1. Scenario based design uses narratives or stories to describe how users will interact with a system. These scenarios help designers understand user needs and how people will accomplish tasks with the system.
2. Scenarios are both concrete, providing specific examples of usage, and flexible, allowing for refinement and elaboration. This helps designers manage the fluid nature of design situations.
3. Considering scenarios promotes a work-oriented design process focused on the needs of users. Scenarios also help designers reflect on and evaluate their work throughout the design process.
This document describes a tool developed to measure continuous complexity in software. The tool measures complexity along three dimensions: number of steps, number of context shifts, and working memory load. It provides faster feedback to developers during the development process. While focused on continuous complexity, it also allows developers to document cases of discontinuous complexity, where usability is severely hindered. The goal is to provide a practical way for developers to quantify and reduce complexity throughout the development cycle.
The document discusses software design principles and methods. It notes that software design is a creative problem-solving activity that requires expertise rather than following rigid recipes or methods. While early design methods aimed to systematize development, they have increased complexity and may not reflect how expert designers work opportunistically. The field would benefit from developing designers' skills rather than pretending design is just following procedures.
Towards a Systemic Design Toolkit: A Practical Workshop - #RSD5 Workshop, Tor...Koen Peters
Namahn (BE), a human-centred design agency, and shiftN (BE), a futures and systems thinking studio from Brussels, are developing a Systemic Design Toolkit combining the methodologies of both practices. The toolkit is currently piloted with the EU Policy Lab of the European Commission’s Joint Research Centre. The toolkit is structured as a suite of discrete thinking-and-doing instruments, to be applied selectively, sequentially and iteratively. The purpose of this toolkit is to enable co-analyses of complex challenges and co-creation of systemic solutions mode with users and other stakeholders This workshop aims to exchange insights between participants and facilitators in a hands-on, case-based format.
Workshop presenters are: Philippe Vandenbroeck, Kristel Van Ael, Clementina Gentile (@clementina_g) and Koen Peters (@2pk_koen)
The very basics of human-Centered Interaction Design (sigchi.be 11/2010)Koen Peters
An introductory overview of contemporary and pragmatic HCID techniques such as field study, usability testing, ideation, storytelling, conceptual design and prototyping, structured along the lines of the Namahn HCD poster. (This is a slimmed-down version of the full tutorial presentation).
This document introduces design patterns and their use and documentation. It discusses how experienced designers reuse successful past solutions in new designs rather than solving every problem from scratch. These recurring solutions are called design patterns. The document then provides an overview of how design patterns are described, including their name, structure, participants, collaborations, consequences, implementation details, sample code, known uses, and related patterns. It also gives examples of patterns used in Smalltalk's MVC framework. Finally, it provides a catalog and brief overview of 23 design patterns.
This document discusses the importance of taking a people-oriented approach to business analysis and design. It argues that purely analytical models that do not account for human behaviors and contexts are unlikely to result in effective solutions. A people-oriented approach involves early and ongoing engagement with stakeholders through activities like observation, prototyping and testing theories about users' work. This helps ensure solutions fit with how people and organizations actually operate. The document also stresses the importance of considering how a change may impact all stakeholders, not just primary users or the organization.
Design visualisations are information products that communicate how new products or services will work. The way they do this is by showing the new product or service in action, using a combination of text and pictures to tell the story of the future user experience.
Here are a few strategies to help evolve an architecture while avoiding major rework:
- Start with a minimal viable architecture that supports the initial goals, leaving room for evolution. Focus on flexibility and extensibility.
- Decompose the system into loosely coupled modules/components with well-defined interfaces. This makes it easier to change individual pieces.
- Use an incremental approach - make small architectural changes incrementally with each iteration/release rather than big bang changes.
- Continuously evaluate architectural decisions and be willing to refactor/replace decisions that are no longer optimal as requirements evolve.
- Involve architecture in early iterations to experiment and reduce risk of major changes later. Spike solutions to prototype ideas.
This document describes a tool developed to measure continuous complexity in software. The tool measures complexity along three dimensions: number of steps, number of context shifts, and working memory load. It provides faster feedback to developers during the development process. While focused on continuous complexity, it also allows developers to document cases of discontinuous complexity, where usability is severely hindered. The goal is to provide a practical way for developers to quantify and reduce complexity throughout the development cycle.
The document discusses software design principles and methods. It notes that software design is a creative problem-solving activity that requires expertise rather than following rigid recipes or methods. While early design methods aimed to systematize development, they have increased complexity and may not reflect how expert designers work opportunistically. The field would benefit from developing designers' skills rather than pretending design is just following procedures.
Towards a Systemic Design Toolkit: A Practical Workshop - #RSD5 Workshop, Tor...Koen Peters
Namahn (BE), a human-centred design agency, and shiftN (BE), a futures and systems thinking studio from Brussels, are developing a Systemic Design Toolkit combining the methodologies of both practices. The toolkit is currently piloted with the EU Policy Lab of the European Commission’s Joint Research Centre. The toolkit is structured as a suite of discrete thinking-and-doing instruments, to be applied selectively, sequentially and iteratively. The purpose of this toolkit is to enable co-analyses of complex challenges and co-creation of systemic solutions mode with users and other stakeholders This workshop aims to exchange insights between participants and facilitators in a hands-on, case-based format.
