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The process of generating designs and design patterns. It emphasizes the importance of using paper as a design medium and generating many ideas without fixating on an early vision. The document also introduces the concept of scenarios, which are concrete stories that set up a situation involving a user with a goal to satisfy, and then follows the user through the tasks they do to satisfy that goal. Scenarios can be used to create the first prototype of a design.
Typology: Lecture notes
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Sketching Designs → Paper is really a wonderful design medium; it’s cheap, it’s flexible, it’s easy to use. → Lay out many ideas on a big table or tape them up on a wall, stand back, point at them, talk about them, move them around. → Generate many ideas. → Don’t fixate on an early vision and stop brainstorming. → Focus attention on the issues that matter in early design, without distracting you with details like font, color, alignment, whitespace, etc. → Improves the feedback you get from users. → Hand-sketch design seems less finished, less set in stone, and more open to suggestions and improvements. Scenario → take your task analysis and turn it into stories → Scenario is a concrete, realistic story that sets up a situation involving a user with a goal to satisfy, and then follows the user through the tasks they do to satisfy that goal. → A scenario is the task-analysis equivalent of a persona, as a fictitious, concrete example of an abstract task. → A scenario can be used to create the first prototype of your design (of a sort): a storyboard Storyboards
→ A storyboard is a sequence of sketches showing what a design looks like at key points in the scenario. → Think of a storyboard as a prototype → it tests the design in an important way: ➢ Given a user and a goal (albeit imaginary), does the design actually provide a way to achieve that goal? Using Information from Analysis → Scenarios help you check how important tasks are handled by your designs. → Aspects of usability , given what you’ve learned about the user classes and the tasks. → Are the users mostly computer novices? ➢ Then learnability might matter the most. → Will the user only occasionally do this task? ➢ If so, then memorability may be key. → Is the task hard to perform correctly, with many preconditions or exceptions? ➢ If so, then maybe error prevention and recovery matter the most. → Information about the domain is also a big help. ➢ If the interface has to display a list , it helps to know how many items may typically be found in that list, so you can size it correctly. ➢ When data collections become large, you also need to help the user with new features like sorting, filtering, and searching.