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:

  • 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.




About Face 2.0(c) The Essentials of Interaction Design
About Face 2.0(c) The Essentials of Interaction Design
ISBN: N/A
EAN: N/A
Year: 2006
Pages: 263

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