Workshop presenters are: Philippe Vandenbroeck, Kristel Van Ael, Clementina Gentile (@clementina_g) and Koen Peters (@2pk_koen)
The very basics of human-Centered Interaction Design (sigchi.be 11/2010)Koen Peters
An introductory overview of contemporary and pragmatic HCID techniques such as field study, usability testing, ideation, storytelling, conceptual design and prototyping, structured along the lines of the Namahn HCD poster. (This is a slimmed-down version of the full tutorial presentation).
This document introduces design patterns and their use and documentation. It discusses how experienced designers reuse successful past solutions in new designs rather than solving every problem from scratch. These recurring solutions are called design patterns. The document then provides an overview of how design patterns are described, including their name, structure, participants, collaborations, consequences, implementation details, sample code, known uses, and related patterns. It also gives examples of patterns used in Smalltalk's MVC framework. Finally, it provides a catalog and brief overview of 23 design patterns.
This document discusses the importance of taking a people-oriented approach to business analysis and design. It argues that purely analytical models that do not account for human behaviors and contexts are unlikely to result in effective solutions. A people-oriented approach involves early and ongoing engagement with stakeholders through activities like observation, prototyping and testing theories about users' work. This helps ensure solutions fit with how people and organizations actually operate. The document also stresses the importance of considering how a change may impact all stakeholders, not just primary users or the organization.
Design visualisations are information products that communicate how new products or services will work. The way they do this is by showing the new product or service in action, using a combination of text and pictures to tell the story of the future user experience.
Here are a few strategies to help evolve an architecture while avoiding major rework:
- Start with a minimal viable architecture that supports the initial goals, leaving room for evolution. Focus on flexibility and extensibility.
- Decompose the system into loosely coupled modules/components with well-defined interfaces. This makes it easier to change individual pieces.
- Use an incremental approach - make small architectural changes incrementally with each iteration/release rather than big bang changes.
- Continuously evaluate architectural decisions and be willing to refactor/replace decisions that are no longer optimal as requirements evolve.
- Involve architecture in early iterations to experiment and reduce risk of major changes later. Spike solutions to prototype ideas.
Mouse tracking is a technique for monitoring and visualizing mouse movement and activity of the users.
This is a Comparative study of cursor movement pattern between a touchpad and a mouse devices based on patterns of cursor movement.
This document outlines Noah Raford's PhD thesis proposal on comparing online scenario planning approaches to traditional in-person methods. The proposal includes an introduction on scenario planning, its purported benefits, and challenges in public settings. It then poses two research questions on whether and how web-based participatory approaches can add value. Following sections will review relevant literature on planning support systems, urban planning, policy, scenario planning and ICT/web platforms, and outline the study design and methodology.
The Rich Picture A Tool For Reasoning About Work Contextguestc990b6
This document discusses rich pictures, which are cartoon-like representations that identify stakeholders, their concerns, and the structure underlying a work context. Rich pictures originated in Soft Systems Methodology as a tool for reasoning about multiple viewpoints in a work situation. They typically depict the key stakeholders, their relationships and concerns through diagrams and thought bubbles. The document explains how rich pictures can be used in participatory design and lightweight usability engineering to capture a work context from stakeholders' perspectives and identify tensions between different stakeholders. It provides examples of rich pictures and guidelines for making them effective representations.
Through a systematic design toolkit involving mapping actors, user insights, systems, and activities, Namahn helps organizations solve complex problems involving people and technology. The design thinking process scopes the problem, develops insights and hypotheses, identifies leverage points and concepts, and creates an intervention strategy and activity model to support the co-creative design of solutions.
MINDSTORMING: UPA 2011 full presentationDante Murphy
This document provides an overview of a workshop on collaborative design for social change. The workshop aims to teach participants about different types of design collaboration through participatory activities. Participants will learn about collaboration, participation, and workshop methodologies. They will practice taking structured notes and prototyping solutions to validate hypotheses. The goal is for participants to understand how to assess when design collaboration could benefit a social initiative and which methodology is most appropriate. The workshop emphasizes a collaborative process of research, ideation, and design to effectively drive social change.
Developing an Ethically-Aware Design Character through Problem Framingcolin gray
Expert designers determine what problem needs to be solved—framing the design space, and not just designing an appropriate solution. In this study, undergraduate and graduate industrial design students at a large Midwestern university were engaged in a one-day workshop, focusing on designing products for natives of Sub-Saharan Africa to sell in their home nations. Participants worked in teams to generate a range of constraints and problem statements. Teams struggled to identify specific use contexts and users, even though these elements were present in provided research materials. They appeared to build distance between their own experiences and that of the users they were designing for, potentially bifurcating their sense of ethics and normative commitments that were actively being reified in problem statements and solutions.
The document discusses critique as a way to provide structured feedback on designs. It defines critique as feedback focused on what works and doesn't work in a design and why, from the perspective of users and goals. Critique is valuable for designers as it helps them examine designs objectively and get new ideas. When incorporated into the design process, critique allows for collaboration and helps establish frameworks for discussion. The document provides tips for planning and running effective critique sessions, such as setting clear goals and time limits. It also discusses incorporating critique into both traditional and agile project lifecycles.
This document discusses site diagramming information for architectural design analysis. It introduces contextual site analysis as an important pre-design research activity to inventory existing conditions and pressures on a project site. Diagramming site information helps designers better understand project needs, improve communication with clients, and design buildings that thoughtfully respond to site conditions. The document provides guidance on collecting relevant site data, creating diagrams to analyze this information, and using diagrams throughout the design process.
