raised in Chapter 5, “Social Interaction.” For example, will data need to be shared? If so, does the sharing have to be synchronous (for instance, viewing the data at once) or asynchronous (for example, two people authoring a report taking turns to edit it)? Other factors include the physical location of fellow team members, such as collaborators communicating across great distances. The third aspect is the organizational environment, for example, how good is user support likely to be, how easily can it be obtained, and are there facilities or resources for training, how efficient or stable is the communications infrastructure, and so on? Finally, the technical environment will need to be established. For example, what technologies will the product run on or need to be compatible with, and what technological limitations might be relevant? User characteristics capture the key attributes of the intended user group, such as the users’ abilities and skills, and depending on the product, also their educational background, preferences, personal circumstances, physical or mental disabilities, and so on. In addition, a user 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 collection of characteristics for a typical user is called a user profile. Any one product may have several different user profiles. Usability goals and user experience goals are another kind of requirement, and they should be captured together with appropriate measures. Chapter 2 briefly introduced 11.3 W H AT A R E R E Q U I R E M E N T S ? usability engineering, an approach in which specific measures for the usability goals of the product are agreed upon early in the development process 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 these qualities, an understanding of their importance is needed during the requirements activity. Different interactive products will be associated with different requirements. For example, a telecare system designed to monitor an elderly person’s movements and alert relevant care staff will be constrained by the type and size of sensors that can be easily worn by the users as they go about their normal activities. Wearable interfaces need to be light, small, fashionable, preferably hidden, and not get in the way. A desirable characteristic of both an online shopping site and a robotic companion is that they are trustworthy, but this attribute leads to different nonfunctional requirements—in the former, security 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 challenges is to provide security that does not detract from the user experience. Box 11.1 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 most products. The wide range of security breaches, in particular of individuals’ 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 usercentered perspective regarding security will result in users circumventing security mechanisms. Many years later, usable security and the role of users in maintaining secure practices is still being discussed. Users are now bombarded with advice about how to choose a password, but most adults interact with so many systems and have to maintain a wide variety of login details and passwords that this can be overwhelming. Instead of improving security, this can lead to users developing coping strategies to manage their passwords, which may end up compromising rather than strengthening security. In their study, Elizabeth Stobert and Robert Biddle (2018) identify a password lifecycle that shows how passwords are developed, reused, adapted, discarded, and forgotten. Users are not necessarily ignoring password advice when they create weak passwords or write them down, but instead they are carefully managing their resources and expending more effort to protect the most valued accounts. Chapter 4, “Cognitive Aspects,” highlighted issues around memory and passwords and the move toward using biometrics instead of passwords. The need to identify usable security requirements, however, will still exist even with biometrics. 393 394 11 DISCOVERING REQUIREMENTS ACTIVITY 11.1 Suggest some key requirements in each category (functional, data, environmental, user characteristics, usability goals, and user experience goals) for each of the following situations: 1. An interactive product for navigating around a shopping center. 2. A wearable interactive product to measure glucose levels for an individual with diabetes. Comment You may come up with alternative suggestions. These are merely indicative answers. 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 for the user, maps of the shopping center, and locations of all the places in the center. It also requires knowledge about the terrain and pathways 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 users may be talking with friends and colleagues while using the product. Support or help with using the product may not be readily available, but the user can probably ask a passerby for directions if the app fails to work. User Characteristics Potential users are members of the population who have their own mobile device and for whom the center is accessible. This suggests quite a wide variety of users with different abilities and skills, a range of educational backgrounds and personal preferences, and different age groups. Usability Goals The product needs to be easy to learn so that new users can use it immediately, and it should be memorable for more frequent users. Users won’t want to wait around for the product to display fancy maps or provide unnecessary detail, so it needs to be efficient and safe to use; that is, it needs to be able to deal easily with user errors. User Experience Goals Of the user experience goals listed in Chapter 1, “What Is Interaction Design?” 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 take small blood samples and measure glucose readings from them. Data The product will need to measure and display the glucose reading—but possibly not store it permanently—and it may not need other data about the individual. These questions 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. 