Sunday 11 September 2011

week 8 Research on Scenario construction



A bit of background research, a type of re-cap in to scenario's and storyboards to clarify my goals for the scenario aspect of the design process. what I learned: The outcome of a storyboard is a good conceptual idea about the interaction, as well as visualisations or written descriptions of the interaction. Both visualisations and written descriptions can be used for communication and evaluation purposes.
- The scenario analyzes the relationship between object and users
- Limit story boards to a clear message
- If there are several actors, several scenario's should be set up to investigate all needs and behaviors relevant to the specific users and the product itself.

http://www.wikid.eu/index.php/Use_scenario
Scenario
Creating a use scenario is an effective tool to analyze and develop the interaction between a user and a prod­uct. Use scenarios help determine the tasks a user completes when using the interface. In product design use scenarios have different goals: they can be used to analyze and develop the use of the product, or to instruct people how the interaction takes place

You also need to have an under­standing of the users and the context of use. Scenarios can be derived from data gathered during contextual inquiry activities. Describe in simple language the interaction that needs to take place. It is important to avoid references to technology. You should also have the scenario reviewed by users to ensure that it is representative of the real world. Use scenarios during design to ensure that all participants understand and agree to the design parameters, and to specify exactly what interactions the system must support. Scenarios can also be used for concept screenings and product usability evaluations.
Storyboards


Storyboards are a valuable aid to the designer by providing a visual description of the use of a product that people from different backgrounds can ‘read’ and understand. Storyboards not only help the product designer to get a grip on user groups, context, product use and timing, but also in communicating about these aspects with all people involved. With storyboards the powerful aspects of visualization are exploited. At a glance the whole setting can be shown: where and when the interaction happens, the actions that take place, how the product is used, and how it behaves, and the lifestyle, motivations and goals of the users. Storyboards allow you to literally point at elements which helps during the discussion.
However, the visualization style of the storyboards influences the reactions. Where open and sketchy storyboards are inviting comments, sleek and detailed presentations can be overwhelming. Storyboards used for analysis purposes, to map situations, problems and feeling, typically have a factual style of visualization. Storyboards used to conceptualize ideas have a rough visualization style. Storyboards used to evaluate design ideas are often open, bringing together different points of view. They have a sketchy, incomplete style of visualization to invite reactions. Storyboards to transfer or present concepts often have polished. Storyboards can be used for concept screenings and product usability evaluations.



http://www.wikid.eu/index.php/Written_scenario


What is a Written Scenario?

To write a scenario (or story), you need a basic understanding of the tasks to be performed by the user. You also need to have an understanding of the users and the context of use. Scenarios can be derived from data gathered during contextual enquiry activities.
Expected Outcome

The outcome of using a written scenario, is a good conceptual idea about the interaction. Written descriptions can be used for communication and evaluation purposes.

Possible Procedure

Determine the actors. The actor has an active role in the scenario. In case of several actors, more scenarios should be set up.
Determine the goals the actor has to complete.
Determine a starting point of the scenario: a trigger or an event.
Identify stakeholders and their interests.
Determine the number of scenarios that you will create, based on the number of actors and their goals.
Write the scenario. Work from starting point towards completing the actors’ goals. Be specific about tasks, sub-tasks, context and the actors’ motivations to complete the goals.

What Is Contextmapping (Persona design)?

Contextmapping is a user-centred design technique that involves the user as ‘expert of his or her experience’. By providing the user with design tools and approaches, he or she can express a particular experience.

In the past decades, the role of researcher within design has grown considerably. Previously designers could focus on the product with its additional inner technology, whilst these days design often begins with a thorough understanding of the user and the usability context such as the what, where, how, when, with whom etc, which surround the interaction between user and product.

The term context is defined as the context in which the product is used. All the factors that influence the experience of product use, such as: social, cultural, physical aspects as well as goals, needs, emotions and practical matters.

The term contextmap indicates that the acquired information should work as a guiding map for the design team. It helps the designers find their way, structure their insights, recognise dangers and opportunities. The contextmap is meant to be regarded as an inspiration, not a validation.












Possible Procedure

Start from the following ingredients: ideas, simulations, a user character.
Choose a story and a message: what do you want the storyboard to express? Limit your story to a clear message (e.g. 12 panels).
Create sketchy storylines. Don’t build the story one panel at a time. Design the time line before detailing. Use variations in panel sizes, white space, frames, captions, for emphasis and expression.
Create a complete storyboard. Use short captions to complement (not repeat) the images. Don’t make all the panels the same: use emphasis.



What Is vALUe?

The vALUe Method (Advantage, Limitation, Unique Elements) is used to evaluate a large set of early design ideas in a quick and systematic way. The vALUe method is an inventorying method: it allows a (team of) designer(s) to review and validate the ideas. By explicitly writing down the ideas in terms of advantages, limitations and unique elements, the ideas have a common vocabulary which makes further selection easier. After applying this method, the decision maker has to decide what to do next: look for more ideas, or make a decision as to which ideas will be developed into concepts.
  
Possible Procedure

Generate a large set of early ideas or principle solutions. Use creativity techniques for generating these ideas.
Per idea, answer the following questions:
What are the advantages of the idea (A)?
What are the disadvantages of the idea (L)?
What are the unique elements of the idea (U)?
What is product usability evaluation?

Figure 1: Example of a product usability evaluation (from student report).

A product usability evaluation is a type of evaluation aimed at gaining an understanding of how the user interacts with the prod­uct concept. Product usability evaluation, or usability testing is a means for measuring how well people can use product ideas and concepts for its intended purpose. In product usability evaluation, usage is conceived as an ongoing sequence of user activities related to the functioning of a product in context. Usability is defined as the effectiveness, efficiency and satisfaction with which specific users achieve specific goals in a specific context of use. Product usability evaluation is primary done by using observation techniques. Users are invited to complete tasks, while talking out loud, or discussing their motivation with the researcher. Rather than showing users a rough draft and asking, “Do you understand this?”, usability testing involves watching people trying to use something for its intended purpose.

Setting up a usability test involves carefully creating a scenario of use tasks, or realistic situation, wherein the person performs a list of tasks using the product being tested while observers watch and take notes. Several other test instruments such as scripted instructions, paper prototypes, and pre- and post-test questionnaires are also used to gather feedback on the product being tested. The aim is to observe how people function in a realistic manner, so that designers can see problem areas, and what people like. However, it is important to set up usability evaluations systematically, and to approach the evaluations as formal research projects.

  Possible procedure
 
1.            Describe the goal of the product concept evaluation.
2.            Determine what type of product concept evaluation you want to conduct.
3.            Gather or create the appropriate concepts for the evaluation.
4.            Create a plan for the product concept evaluation. This plan should include: the goals and type of evaluation, a description of the respondents, questions you want to ask the respondents, aspects of the product concept that need to be evaluated, a description of the test environment, means of recording the evaluation, plan of how you are going to analyse the results.
5.            Search for and invite respondents to the evaluation.
6.            Set up the test environment, including recording equipment.
7.            Conduct the concept evaluation.
8.            Analyse the results, and present the results concise using either a report or a poster.
Resources about design processes:

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