This document discusses site diagramming as a tool for architectural design analysis. It emphasizes the importance of thoroughly analyzing a site's contextual information prior to beginning design concepts. Key site issues addressed through contextual analysis and diagramming include location, size, zoning, natural and man-made features, circulation, utilities, sensory qualities, and implications for human use and climate considerations. The document provides guidance on collecting relevant site data, developing diagrams to organize this information, and using diagrams to inform responsive architectural design solutions.
Architectural Design Concepts Approaches - كونسيبت التصميم المعمارى و الفكرة ...Galala University
Architectural Design Concepts Approaches
Summary of several Architectural Design Concepts Approaches to help students generate design concepts.
كونسيبت التصميم المعمارى
الفكرة المعمارية
طرق مختلفة لمساعدة الطلبة للوصول الى كونسيبت او فكرة التصميم المعمارى
How to Design the Fun Out of Things with UX -- Minnebar10 2015Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding.
Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion.
Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
The document discusses the history and evolution of ideas in software design. It covers structured programming principles from the 1960s-1970s such as restricting control structures, using levels of abstraction, stepwise refinement, and program families. It also discusses design methods such as abstract data types, system structure with a focus on modularity, and the differences between stepwise refinement and module specification.
The document discusses various methods and processes used in architectural design, including developing a design brief, conducting site and demographic analyses, creating bubble diagrams, developing concepts and design philosophies, identifying design problems, and considering different design approaches such as concept-based, issue-based, theory-based, and hybrid approaches. Key stages involve understanding client requirements, analyzing the site and context, exploring spatial relationships, and translating problems into physical design solutions through conceptualization and application of design values and principles.
Lecture 2 from the MHIT 603 course on Human Interface Technology. This lecture provides an introduction to Prototyping. Taught by Mark Billinghurst at the University of Canterbury, July 17th, 2014.
1. LivingTom is a fictional product designed to provoke conversations about complex social and technological issues through subtle interactions and movements.
2. The design process involved prototyping movements of a plastic bag within a dome structure to create a seamless experience for the user.
3. The designer argues that well-designed fictional products can be powerful communication tools to deliver messages and inspire changes in thinking, even if the products themselves may not reach the market.
The talk I gave at the 2015 IxDA Education Summit about using systems thinking and emergence as a lens to integrate systems thinking/emergence, distributed cognition, Christopher Alexander's pattern languages, scenarios, and lean processes.
Doug Bowman describes leaving Google after 3 years due to their overly data-driven design process. At Google, every small design decision was tested through A/B testing 41 shades of blue. Without a strong design leader, doubt creeps in and decisions become paralyzed. Metrics are important but should be balanced with intuition, vision, and daring decisions. An effective metrics-driven design framework includes identifying business objectives, mapping the user experience lifecycle, focusing on core metrics, and continuously improving through testing and optimization.
This document outlines the schedule and process for an interactive service design class in 2011. The class is divided into four parts: observation, define, develop, and deliver. In the observation part, students will learn about user observation techniques like desk research, field work, and workshops. They will also attend a service design conference. In the define part, students will create project frameworks using tools like SWOT analysis, stakeholder maps, and customer journeys. The develop section will cover prototyping and rapid prototyping techniques. Finally, the deliver part focuses on modeling, interface design, and the final presentation. The document also introduces various brainstorming and idea generation tools that will be used like mind mapping, scenarios, and story
Proceedings of the 32nd Hawaii International Conference on SysDaliaCulbertson719
Proceedings of the 32nd Hawaii International Conference on System Sciences - 1999
Proceedings of the 32nd Hawaii International Conference on System Sciences - 1999
Five Reasons for Scenario-Based Design
John M. Carroll
Department of Computer Science and
Center for Human-Computer Interaction
Virginia Tech
Blacksburg, VA 24061-0106
Tel: 1-540-231-8453
E-mail: [email protected]
Abstract
Scenarios of human-computer interaction help us to
understand and to create computer systems and
applications as artifacts of human activity Ñas things to
learn from, as tools to use in one's work, as media for
interacting with other people. Scenario-based design of
information technology addresses five technical
challenges: Scenarios evoke reflection in the content of
design work, helping developers coordinate design action
and reflection. Scenarios are at once concrete and flexible,
helping developers manage the fluidy of design situations.
Scenarios afford multiple views of an interaction, diverse
kinds and amounts of detailing, helping developers
manage the many consequences entailed by any given
design move. Scenarios can also be abstracted and
categorized, helping designers to recognize, capture, and
reuse generalizations, and to address the challenge that
technical knowledge often lags the needs of technical
design. Finally, scenarios promote work-oriented
communication among stakeholders, helping to make
design activities more accessible to the great variety of
expertise that can contribute to design, and addressing the
challenge that external constraints designers and clients
often distract attention from the needs and concerns of the
people who will use the technology.
1. Introduction
Designers of information systems and applications face
a disturbing reality. While there is plenty of opportunity
to do things that make a difference, it is never unequivocal
just what should be done, or even just what the real
problems are. The problems can only be definitively
analyzed by being solved; the appropriate solution
methods must typically be executed in order to be
identified; the solutions must be implemented in order to
be specified. All the while, the designer faces convoluted
networks of tradeoff and interdependency, the potential of
0-7695-0001-3/99 $10
untoward impacts on people and their social institutions,
and the likelihood that changing cultural and technological
circumstances will obviate any solution before it can be
deployed.