11.4 D ATA G AT H E R I N G F O R R E Q U I R E M E N T S User Characteristics Users could be of any age, nationality, ability, and so forth, and may be novice or expert, depending on how long they have had diabetes. Most users 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 remember 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. 11.4 Data Gathering for Requirements Data gathering for requirements covers a wide spectrum of issues, including who are the intended users, 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 current situation. The goals for the data gathering sessions will be to discover all of the types of requirements relevant for the product. The three data gathering techniques introduced in Chapter 8, “Data Gathering” (interviews, observation, and questionnaires), are commonly used throughout the interaction design lifecycle. 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. Studying documentation can also be good for gaining background information, and it doesn’t involve stakeholder time. 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. Xiangping Chen et al. (2018) propose 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 user groups, questionnaires to reach a wider population, and focus groups to build a consensus view. Many different combinations are used in practice, and Box 11.2 includes some examples. Note that the example from Orit Shaer et al. (2012) also illustrates the development of an interactive product for a specialist domain, where users join the development team to help them understand the domain complexities. 395 396 11 DISCOVERING REQUIREMENTS BOX 11.2 Combining Data Gathering in Requirements Activities The following describes some examples where different data gathering techniques have been combined to progress requirements activities. Direct Observation in the Field, 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 recommendations 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 field 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 (60 participants, over 3 weeks), they investigated the relationship between past mood data, emotional profiles, and different types of recommendations to improve future wellbeing. In the second study (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 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. Activity Plans Updated Prediction Original Prediction (a) 11.4 D ATA G AT H E R I N G F O R R E Q U I R E M E N T S (a) (b) Figure 11.3 (a) The image shown to participants in the first field study (b) the smartphone diary app for the second study In Figure 11.3 (b) The left panel shows the home screen: Participants record a new experience 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. Source: (a) Hollis et al. (2017), Figure 1. Used courtesy of Taylor & Francis and (b) Hollis et al. (2017), Figure 9. Used courtesy of Taylor & Francis 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 personal 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. 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. (Continued) 397 398 11 DISCOVERING REQUIREMENTS Studying Documentation, Evaluating Other Systems, User Observations, and Group Interviews 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 to evaluate other existing systems, and specifically how to represent the vessel on the display. 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. Ethnographic Study, Interviews, Usability Tests, and User Participation Orit Shaer et al. (2012) report on the design of a multitouch tabletop user interface for collaborative exploration of genomic data. In-depth interviews were conducted with 38 molecular and computational biologists to understand the current work practices, needs, and workflow of small research groups. A small team of nine researchers investigating gene interaction in tuberculosis was studied for eight weeks using an ethnographic approach, and other labs were also observed. Because the application area was specialized, the design team needed to be comfortable with the domain concepts. To achieve this, biologists were integrated into the development team, and other members of the design team regularly visited biology research group partners, attended courses to teach them relevant domain concepts, and conducted frequent usability tests with users. 11.4.1 Using Probes to Engage with Users 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 the researchers can learn more about users and their contexts. Probes rely on some form of logging to gather the data—either automatically in the case of technology probes or manually in the case of diaries or design probes. The idea of a probe was developed during the Presence Project (Gaver et al., 1999), which was investigating novel interaction techniques to increase the presence of elderly people in their local community. They 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 users to engage with and answer the question in their own context. Figure 11.4 illustrates a Top Trumps probe; the participant was given six cards and asked to describe objects which were powerful to them and to rate the object’s powers using numerical values out of 100 (Wallace et al., 2013). 11.4 D ATA G AT H E R I N G F O R R E Q U I R E M E N T S Figure 11.4 Top Trumps probe Source: Wallace et al. (2013), Figure 6. Reproduced with permission of ACM Publications Other types of probes include technology probes (Hutchinson et al., 2003) and provocative probes (Sethu-Jones et al., 2017). Examples of technology probes include toolkits, such as the SenseBoard for developing IoT applications (Richards and Woodthorpe, 2009), mobile phone apps such as Pocketsong, a mobile music listening app (Kirk et al., 2016), and M-Kulinda, a device that uses sensors to monitor movement that was deployed in rural Kenya (Chidziwisano and Wyche, 2018). The last of these, M-Kulinda, worked with the participant’s mobile phones to alert participants of unexpected movement in their homes. By doing this, the researchers hoped to provide insights into how sensor-based technology may be used in rural households and to learn about domestic security measures in rural Kenya. Provocative probes are technology probes designed to challenge existing norms and attitudes in order to provoke discussion. For example, Dimitros Raptis et al. (2017) designed a provocation