Requirements Analysis Goal: understand users’ current activities well enough to reason about technology- based enhancements.

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Presentation transcript:

Requirements Analysis Goal: understand users’ current activities well enough to reason about technology- based enhancements

Analyzing Users’ Requirements Understanding the work being done now  Offer function that meets real needs Learn about the people themselves  Offer function in a way that is convenient and satisfying

Analyzing Work Observe and describe people’s activities –What goals do they pursue, how? Collect and study artifacts used in these activities –Tools, documents, features of the work setting Capture the social context of the work –Groups and organizations, roles and relationships

Hierarchical Task Analysis (HTA) Decomposition of complex activity –Goals and subgoals, with control logic –Documents how things are ‘supposed’ to work –Much like an algorithm or program for the task Then can carefully study the implications –Does task really happen this way? If not, why? –Are there sources of complexity, bottlenecks? Why?

0. Check class roll 1. Navigate to registrar.vt.edu 2. Open faculty access tool 3. Display roll for CS Open browser 1.2 Enter URL 2.1 Select link 2.2 Logon Enter PID Enter password 3.1 Select ‘summary class info’ 3.2 Select semester 3.3 Select class CRN Plan 0: Do 1,2,3 Plan 1: Do 1.1, 1.2 Plan 2: Do 2.1, then 2.2; if 2.2 fails, do again Plan 3: Do 3.1, Plan 2.2: Do , 2.2.2

Examining an Artifact What does it tell you about the task it supports? –If at all possible, observe it in use –Objects are not always used as intended! Try to extract task information and procedures –What task attributes are apparent or can be inferred? –What action sequences are required or possible? –What seems likely to be simple or difficult to do? Practice on some familiar examples: –Ex: wristwatch, phone, appointment book, badge

Artifacts Support Tasks?

Appointment Books and PDAs How not to do it: Apple Newton –Do-it-all product does lots of things poorly –Unfocused market -- who wants a $700 personal organizer –Smaller than previous PDAs but still too large for a pocket –Did not consider why people use handheld artifacts and how technology could help

The Doonesbury Effect

Time Tradeoffs

A Successful Design: Palm Evolution helped by requirements analysis –Developer “used” wood block as a PDA –Each meeting centered around a prototype Well-targeted audience –Four basic applications –Inexpensive –Data synchronization led to multiplatform

Artifacts and Use Ethnographic observation of a control room –status slips served as rich “work sites” –critical attribute is that they were shared objects

Analyzing the Larger Context Artifacts: Flyers, calculator, coupons, shelves, etc. Actor: Me Task: Purchase groceries Activity goal: Satisfied customer Community: Krogers and its customers Division of labor: I browse, cashier rings up, manager oversees, bagger bags, etc. Rules: Sale dates, payment, item limits, etc. Using an approach like activity theory to examine relations among tasks, artifacts, conventions, and shared goals of a community

Getting Users Involved Usually there will be multiple “stakeholders” –E.g., workers, but also support staff, management –Each with knowledge, preferences, perspectives Observe and/or interview representatives from all relevant groups –Discuss their typical tasks, their role in the organization –As well as technology background and expectations Participatory analysis: videotapes or other records of activities that participants view and discuss

Today’s Activity Break into your project teams Discuss the real-world interfaces that you developed for today (1-2 min each) Choose your favorite interface (2-3 min) Authors of favorite interfaces will present to the class (30 sec each)

Summaries: stakeholder, task, and artifact analyses, general themes Root concept: vision, rationale, assumptions, stakeholders Problem scenarios: illustrate and put into context the tasks and themes discovered in the field studies Claims analysis: find and incorporate features of practice that have key implications for use Field studies: workplace observations, recordings, interviews, artifacts SBD and Requirements Analysis

Affordances “Perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used” -- DOET Chair affords sitting Glass affords seeing thru (and breaking) Wood affords support (and carving)

Poor Affordances

Non-Obvious Affordances?

Window Affordances Rolling down the window: –Up? –Down? –Automatic?

Wiper Affordances Turning on the windshield wipers –Front wipers? –Rear wipers? –Speed controls?

Affordances in User Interfaces

Conceptual Models Internal model of how a device will work Includes both design model and user’s model Informs us of why a design will (or will not) work

Design Model The conceptual model of the system to be built, held by the designer based on expected: –User goals & intentions –User background & experience –User limitations (cognitive or system resources)

User’s Model Mental model held by the user about the system resulting from: –Interpretation of the System Image of the physical implementation –Actual goals, experience, limitations Design model System Image User’s model

Looking Ahead Activity design –Designing effective activities –Designing comprehensible activities –Designing satisfying activities Information design (make things visible) –Perceiving information –Interpreting information –Making sense of information Interaction design (the principle of mapping) –Selecting a goal –Planning and executing an action sequence