Most software engineering methods belong to a
methodological tradition that seeks to control the
complexity and fluidity of design through techniques that
filter the information considered and decompose the
problems to be solved. A complementary tradition seeks
to exploit the complexity and fluidity of design by trying
to learn more about the structure and dynamics of the
problem domain, by trying to see the situation in many
different ways, and by interacting intimately with the
concrete elements of the situ ...
Scrum an extension pattern language for hyperproductive software developmentShiraz316
Scrum is an agile software development framework that utilizes daily stand-up meetings called Scrum Meetings to manage unpredictable processes. During short, 15-minute Scrum Meetings, team members report on tasks completed since the previous meeting, any issues encountered, and their plan for the next 24 hours. This allows for continuous monitoring and adjustment of small, flexible assignments. Scrum Meetings foster transparency, knowledge sharing, and a collaborative culture within self-organizing teams. By frequently inspecting and adapting their process, teams can respond effectively to unpredictability and complexity inherent in software development.
Mouse tracking is a technique for monitoring and visualizing mouse movement and activity of the users.
This is a Comparative study of cursor movement pattern between a touchpad and a mouse devices based on patterns of cursor movement.
This document outlines Noah Raford's PhD thesis proposal on comparing online scenario planning approaches to traditional in-person methods. The proposal includes an introduction on scenario planning, its purported benefits, and challenges in public settings. It then poses two research questions on whether and how web-based participatory approaches can add value. Following sections will review relevant literature on planning support systems, urban planning, policy, scenario planning and ICT/web platforms, and outline the study design and methodology.
The Rich Picture A Tool For Reasoning About Work Contextguestc990b6
This document discusses rich pictures, which are cartoon-like representations that identify stakeholders, their concerns, and the structure underlying a work context. Rich pictures originated in Soft Systems Methodology as a tool for reasoning about multiple viewpoints in a work situation. They typically depict the key stakeholders, their relationships and concerns through diagrams and thought bubbles. The document explains how rich pictures can be used in participatory design and lightweight usability engineering to capture a work context from stakeholders' perspectives and identify tensions between different stakeholders. It provides examples of rich pictures and guidelines for making them effective representations.
Through a systematic design toolkit involving mapping actors, user insights, systems, and activities, Namahn helps organizations solve complex problems involving people and technology. The design thinking process scopes the problem, develops insights and hypotheses, identifies leverage points and concepts, and creates an intervention strategy and activity model to support the co-creative design of solutions.
MINDSTORMING: UPA 2011 full presentationDante Murphy
This document provides an overview of a workshop on collaborative design for social change. The workshop aims to teach participants about different types of design collaboration through participatory activities. Participants will learn about collaboration, participation, and workshop methodologies. They will practice taking structured notes and prototyping solutions to validate hypotheses. The goal is for participants to understand how to assess when design collaboration could benefit a social initiative and which methodology is most appropriate. The workshop emphasizes a collaborative process of research, ideation, and design to effectively drive social change.
Developing an Ethically-Aware Design Character through Problem Framingcolin gray
Expert designers determine what problem needs to be solved—framing the design space, and not just designing an appropriate solution. In this study, undergraduate and graduate industrial design students at a large Midwestern university were engaged in a one-day workshop, focusing on designing products for natives of Sub-Saharan Africa to sell in their home nations. Participants worked in teams to generate a range of constraints and problem statements. Teams struggled to identify specific use contexts and users, even though these elements were present in provided research materials. They appeared to build distance between their own experiences and that of the users they were designing for, potentially bifurcating their sense of ethics and normative commitments that were actively being reified in problem statements and solutions.
The document discusses critique as a way to provide structured feedback on designs. It defines critique as feedback focused on what works and doesn't work in a design and why, from the perspective of users and goals. Critique is valuable for designers as it helps them examine designs objectively and get new ideas. When incorporated into the design process, critique allows for collaboration and helps establish frameworks for discussion. The document provides tips for planning and running effective critique sessions, such as setting clear goals and time limits. It also discusses incorporating critique into both traditional and agile project lifecycles.
This document discusses site diagramming information for architectural design analysis. It introduces contextual site analysis as an important pre-design research activity to inventory existing conditions and pressures on a project site. Diagramming site information helps designers better understand project needs, improve communication with clients, and design buildings that thoughtfully respond to site conditions. The document provides guidance on collecting relevant site data, creating diagrams to analyze this information, and using diagrams throughout the design process.
This document discusses site diagramming as a tool for architectural design analysis. It emphasizes the importance of thoroughly analyzing a site's contextual information prior to beginning design concepts. Key site issues addressed through contextual analysis and diagramming include location, size, zoning, natural and man-made features, circulation, utilities, sensory qualities, and implications for human use and climate considerations. The document provides guidance on collecting relevant site data, developing diagrams to organize this information, and using diagrams to inform responsive architectural design solutions.
Architectural Design Concepts Approaches - كونسيبت التصميم المعمارى و الفكرة ...Galala University
Architectural Design Concepts Approaches
Summary of several Architectural Design Concepts Approaches to help students generate design concepts.
كونسيبت التصميم المعمارى
الفكرة المعمارية
طرق مختلفة لمساعدة الطلبة للوصول الى كونسيبت او فكرة التصميم المعمارى
How to Design the Fun Out of Things with UX -- Minnebar10 2015Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding.
Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion.
Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
The document discusses the history and evolution of ideas in software design. It covers structured programming principles from the 1960s-1970s such as restricting control structures, using levels of abstraction, stepwise refinement, and program families. It also discusses design methods such as abstract data types, system structure with a focus on modularity, and the differences between stepwise refinement and module specification.
