Project 3: Scenarios and Screen
Design
CS3724, Fall 2000
Due as per class calendar
Activities
Using the detailed techniques described in the class notes and discussed
and practiced in class, develop usage scenarios, screen designs, and
a walk-through evaluation report. See Deliverables below for details (e.g., how many
scenarios to report).
Deliverables
Inside the binder, create a "tabbed" section labeled "Project 3". Add
this section to the front of your team binder. This way, your binder
becomes a cumulative record of your whole project, with the most recent
parts first. This section should start with its own separate cover page
with (mostly the same as on the front of the binder):
-
"Project 3: Scenarios and Screen Design"
-
Team number
-
Project name
-
Name of client organization
-
One-line description of project
-
Team member names
-
"CS3724 – Fall 2000"
Contents of Project 3 section:
The main purpose of this document is to describe how the system works,
done in following steps. Number and label your items per this list:
-
To make this report a stand-alone document, repeat your synopsis or a revised
version thereof.
-
Create (and develop by iteration with screen sketches), a total of 6 usage/design
scenarios, representing two different key user tasks for each of 3 user
classes. A scenario should follow one thread through one task. The task
is the right size for one of these scenarios if it has about 6-10 steps,
involves several user interface objects (such as buttons, menus, and dialogue
boxes) and includes some navigation through your application. You should
be able to do a verbal "walk-through" of a scenario in under five minutes.
Although scenarios begin as somewhat general stories of usage, they evolve
(through iteration with screen sketches) into detailed narrations that
describe how tasks are performed in terms of specific physical user actions
on specific user interface objects (e.g., "to launch the calendar system,
Sue double-clicked on the Calendar icon"). The goal of the scenarios is
to reveal as much detail as possible about user actions on user interface
objects, thus driving out detail in early design. That is why iterating
scenarios with screen designs is important. It is these more detailed scenarios,
connected to the physical details of the screen sketches, that are appropriate
for this project deliverable. Therefore, the scenarios you submit here
should be the final ones, the product of iterating the scenarios and screen
designs.
-
For each scenario, write out your detailed scenario, including references
to physical actions and specific user interface objects, interspersing
figures (hand drawn or computer drawn) of appropriate parts of your screen
designs, whenever reference is made to same. The screen layouts should
include notes and labels as needed to further explain objects and their
behavior and their use (e.g., "this button calls up the xyz function").
The combination of scenario narrative and sketches embedded in the text
should flow as one integrated description (rather than, say, putting all
the figures at the end).
-
For each scenario, do a simple scenario analysis by underlining parts of
your scenarios that indicate user roles, actions, objects, object attributes,
object relationships, and work context/environment. Do this with just the
scenario text. Make sure your screen designs done in the previous step
support your scenarios by including the items you have underlined here.
-
Do a of walk-through of your scenarios and screen designs for the client
and some users at the client's location. One person can be the "explainer"
or you can take turns with that role. The rest of the team should take
notes about client and user reactions, comments, and suggestions. The explainer
sets up the task to the client and narrates what happens as the user
would perform the scenario tasks referring to the screens and pausing as
needed for questions and discussion by the client.
-
Write a description of the process you used with your client to do the
design walk-through (but not results yet).
-
Write a description of the results of the walk-through: what you learned, design
changes resulting. Do not, however, make these design changes to the screen
design that you hand in.
-
Write a list of these usability issues and questions that arose in this part
of the project. For example, the team will not have a way to decide which
approach to take on some design question, which way to represent something
on the screen, etc. You should keep a list of such questions to address
in your later evaluation.
-
You should also include a statement of your overall usability goals (from
Project 2), linked to your user class definition(s), and show how they
are addressed in terms of the principles and guidelines your team selected
as important for your design and how they played a part in the design.
Example:
Restate three usability goals that you set in Project 2 (or an improved
version of the same)
-
Novice user, easy to learn with minimum training
-
Maximum retention over time
-
Minimum reliance on user memory
State how you addressed them in your design:
-
Accommodate broad range of user competence (briefly tell how)
-
Use of consistency (give example)
-
Use menus to reduce errors and memory recall
Grading
This design document specifies the content and style of the interface.
The quality of your design is included in grading as well as how well the
document describes it. Your design should be fairly detailed. Thought should
have been given to what the guidelines say about wordings, prompts, button
positions and labels, menu design, use of navigation, etc.