called “The Box” to challenge domestic laundry practices. The intention was to learn about users’ laundry practices and also to provoke users across three dimensions: conceptually, functionally, and aesthetically. Conceptual provocation challenged the assumption that electricity is always available and that its source is not relevant. Functional provocation was provided through an emergency override button that could be pressed if the electricity had been cut off, but its size and color implied that doing so was somehow wrong. Aesthetic provocation was achieved by designing a separate physical box, rather than a mobile phone app, and by designing it to be bulky and utilitarian (see Figure 11.5). This kind of provocation was found to increase participants’ engagement. e d a c b a) electricity status – 12 hour forecast, b) savings account, c) override button presses, d) override button, and e) electricity status at the moment Figure 11.5 The Box provocative probe Source: Raptis et al. (2017). Reproduced with permission of ACM Publications 399 400 11 DISCOVERING REQUIREMENTS 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 discover requirements. For example, Hyunyoung Kim et al. (2018) used contextual inquiry to learn about unresolved usability problems related to devices for continuous parameter controls, 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 member 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. Contextual 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 user (master), creating an attitude of sharing and learning on either side. This approach shifts the perceived “power” relationship that can exist in a more traditional interviewer–interviewee relationship. Users talk as they “do,” and the apprentice learns by being part of the activity while also observing it, which has all of the advantages of observation and ethnography. Hidden and specific details that people don’t make explicit, and don’t necessarily realize themselves, emerge this way and can be shared and learned. While observing and learning, the apprentice focuses on why, not just what. Four principles guide the contextual interview, each of which defines an aspect of the interaction and enhances the basic apprenticeship model. These principles are context, partnership, interpretation, and focus. The context principle emphasizes the importance of going to the user, wherever they are, and seeing what they do as they do it. The benefits of this are exposure to ongoing experience instead of summary data, concrete details rather than abstract data, and experienced motives rather than reports. The partnership principle creates a collaborative context in which the user and interviewer can explore the user’s life together, on an equal footing. In a traditional interview or workshop situation, the interviewer or workshop leader 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 hypothesis or idea. These interpretations are developed collaboratively by the user 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 user repeatedly checks the data, specifically looking at the heart rate display. One interpretation of this is that the user is very worried about their heart rate. Another interpretation is that the user is concerned 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 user wants to make sure that the data is saved regularly. The only way to make sure that the chosen interpretation is correct is to ask the user and see their reaction. It may be that, in fact, they don’t realize that they are doing this and that it has simply become a distracting habit. 11.4 D ATA G AT H E R I N G F O R R E Q U I R E M E N T S The fourth principle, focus, is established to guide the interview setup and tells the interviewer what they need to pay attention to among all of the detail that will be unearthed. While the apprenticeship model means that the master (user) will choose what to share or teach, it is also the apprentice’s responsibility to capture information relevant to the project. In addition, the interviewer will have their own interests and perspectives, and this allows different aspects of the activity to surface when all members of the team conduct interviews around the project focus. This leads to a richer collection of data. Together with the principles that shape how the session will run, the contextual interview is also guided by a set of “cool concepts.” Cool concepts are an addition to the original contextual inquiry idea, and they are derived from a field study that investigated what it is about technologies that users find “cool” (Holtzblatt and Beyer, 2017, p10). Seven cool concepts emerged from this study, and they are divided into two groups: four concepts that enhance the joy of life and three concepts that enhance the joy of use. 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 describes 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 user does their activity, although often they only emerge retrospectively when reflecting on the session. The contextual interview has four parts: getting an overview, the transition, main interview, and wrap-up. The first part can be performed like a traditional interview, introducing each other and setting the context of the project. The second part is where the interaction 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 user 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. During the interview, data is collected in the form of notes and initial Contextual Design models and perhaps audio and video recordings. Following each contextual interview, the team holds an interpretation session that allows the whole team to talk about the user and hence establish a shared understanding based on the data. During this session, specific contextual design models are also generated or consolidated. There are 10 models suggested by Contextual Design, and the team can choose the most relevant for the project. Five of these models are linked to the cool concepts: the day-in-the-life model (representing accomplishment), the relationship and collaboration models (representing connection), the identity model, and the sensation board. Five others provide a complete view of the users’ tasks, but they are used only for some projects: the flow model, the decision point model, the physical model, the sequence model, and the artifact model. The affinity diagram, described in Chapter 2, is produced after several interpretation sessions have taken place. The contextual design method follows this up with an immersion exercise called the Wall Walk, in which all of the generated models are hung up on the walls of a large conference room for stakeholders to read and suggest design ideas. For more detail about these models and how to generate them, see Holtzblatt and Beyer (2017). 