The document discusses various methods and processes used in architectural design, including developing a design brief, conducting site and demographic analyses, creating bubble diagrams, developing concepts and design philosophies, identifying design problems, and considering different design approaches such as concept-based, issue-based, theory-based, and hybrid approaches. Key stages involve understanding client requirements, analyzing the site and context, exploring spatial relationships, and translating problems into physical design solutions through conceptualization and application of design values and principles.
Lecture 2 from the MHIT 603 course on Human Interface Technology. This lecture provides an introduction to Prototyping. Taught by Mark Billinghurst at the University of Canterbury, July 17th, 2014.
1. LivingTom is a fictional product designed to provoke conversations about complex social and technological issues through subtle interactions and movements.
2. The design process involved prototyping movements of a plastic bag within a dome structure to create a seamless experience for the user.
3. The designer argues that well-designed fictional products can be powerful communication tools to deliver messages and inspire changes in thinking, even if the products themselves may not reach the market.
The talk I gave at the 2015 IxDA Education Summit about using systems thinking and emergence as a lens to integrate systems thinking/emergence, distributed cognition, Christopher Alexander's pattern languages, scenarios, and lean processes.
Doug Bowman describes leaving Google after 3 years due to their overly data-driven design process. At Google, every small design decision was tested through A/B testing 41 shades of blue. Without a strong design leader, doubt creeps in and decisions become paralyzed. Metrics are important but should be balanced with intuition, vision, and daring decisions. An effective metrics-driven design framework includes identifying business objectives, mapping the user experience lifecycle, focusing on core metrics, and continuously improving through testing and optimization.
This document outlines the schedule and process for an interactive service design class in 2011. The class is divided into four parts: observation, define, develop, and deliver. In the observation part, students will learn about user observation techniques like desk research, field work, and workshops. They will also attend a service design conference. In the define part, students will create project frameworks using tools like SWOT analysis, stakeholder maps, and customer journeys. The develop section will cover prototyping and rapid prototyping techniques. Finally, the deliver part focuses on modeling, interface design, and the final presentation. The document also introduces various brainstorming and idea generation tools that will be used like mind mapping, scenarios, and story
Proceedings of the 32nd Hawaii International Conference on SysDaliaCulbertson719
Proceedings of the 32nd Hawaii International Conference on System Sciences - 1999
Proceedings of the 32nd Hawaii International Conference on System Sciences - 1999
Five Reasons for Scenario-Based Design
John M. Carroll
Department of Computer Science and
Center for Human-Computer Interaction
Virginia Tech
Blacksburg, VA 24061-0106
Tel: 1-540-231-8453
E-mail: [email protected]
Abstract
Scenarios of human-computer interaction help us to
understand and to create computer systems and
applications as artifacts of human activity Ñas things to
learn from, as tools to use in one's work, as media for
interacting with other people. Scenario-based design of
information technology addresses five technical
challenges: Scenarios evoke reflection in the content of
design work, helping developers coordinate design action
and reflection. Scenarios are at once concrete and flexible,
helping developers manage the fluidy of design situations.
Scenarios afford multiple views of an interaction, diverse
kinds and amounts of detailing, helping developers
manage the many consequences entailed by any given
design move. Scenarios can also be abstracted and
categorized, helping designers to recognize, capture, and
reuse generalizations, and to address the challenge that
technical knowledge often lags the needs of technical
design. Finally, scenarios promote work-oriented
communication among stakeholders, helping to make
design activities more accessible to the great variety of
expertise that can contribute to design, and addressing the
challenge that external constraints designers and clients
often distract attention from the needs and concerns of the
people who will use the technology.
1. Introduction
Designers of information systems and applications face
a disturbing reality. While there is plenty of opportunity
to do things that make a difference, it is never unequivocal
just what should be done, or even just what the real
problems are. The problems can only be definitively
analyzed by being solved; the appropriate solution
methods must typically be executed in order to be
identified; the solutions must be implemented in order to
be specified. All the while, the designer faces convoluted
networks of tradeoff and interdependency, the potential of
0-7695-0001-3/99 $10
untoward impacts on people and their social institutions,
and the likelihood that changing cultural and technological
circumstances will obviate any solution before it can be
deployed.
Most software engineering methods belong to a
methodological tradition that seeks to control the
complexity and fluidity of design through techniques that
filter the information considered and decompose the
problems to be solved. A complementary tradition seeks
to exploit the complexity and fluidity of design by trying
to learn more about the structure and dynamics of the
problem domain, by trying to see the situation in many
different ways, and by interacting intimately with the
concrete elements of the situ ...
Scrum an extension pattern language for hyperproductive software developmentShiraz316
Scrum is an agile software development framework that utilizes daily stand-up meetings called Scrum Meetings to manage unpredictable processes. During short, 15-minute Scrum Meetings, team members report on tasks completed since the previous meeting, any issues encountered, and their plan for the next 24 hours. This allows for continuous monitoring and adjustment of small, flexible assignments. Scrum Meetings foster transparency, knowledge sharing, and a collaborative culture within self-organizing teams. By frequently inspecting and adapting their process, teams can respond effectively to unpredictability and complexity inherent in software development.
This document introduces design patterns and provides an overview of the Singleton pattern. It discusses different ways to implement the Singleton pattern, including eager initialization, static block initialization, lazy initialization, thread-safe implementations using synchronization and double-checked locking, and Bill Pugh's inner static class approach. It also notes that reflection can be used to circumvent Singleton implementations and destroy the singleton nature of the class. The document categorizes design patterns and provides examples of creational, structural, and behavioral patterns.
