User requirements modelling: Motivation Source: Textbook (Dix et al.), ch. 6.1-6.5. • Traditional SW lifecycle begins with Requirements Analysis: • Requirements elicitation • Requirements specification • Problem 1: usability issues may be neglected • Problem 2: may not get enough input from actual users • Problem 3: may fail to consider how new system fits into organization User requirements modelling: approches Source: Textbook (Dix et al.), ch. 6.1-6.5. • Socio-technical • Soft models (ex. USTM/CUSTOM) Systems Methodology • Participatory Design 3 Socio-technical models Source: Textbook (Dix et al.), ch. 6.1-6.5. • Examples: USTM/CUSTOM, OSTA, ETHICS • Considers both social (organizational) & technical issues • good technical solution can fail if we do not take the social context into account • Important to identify all stakeholders, not just end users • Stakeholder: anyone effected by success/failure of system Socio-technical model: USTM Source: Textbook (Dix et al.), ch. 6.1-6.5. USTM (User Skills & Task Match) /CUSTOM defines 4 categories of stakeholders: • Primary: use the system (ex. UNCG students using Genie to register) • Secondary: provide input or use output from system (ex. UNCG Registrars Office puts Fall course info into Genie) • Tertiary: others administration) • affected by success/failure (ex. UNCG Facilitating: designers/implementers/maintainers Socio-technical model: USTM (2) Source: Textbook (Dix et al.), ch. 6.1-6.5. Process (can be time-consuming): • Describe organization (ex. its goals, political/economic background) • Describe all stakeholders (ex. their motivation, skills, power in organization) • Describe workgroups (groups of people who work together on task) • Describe what objects used for each task • Analyze stakeholder requirements in view of above Soft Systems Methodology (SSM) Source: Textbook (Dix et al.), ch. 6.1-6.5. Another approach to user requirements modelling that considers the social context, including different stakeholder perspectives (“root views”) Example: airline management’s perspective of new reservation system for travel agents • Clients (those who receive output or benefit): customer • Actors (those who perform activities within system): travel agents • Transformations (from input to output): customer’s need for transportation transformed to sale of seat on plane (and profit for airline) • Weltanschauung (world view of this perspective): increase profit through system efficiency • Owner (who controls system): airline management • Environment: airline regulations (local, national, international) Participatory Design Source: Textbook (Dix et al.), ch. 6.1-6.5. Another approach to user requirements modelling • future users are members of design team • arguments for participatory design • since users know most about work context, more effective design will result from their active participation • if changes created by new system are not acceptable to users, then system will fail Participatory Design (2) Source: Textbook (Dix et al.), ch. 6.1-6.5. Techniques to help users & designers communicate: • Brainstorming: goal is to come up with ideas from everyone and record them (do not judge them yet) • Storyboarding • Workshops: users tell designers about his/her work and designers tell users about technical capabilities • Pencil and paper exercises: ‘walkthrough’typical tasks using paper mock-ups of design Adding HCI Methods to Traditional SW Lifecycle: Requirements Analysis • Analyze & document users’ current tasks: Task Analysis (ch. 7) • Gather & document requirements (especially nonfunctional requirements) for proposed system: • Usability specification (ch. 5) • User modelling: Socio-technical, Soft Systems, Participatory Design (ch. 6) • Validation (designing the right product) of user interface • Rapid prototyping (ch. 5) Adding HCI Methods to Traditional SW Lifecycle: High-Level Design Suggest/eliminate ideas for design of user interface: • Task Analysis, Usability specification (Use documents created by these methods during Requirements Phase) • Participatory Design (Users continue working on design team after Requirements Phase) (ch. 6) • Dialogue design notation (STN) (ch. 8) • Interaction Paradigms (ch. 4), Design guidelines (ch. 5) •Validation (designing the right product) of user interface • Rapid prototyping (ch. 5)