A well-developed persona should capture personal workflows, but workflow models are still necessary for capturing interpersonal and organizational workflows.
Chapter 6:
Scenarios—Translating Goals into Design
In the two previous chapters, we described how to capture qualitative information about users. Through careful analysis of this information and synthesis of
user
models, we can get a clear picture of our users and their respective goals. We also explained how to prioritize which users are the most appropriate design targets. The missing piece to the puzzle, then, is the process of translating this knowledge into
coherent
design solutions that meet the needs of users while
simultaneously
addressing business needs and technical constraints.
This chapter describes a process for bridging the research-design gap. It employs personas as the main
characters
in set of techniques that
rapidly
arrive
at design solutions in an iterative, repeatable, and testable fashion. This process has three major milestones: defining user requirements; using these requirements to in
turn
define the fundamental interaction framework for the product; and filling in the framework with ever-increasing amounts of design detail. The glue that holds the processes together is
narrative
: the use of personas to tell stories that point to design.
Narrative as a Design Tool
Narrative, or storytelling, is one of the oldest human activities. Much has been written about the power of narrative to
communicate
ideas. However, narrative can also, through its efficacy at engaging and stimulating creative visualization skills, serve as a powerful tool in generating and validating design ideas (Rheinfrank & Evenson, 1996). Because interaction design is first and foremost the design of behavior that occurs over time, a narrative structure, combined with the support of minimal visualization tools such as the whiteboard, is
perfectly
suited for envisioning and representing interaction concepts. Detailed refinement calls for more sophisticated visual and interactive tools, but the initial work of defining requirements and frameworks is best done fluidly and flexibly, with minimal
reliance
on technologies that will inevitably impede ideation.
Scenarios in design
Scenario is a
term
familiar to usability professionals, commonly used to describe a method of
design problem solving by concretization
(Carroll, 2001): making use of a specific story to both construct and
illustrate
design solutions. Scenarios are anchored in the concrete, but permit
fluidity
; any member of the design team can modify them at will. As Carroll states in his book,
Making Use
:
Scenarios are paradoxically concrete but rough,
tangible
but flexible
…
they implicitly
encourage
‘what-if?’ thinking among all parties. They permit the articulation of design possibilities without undermining innovation.
…
Scenarios compel attention to the use that will be made of the design product. They can describe situations at many levels of detail, for many different purposes, helping to coordinate various aspects of the design project.
Carroll's use of
scenario-based design
focuses on describing how
users accomplish
tasks
(Carroll, 2001). It consists of an environmental
setting
and includes
agents
or
actors
that are abstracted stand-ins for users, with role-based
names
such as Accountant or Programmer.
Although Carroll
certainly
understands the power and importance of scenarios in the design process, the authors see two problems with scenarios as Carroll approaches them:
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Carroll's scenarios are not concrete enough in their representation of the human actor. It is
impossible
to design appropriate behaviors for a system without understanding in specific detail the users of the system. Abstracted, role-oriented models are not sufficiently concrete to provide understanding or empathy with users.
-
Carroll's scenarios jump too quickly to the elaboration of tasks without considering the user's goals and motivations that drive and filter these tasks. Although Carroll does
briefly
discuss goals, he refers only to
goals of the scenario
. These goals are somewhat circularly defined as the completion of specific tasks. Carroll's scenarios begin at the wrong level of detail: User goals need to be
considered
before user tasks can be identified and prioritized. Without addressing human goals, high-level product definition becomes difficult.
The authors believe that the missing ingredient in scenario-based design
methods
is the use of personas. A persona provides a sufficiently tangible representation of the user to act as a believable agent in the setting of a scenario. This enhances the designer's ability to empathize with user mental models and perspectives. At the same time, it
permits
an exploration of how user motivations inflect and prioritize tasks. Because personas model
goals
and not simply tasks, the scope of the problem that scenarios address can also be broadened to include product definition. They help answer the questions, "What should this product
be
?" and "How should this product look and behave?" The authors address the issues
surrounding
task-based
scenarios with the introduction of
persona-based scenarios
—scenarios incorporating the use of personas and goals.
Using personas in scenarios
Persona-based scenarios
are
concise
narrative descriptions of one or more personas using a product to achieve specific goals. Scenarios capture the
non-verbal
dialogue
(Buxton, 1990) between artifact and user over time, as well as the structure and behavior of interactive functions. Goals serve as a filter for tasks and as guides for structuring the display of information and controls during the iterative process of constructing the scenarios.
Scenario content and context are derived from information gathered during the Research phase and
analyzed
during the Modeling phase. Designers
role-play
personas as the characters in these scenarios (Verplank, et al, 1993), similar to actors performing improvisation. This process leads to real-time synthesis of structure and behavior—typically, at a whiteboard—and later informs the detailed look and feel. Finally, personas and scenarios are used to test the validity of design ideas and assumptions throughout the process. Three types of persona-based scenarios are employed at different points in the process, each time with a successively narrower focus. These scenario types—
context scenarios, key
path
scenarios
, and
validation scenarios
—are described in detail in this chapter.
Persona-based scenarios versus use cases
Scenarios and use cases are both methods of describing a digital system. However, they serve very different functions. Goal-directed scenarios are an iterative means of defining the
behavior
of a product from the standpoint of specific users (personas). This includes not only the functionality of the system, but the priority of functions and the way those functions are
expressed
in terms of what the user sees and how he
interacts
with the system.
Use cases, on the other hand, are a technique that has been adopted from software engineering by some usability professionals. They are usually exhaustive descriptions of functional requirements of the system, often of a transactional nature, focusing on low-level user action and system response pairs (Wirfs-Brock, 1993). The precise
behavior
of the system—precisely
how
the system responds—is not, typically, part of a conventional or
concrete
use case; many assumptions about the form and behavior of the system to be designed
remain
implicit (Constantine and Lockwood, 1999). Use cases permit a complete cataloguing of user tasks for different classes of users, but say little or nothing about how these tasks are presented to the user or how they should be prioritized in the interface. Use cases may be useful in identifying edge cases and for determining that a product is functionally complete, but they should be deployed only in the later stages of design validation.