This document provides a summary of 16 models from the MG Taylor modelling language. It begins by explaining that models can represent slices of reality or perspectives. It then provides brief 1-2 paragraph summaries of each of the following models: Scan Focus Act, Appropriate Response, Design Build Use, 5 E's of Education, Business of Enterprise, Creating the Problem, and 7 more models. Each summary highlights the key elements and applications of that particular model. The document emphasizes that models can provide different lenses for perceiving and designing systems and processes.
The document provides an overview of design thinking and media models used in team-based design processes. It discusses key concepts like resolution, abstraction, media cascades, and cognitive strategies. It describes how different media like sketches, prototypes, and CAD models encourage different types of thinking and completion. The document also outlines experiments to test hypotheses about how design-school training and multidisciplinary teams impact innovation. Specifically, it operationalizes variables like "unusualness" and "usefulness" and designs survey questions to collect data on team processes and solutions.
The document discusses principles and practices of software engineering. It begins by outlining the essence of problem solving and software engineering practice as understanding the problem, planning a solution, carrying out the plan, and examining the results. It then discusses core principles like ensuring value for users, keeping designs simple, maintaining a clear vision, and thinking before taking action. The document also covers communication practices for requirements gathering and planning practices for defining the project scope and managing risks.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Contemporary Software Engineering Practices Together With EnterpriseKenan Sevindik
The document discusses various software engineering concepts and technologies. It covers topics like prototyping, refactoring, piecemeal growth vs big bang development, agile manifesto principles, design patterns, test driven development, object oriented principles, aspect oriented programming, evolution of enterprise Java technologies like Spring and Hibernate frameworks. It provides recommendations for books related to these topics.
Rick Barron: User Experience Testing MethodsRick Barron
Various user experience testing methods are summarized, including A/B testing which allows testing different page versions to see what users respond to best, backcasting which works backwards from an ideal scenario to determine required actions, and card sorting which involves sorting labeled cards into groups to guide navigation design. Collaborative inspection involves stakeholders and users walking through tasks together, while personas represent archetypal users and their goals.
The document discusses various approaches to designing software architectures and systems. It covers the standard engineering design process, potential problems that can arise, and alternative design strategies like cyclic, parallel, adaptive, and incremental processes. It also discusses tools for design like abstraction, separation of concerns, and applying experience. Architectural patterns, styles, and domain-specific software architectures are introduced as ways to apply lessons learned to new designs.
This document provides an overview of different models and perspectives on the design process. It discusses models that view design as oscillating between analysis and synthesis, with the analysis phase involving decomposing a problem and the synthesis phase involving recombining solutions. The document also notes that processes can be viewed as either converging then diverging or vice versa. It presents several models that depict design as an iterative process of alternating between divergence, where many options are considered, and convergence, where the options are narrowed down. The goal is typically to converge on a final design solution through this iterative process.
This document discusses design patterns, including their definitions, categories, and strengths/weaknesses. It provides definitions of design patterns from various sources, noting they are reusable solutions to common problems in software design. Patterns are grouped into creational, structural, and behavioral categories based on their focus. Advantages include promoting reuse and providing documentation, while weaknesses include a lack of systematic application guidance. The document also discusses pattern languages and repositories, as well as specialized patterns in different domains.
Understanding and Conceptualizing interaction - Mary MargaratMary Margarat
This chapter discusses conceptualizing interaction by explaining conceptual models and how they can be based on problem analysis, activities like instructing and conversing, objects from the physical world used as metaphors, and interaction paradigms beyond the desktop. Effective conceptual models create a simplified understanding of the system for users and drive both conceptual and physical design. Interface metaphors based on familiar real-world objects can help users learn new systems but may also introduce issues if the mapping is imperfect.
The document provides an overview of a workshop on user interface design using paper prototyping techniques. It discusses various models for understanding user needs, including Garrett's Elements of User Experience model. It then describes how to build a paper prototype, test it with users, identify issues, fix them, and retest in an iterative process. The goal is to design an interface that meets user needs and supports their tasks through participatory design activities like writing user stories, scenarios, and tests with paper prototypes.
The document provides an overview of a 7-step process for building an information system. The 7 steps are: 1) Identify and list stakeholders, 2) Identify and list actors, 3) Identify and list use cases, 4) Identify and list scenarios, 5) Identify and list steps, 6) Identify and list classes/objects, and 7) Manage work products. It describes each step in the process, including defining stakeholders, actors, use cases, scenarios, and mapping analysis to design. The process emphasizes discovery, iteration, and developing a shared understanding between stakeholders.
Scenario-Based Design
+Chapter 53. Human-Computer Interaction
Handbook: Fundamentals, Evolving Technologies and Emerging Applications. Lawrence Erlbaum Associates, 2002
-Mary Beth Rosson and John M. Carroll
/임하진
x 2013 summer
The document discusses interaction design and human-computer interaction (HCI) in the software development process. It covers several key topics:
1. Interaction design principles like understanding users and reducing errors. The design process involves requirements gathering, analysis, design, and iterative prototyping.
2. HCI aspects are relevant at all stages of the software life cycle from requirements to maintenance. User research and iterative design are important given that requirements cannot be fully determined upfront.
3. Usability engineering specifies usability metrics early on but these are difficult to set without user testing prototypes. Iterative design overcomes this through incremental prototyping and testing with users.