401 402 11 DISCOVERING REQUIREMENTS 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 which one must adhere, the cool concepts to look out for, and a set of models 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 very unusual for a standard interview. 11.4.3 Brainstorming for Innovation Requirements may emerge directly from the data gathered, but they may also involve innovation. Brainstorming is a generic technique used to generate, refine, and develop ideas. It is widely used in interaction design specifically for generating alternative designs or for suggesting new and better ideas to support users. Various rules have been suggested for making a brainstorming session successful, some of which are listed next. In the context of the requirements activity, two key success factors are that the participants know the users and that no ideas are criticized or debated. Other suggestions for successful requirements brainstorming sessions are as follows (Robertson and Robertson, 2013; Kelley with Littman, 2016): 1. Include participants from a wide range of disciplines with a broad range of experience. 2. Don’t ban silly stuff. Wild ideas often turn into really useful requirements. 3. Use catalysts for further inspiration. Build one idea on top of another, jump back to an earlier idea, or consider alternative interpretations when energy levels start to flag. If you get stuck, use a word pulled randomly from a dictionary to prompt ideas related to the product. 4. Keep records. Capture every idea, without censoring. One suggestion is to number ideas so that they can be referred to more easily at a later stage. Cover the walls and tables in paper, and encourage participants to sketch, mind-map, and diagram ideas, including keeping the flow of ideas, as spatial memory is very strong, and this can facilitate recall. Sticky notes, each with one idea, are useful for re-arranging and grouping ideas. 11.5 BRINGING REQUIREMENTS TO LIFE: PERSONAS AND SCENARIOS 5. Sharpen the focus. Start the brainstorm with a well-honed problem. This will get the brainstorm off to a good start, and it makes it easier to pull people back to the main topic if the session wanders. 6. Use warm-up exercises and make the session fun. The group will require warming up if they haven’t worked together before, most of the group doesn’t brainstorm regularly, or the group is distracted by other pressures. Warm-up exercises might take the form of word games or the exploration of physical items related or unrelated to the problem at hand, such as the TechBox in Chapter 2. 11.5 Bringing Requirements to Life: Personas and Scenarios Using a format such as those shown in 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 prototypes, working systems, screenshots, conversations, acceptance criteria, diagrams, documentation, and so on. Which of these augmentations is required, and how much, 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) suggest 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) points out that using a formal expression of requirements for number entry user interfaces such as calculators, spreadsheets, and medical devices could avoid bugs and inconsistencies. Two techniques that are commonly used to augment the basic requirements information and to bring requirements to life are personas and scenarios. Often used together, they complement each other in order to bring realistic detail that allows the developer to explore the user’s current activities, future use of new products, and futuristic visions of new technologies. They can also guide development throughout the product lifecycle. 11.5.1 Personas Personas (Cooper, 1999) are rich descriptions of typical users of the product under development on which the designers can focus and for which they can design products. They don’t describe specific people, but rather they are realistic, and not idealized. Any one persona represents a synthesis of a number of real users who have been involved in data gathering, and it is based on a set of user profiles. Each persona is characterized by a unique set of goals relating to the particular product under development, rather than 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 the user’s behavior, attitudes, 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 403 404 11 DISCOVERING REQUIREMENTS 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 navigation rules. Each persona has a name, often a photograph, and some personal details such as what they do as a hobby. It is the addition of precise, credible details that helps designers to see the personas as real potential users, and hence as people for whom they can design. A product will usually require a small set of personas rather than just one. It may be helpful to choose a few, or maybe only one, primary personas who represent a large section of the intended user group. Personas are used widely, and they have proved to be a powerful way to communicate user characteristics and goals to designers and developers. A good persona helps the designer understand whether a particular design decision will help or hinder their users. To this end, a persona has two goals (Caddick and Cable, 2011): • To help the designer make design decisions • To remind the team that real people will be using the product A good persona is one that 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?” But good personas can be challenging to develop. The kind of information they include needs to be pertinent to the product being developed. 