lectures.alex.balgavy.eu

Lecture notes from university.
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      1 %template math
      2 == Personas, Scenarios, and use cases ==
      3 === Goal directed design ===
      4 Design activity that links requirements to implementation (what do you need, why? what are you solving?)
      5 
      6 Generally, you have marketers, decision makers, and developers making decisions, and the result is shit.
      7 What's missing is the user's perspective: goals, actions, motivations, responses, and the context (how it fits into the user's wider activities)
      8 
      9 Design interactions - mental models
     10 The user's mental model is not the implementation model, the user has to adapt to understand the implementation.
     11 It's better if design model is good fit for user model (unless it hides important features)
     12 
     13 Steps in design process:
     14 * Research users: observation, interview, etc
     15 * Discover non-user goals (business, technical, whatever else)
     16 * Develop personas
     17 * Use personas in scenarios to establish design requirements
     18 * Find the functional requirements - use cases
     19 
     20 Users react to a product on 3 levels:
     21 * Visceral - the user's _immediate_ reaction before even using the product, should trigger emotional responses that are appropriate
     22 * Behavioural - we need design that fits where the user currently is with knowledge, assumptions, and mental models
     23 * Reflective - integrating product and its values into wider life, and if done well, you get brand loyalty
     24 
     25 User goals:
     26 * Experience: how the user wants to feel (visceral)
     27 * End goals: what the user wants to do
     28 * Life goals: who the user wants to be
     29 
     30 Non-user goals:
     31 * Customer goals (the customer is _not_ the user, like corporate IT buyers)
     32 * Business/organisational goals (increasing profit, market share, reducing costs, increase QOS)
     33 * Technical goals (maintaining security, cross-platformness, backwards compatibility)
     34 
     35 User stories & goals:
     36 * As a <type of user> I want <some goal> so that <some reason>
     37 * As a <persona> I want <action> so that <expected outcome>
     38 * When <situation> I want to <motivation> so I can <expected outcome>
     39 
     40 === Personas - archetypal users ===
     41 Modelling users: identify major goals and behaviours, then build models of idealised users ("personas")
     42 
     43 There isn't an 'average user', you use personas that capture important characteristics of users.
     44 
     45 Persona:
     46 * Demographic details: name, occupation, age
     47 * Personal details: short biographical summary
     48 * Attitudinal details: mental model, pain points, feelings about stuff that has to be done
     49 * Goals and motivations: for using the product (maybe for life in generalâ„¢)
     50 * Behavioural details: how they act when using the product
     51 * generally about half a page in length
     52 
     53 Why?
     54 * Coordination, getting a shared vision of the users and market
     55 * Communication between devs, designers, marketers, other stakeholders
     56 * Determining functionality and behaviour o product
     57 * Help design decisions without testing on users
     58 * they work. you don't focus on edge cases but on normal use, avoids the self-referential user (developers thinking users are like them), and avoids the elastic user (cuz users won't bend to your will, they don't give a shit)
     59 
     60 === Scenarios ===
     61 Informal narrative descriptions:
     62 * describe human activities in short stories
     63 * You can explore needs, requirements, contexts
     64 * Don't explicitly mention tech
     65 * Are written in the users' language (well, english in our case)
     66 * Have varying levels of detail
     67 * You focus on the user's perspective
     68 
     69 === Design Requirements & principles ===
     70 1. Establish needs & goals
     71     * what info do users need?
     72     * what capabilities?
     73     * what goals must be achieved (business, technical)?
     74 2. Brainstorm
     75     * time-limited, like half an hour
     76     * write them _all_ down
     77     * no criticism allowed
     78     * ideas are culled and refined later
     79 
     80 Don't make the user feel stupid.
     81 Define what the product will do before designing how.
     82 
     83 === Use Case ===
     84 Focus on user-system interaction instead of user's task itself.
     85 Describe processes as text or use case diagram
     86 
     87 structure:
     88 * users are actors - user types or categories
     89 * use case consists of:
     90     * header:
     91         * name of use case
     92         * goal of use case
     93         * scope and level use case is covering
     94         * preconditions
     95         * success/failure conditions
     96         * trigger that starts use case
     97         * notes on performance, frequency, etc.
     98     * steps (each assumed to be successful):
     99         * description narrative
    100         * variations
    101         * notes
    102     * exceptions
    103         * notation is per step