This book is not finished. We’ve been developing it over the past few years. It began as a manilla folder with copies of different process models. We completed the first “book” version as part of a project undertaken for Elaine Coleman and Sun’s Virtual Center for Innovation. We present this version for educational purposes only. We have obtained no permissions to reproduce any of the models. Copyrights remain with their owners.
If you know of any models which are not featured in this book, please feel free to share them with us.
Everyone designs. The teacher arranging desks for a discussion. The entrepreneur planning a business. The team building a rocket.
Their results differ. So do their goals. So do the scales of their projects and the media they use. Even their actions appear quite different. What’s similar is that they are designing. What’s similar are the processes they follow.
Our processes determine the quality of our products. If we wish to improve our products, we must improve our processes; we must continually redesign not just our products but also the way we design. That’s why we study the design process. To know what we do and how we do it. To understand it and improve it. To become better designers.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
Agile leadership practices for PIONEERSStefan Haas
This document outlines 8 principles for applying complexity thinking to leadership practices:
1. Address complexity with complexity by using stories, metaphors and pictures rather than just text.
2. Use a diversity of perspectives by considering multiple weak models rather than one strong model.
3. Assume dependence on context and that what worked in the past is not guaranteed for the future.
4. Anticipate, adapt and explore through safe-to-fail experiments rather than just reacting or following a plan.
5. Develop models in collaboration so they help people make sense of the world through many local interactions.
6. Shorten the feedback cycle to learn faster than others and adapt more quickly.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
1. Scenario based design simplified testing procedure
Scenario based design simplified testing procedure
Amare Kebede, Department of computer science,AMIT,kbde.amex@gmail.com
Abstract
Scenarios based design help us to analyze, understand, familiar from the very beginning of the infant
stage of the system up to the whole system every activities and processes of the system finally and will
able to create new systems and applications. Scenario-based design similar to artifacts of human activity
like to things to learn from, like tools to use in one's work, as media for interacting with other people.
Scenario-based design of software development addresses technical challenges: scenarios evoke refection
in the content of design work, helping developers coordinate design action and reflection. Scenarios are at
once concrete and flexible, helping developers manage the fluidity of design situations. Scenarios afford
multiple views of an interaction, diverse kinds and amounts of detailing, helping developers manage the
many consequences entailed by any given design move. Scenarios can also be abstracted and categorized,
helping designers to recognize, capture and reuse generalizations and to address the challenge that
technical knowledge often lags the needs of technical design. Finally, scenarios promote work oriented
communication among stakeholders, helping to make design activities more accessible to the great variety
of expertise that can contribute to design, and addressing the challenge that external constraints designers
and clients face often distract attention from the needs and concerns of the people who will use the
technology.
2. Scenario based design simplified testing procedure
1. Introduction finally it is the most selective to be
Embedded systems are the base for narrative. While there is plenty of
many types of the equipment available opportunity to do things that makes a
for making our live easier. The design of difference, it is never unequivocal jus
such a system starts at the base: a what should be done, or even just what
problem which needs to be solved. In the real problems are. The problems can
most cases it is not difficult to make an only be definitively analyzed by being
abstract description of the solution. The solved; the appropriate solution methods
translation of this abstract solution into a must typically be executed in order to be
working embedded system is the hard identified; the solutions must be
part. There are multiple ways of implemented in order to be specified.
formalizing the design. One of these All the while, the designer faces
approaches is scenario based design. convoluted networks of tradeoff and
Scenario-based design is based on interdependency, the potential of
descriptions of how people accomplish untoward impacts on people and their
tasks. Many types of scenarios exist. social institutions, and the likelihood
Well known types are using case that changing cultural and technological
scenarios. Basically, use-case scenarios circumstances will obviate any solution
are stories. They describe the users of before it can be deployed. Most software
the embedded systems and their engineering methods belong to a
activities. In general, a use-case scenario methodological tradition that seeks to
has agents and objectives. The agent is control the complexity and fluidity of
the user of the embedded system. Each design through techniques that filter the
user, or group of users, has a certain information considered and decompose
objective when using the system. An the problems to be solved. A
example of a use-case scenario is a user complementary tradition seeks to exploit
who powers on a mp4 player, selects a the complexity and fluidity of design by
song and starts to listen to that song. The trying to learn more about the structure
objective of an agent can also carry a and dynamics of the problem domain,
timing constraint. The user in our by trying to see the situation in many
example can require that the mp4 player different ways, and by interacting
powers up within a second. (Peter van intimately with the concrete elements of
Stralen September 24, 2009) the situation (Ackoff, 1979a, b; Check
Designing of a given system is a land, 1981; Scho En, 1983).
collection of plenty of realities and Scenario-based design techniques
process and also Designers of belong to this complementary approach.
information systems and applications In scenario based design, descriptions of
face a disturbing reality so it is better to how people accomplish tasks are a
clarify the system in descriptive manner. primary working design representation.