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, personas for a shopping center navigation system might consider these aspects. Steven Kerr et al. (2014) conducted a series of studies to identify user needs and goals in the kitchen as a way to improve the design of technology to assist with cooking. They conducted observations and interviews with three members each of three user groups, identified through background research: beginners, older experts, and families (specifically parents). The interview focused on topics such as cooking experience, meal planning, and grocery shopping. Two researchers attended each home visit. Notes, video, audio, and photographs were used to capture the data, including a think-aloud session during some of the activities. Personas were developed following both inductive and deductive analysis (see Chapter 9, “Data Analysis, Interpretation, and Presentation”), looking for patterns in the data and commonalities that could be grouped into one persona. Three primary and three secondary personas were developed from the data. Figure 11.6 shows one primary (beginner) persona and one secondary (older expert) persona that they derived from this work. Note that the two types (primary and secondary) in this case have different formats, with Ben being more detailed than Olive. They also conducted a survey online to validate the personas and to create a list of requirements for new technology to support cooking. The style of personas varies widely, but commonly they include a name and photograph, plus key goals, user quotes, behaviors, and some background information. The examples in Figure 11.7(a) illustrate the persona format developed and used by the company in Box 11.3, which has been tailored for their purposes. Figure 11.7(b) shows the user journey associated with their personas. 11.5 BRINGING REQUIREMENTS TO LIFE: PERSONAS AND SCENARIOS (a) (b) Figure 11.6 (a) One primary (beginner) persona and (b) one secondary (older expert) persona for cooking in Singapore Source: Kerr et al. (2014). Used courtesy of Elsevier BOX 11.3 Persona-Driven Development in London Caplin Systems is based in the City of London and provides a framework to investment banks that enables them to build, or enhance, their single-dealer offering (a platform that integrates services and information for trading in capital markets) quickly or to create a single-dealer platform for the first time. The company was drawn to use personas to increase the customer focus of their products by better understanding for whom they were developing their system. Personas were seen as a way to provide a unified view of their users and to start building more customerfocused products. The first step was to run a workshop for the whole company, introduce personas, show how other companies were using them, and have employees experience the benefits of using personas firsthand through some simple team exercises. The following proposition was then put forward: Should we adopt personas and persona-driven development? The response was a resounding “yes!” This was a good thing to do. Gaining this “buy in” was fundamentally important in ensuring that everyone was behind the use of personas and committed to the change. Everyone got excited, and work began to define the way forward. Further workshops were run to refine the first persona, though in hindsight the Caplin team believes that too long a time was spent trying to get the first persona perfect. Now they are much more agile about persona creation. Eighteen months after the persona breakthrough workshop, the main persona for Caplin Trader, Jack, and his “pain points” were the focus of development, design decisions, and team discussions. Ongoing persona development focused on end users of the software built with Caplin’s technology, and Narrative Journey Maps captured their interactions and helped to define goals/motivations and pain points (see Figure 11.7b). 405 406 11 DISCOVERING REQUIREMENTS (a) (b) Figure 11.7 (a) Example personas, (b) the narrative journey maps—sad faces show pain points for the persona Source: Caplin Systems 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, 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 on the Internet that can be used instead. Comment The personas shown in Figure 11.8 were developed for a father and his daughter using templates from https://xtensio.com/templates/). 11.5 BRINGING REQUIREMENTS TO LIFE: PERSONAS AND SCENARIOS Figure 11.8 Two personas for the group travel organizer 407 408 11 DISCOVERING REQUIREMENTS This article by Jared Spool explains why personas on their own are not enough and why scenarios also need to be developed: https://medium.com/user-interface-22/when-it-comes-to-personas-the-realvalue-is-in-the-scenarios-4405722dd55c 11.5.2 Scenarios A scenario is an “informal narrative description” (Carroll, 2000). It describes human activities or tasks in a story that allows exploration and discussion of contexts, needs, and requirements. It does not necessarily describe the use of software or other technological support used to achieve a goal. Using the vocabulary and phrasing of users means that scenarios can be understood by stakeholders, and they are able to participate fully in development. Imagine that you have been asked to investigate how a design team working on a large building project shares information. This kind of team includes several roles, such as an architect, mechanical engineer, client, quantity surveyor, and electrical engineer. On arrival, you are greeted by Daniel, the architect, who starts by saying something like the following: Every member of the design team needs to understand the overall purpose, but we each take a different perspective on the design decisions that have to be made. For example, the quantity surveyor will keep an eye on how much things cost, the mechanical engineer will want to make sure that the design accounts for ventilation systems, and so on. When the architect presents a design concept, such as a spiral staircase, each of us will view that concept from our own discipline and assess whether it will work as envisioned in the given location. This means that we need to share information about the project goals, the reason for decisions, and the ove

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