Since we are developing the new system Software design is fundamentally about
whose ground or base is on previous envisioning and facilitating new ways of
system so it needs some investigation or doing things and new things to do.
know how of the existing system rather Maintaining a continuous focus on
than directly going to the solution situations of and consequences for
3. Scenario based design simplified testing procedure
human work and activity promotes quite sharp, as when one must stop and
learning about the structure and think before taking another step. But
dynamics of problem domains, seeing frequently it is more a matter of trading
usage situations from different off priorities. Scho Èn (1983, 1987) has
perspectives, and managing tradeoffs to discussed this conflict extensively in his
reach usable and effective design books on reflective practice. For
outcomes (Carroll, 1994, 1995). example, he analyzes a coach reacting to
2. What are scenarios? an architecture student's design concept
In analyzing and designing systems and for a school building; the design
software we need better means to talk includes a spiral ramp intended to
about how they may transform and/or be maintain openness while breaking up
constrained by the contexts of user lines of sight (she calls the idea ªa
activity: this is the only way we can Guggenheimº):¼ when I visited open
hope to attain control over the schools, the one thing they complained
“materials” of design. A direct approach about was the ware-house quality of
is to explicitly envision and document being able to see for miles. It [the ramp]
typical and significant user activities would visually and acoustically break up
early and continuingly in the the volume. (Scho Èn, 1987, p. 129).
development process. Such descriptions, 4. Scenarios evoke reflection in
often called “scenarios, “support design
reasoning about situations of use, even Designers do try to create opportunities
before those situations are actually for their own reflection. They organize
created. Scenarios are stories. They are design review meetings in which the
stories about people and their activities. whole team works through a set of
For example, an accountant wishes to requirements, a progress report, or a
open a folder on the system desktop in specification. It is also common to build
order to access a memo on budgets. early prototypes to verify and refine
However, the folder is covered up by a design requirements; one can directly
budget spreadsheet that the accountant observe prospective users interacting
wishes to refer to while reading the with such a prototype to make a
memo. The spreadsheet is so large that it formative evaluation (Screven, 1967) of
nearly fills the display. The accountant the design. These activities can facilitate
pauses for several seconds, resizes the the identification and integration of
spreadsheet, moves it partially out of the different perspectives; they can raise
display, opens the folder, opens the concrete and detailed design issues to
memo, resizes and repositions he memo guide further work. In this way they
and continues working. help designers to reflect on the work
3. Challenge: design action they have already done.
competes with reflection
There is a fundamental tension between 5. Challenge: design situations
thinking and doing: thinking impedes are fluid
progress in doing, and doing obstructs Design analysis is always indeterminate,
thinking. Sometimes this conflict is because design changes the world within
4. Scenario based design simplified testing procedure
which people act and experience. The be prototyped and tested. At the same
rapid evolution of spreadsheet software time the scenario is flexible, deliberately
in the 1980s does not indicate a failure incomplete and easily revised or
in the original requirements analysis for elaborated: in a few minutes, a piece of
VisiCalc, but rather suggests the extent the scenario could be-written (e.g.
to which the original spreadsheet perhaps the associated module opens
programs altered the work situations in automatically) or elaborated (e.g. the
which these programs were used module may be opened by following a
(Carroll and Rosson, 1991). ‘related materials’ tag attached to the
Requirements always change (Brooks, film clip).
1995). When designs incorporate rapidly 7. Scenarios promote work-
evolving technologies, requirements
orientation
change even more rapidly. The more
Scenarios are work-orientated design
successful, the more widely adopted and
objects. They describe systems in terms
the more impactful a design is, the less
of the work that users will try to do
possible it will be to determine its
when they use those systems. A design
correct design requirements. And in any
process in which scenarios are employed
case, refinements in software technology
as a central representation will ipso
and new perceived opportunities and
facto remain focused on the needs and
requirements propel a new generation of
concerns of users (Carroll and Rosson,
designs every 2-3 years.
1990).
6. Scenarios are at once
8. Challenge: external factors
concrete and flexible
constrain design
To manage an ambiguous and dynamic
Designers must have constraints; there
situation, one must be concrete but
are just too many things that might be
flexible. One must be concrete just to
designed. Requirements, if they can be
avoid being swallowed by the
identified, are clearly the best source of
indeterminacies; one must be Flexible to
constraints because they indicate what
avoid being captured by a false step.
sort of design work is needed. But there
Systematic decomposition is a
are many other sources of constraints.
traditional approach to managing
The current state of technology
ambiguity, but it does not afford
development makes some solutions
flexibility. Instead one ends up with a
impossible and others irresistible: On
set of concrete sub solutions, each of
the one hand, designers cannot use
which is fully specified. Unfortunately,
technology that does not yet exist,
by the time the set of sub solutions is
though their work often drives
specified, the requirements often have
technology development toward
changed. Scenarios of use help us to
possibilities that are nearly within reach.
reconcile concreteness and flexibility.
On the other hand, designers like
They are concrete in the sense that they
everyone else, are caught up in a
simultaneously fix an interpretation of
technological zeitgeist that biases them
the design situation and offer a specific
toward making use of the latest gadgets
solution: the scenario in Fig. 1 specifies
and gizmos. In addition, designers are
a particular usage experience that could
5. Scenario based design simplified testing procedure
often biased toward deploying even when they are aware of limitations
technologies they have used before, in these technologies.
REFERENCE
1. J.M. Carroll, “five reason for scenario design”, Virginia tech Blacksburg, (2000)
2. peter van Stralen,” Scenario Based Design Space Exploration”, master grid computing
university of Amsterdam, September 24, 2009
3. Irene Anggreeni Mascha van der Voort,” Tracing the Scenarios in Scenario-Based Product
Design A study to support scenario generation”, Laboratory of Design, Production &
Management, CTW-OPM, University of Twente,
4. Carroll, J.M. (Ed.), 1995. Scenario-based Design: Envisioning Work and Technology in
System Development Wiley, New York.