how to discover requirement by identify problem
how to solve the problem by discovering requirement
how identify customer need
How to Capture Requirements Once They Are Discovered?
What Are Requirements?
There are Different types of requirements
There are Common types of requirements
Data Gathering
Probes
what is Probes
types of Probes
what is Contextual Inquiry
Brainstorming for innovation
Personas and scenarios
3. Introduction | what , How ,Why
Data gathering for requirement
Bringing requirements personas &
scenarios
Agenda
What are requirement ?
Capturing interaction with use cases
4. Requirement discovery can be conducted through different ways,
Our target users, user capabilities, product features,
current tasks, goals, and contexts constraints on the
product’s performance.
Common way
Ln case of interaction design
Introduction
Understanding clear statement of the problem by
explore and define the problem space to know what will be developed.
5. It’s difficult to distinguish between requirements, design, and
evaluation activities because they are so closely related
The Requirement define “what” your system needs to do.
Iterative development cycle
The Design figure out “ how” the application will function to meet both
the needs of the business and the needs of its users, Ex. smartwatch
6. What Is the Purpose of the Requirements Activity?
The purpose of discovery of requirements is to get
knowledge and general view about the problem
The requirements activity sits in the first two stages
of the double diamond of design
7. How to Capture Requirements Once They Are Discovered?
We can capture user requirement by many different
usability research methodologies
Different capturing mechanisms emphasize and
deemphasize different aspects
In prototypes or operational product Through
structured or rigorous notations
9. What Are Requirements?
A requirement is a statement about an intended product that specifies
what it is expected to do or how it will perform.
Goals for requirements activity:
1) Identify requirements
2) Clarify requirements
3) Capture requirements
10. Volere shell
This shell indicates the information about a
requirement that needs to be identified in order to
understand it.
It is form of requirement
11. Why user stories?
An alternative way to capture what a product is intended to do is
via user stories. User stories communicate requirements between
team members . Each one represents a unit of customer- visible
functionality and serves as a starting point for a conversation to
extend and clarify requirements.
13. 01. Functional
What is the product will do
02. Data requirements
Capture the information the
information related to the data
03. Environmental requirement
Are related to the social,
physical ,etc.
Novice-Expert
04. User
05. Usability
Related to function aspect that product
design must have to be understood
06. User experience
Refers to the users feeling
There are Common types of requirements
15. Usable Security
If the usability of security is ignored, then security
mechanisms will be circumvented
Too much advice about how to choose a password
Passwords as an example
Coping strategies may compromise security
16. Data Gathering
There are three data gathering techniques (interviews, observation, and questionnaires)
several other approaches :.
It is usual for more than one data gathering technique to
be used in order to provide different perspectives.
such as Documentation are a good source of data
about prescribed steps involved in an activity
17. Probes
Cultural probe
Box containing postcards, maps, camera, photo
album, and diary
Participants asked to answer questions using wallet
contents
Design probe
Form relates specifically to particular question and
context, for example, Top Trumps probe
19. Contextual Inquiry
Part of Contextual Design, but also used on its own to
gather requirements
One-on-one field interviews (contextual interviews)
1.5 to 2 hours long
Focus on daily life at home or work relevant to the project
Uses a model of master and apprentice
20. Four main principles for contextual interview
Contextual Inquiry
Context: Going to the user, wherever they are, and
seeing what they do as they do it
Partnership: User and interviewer explore user’s life
together
Interpretation: Observations interpreted by user and
interviewer together
Focus: Project focus to understand to what should be
paid attention
21. Contextual Inquiry
Interview guided by “cool concepts” divided into two groups
Joy of life concepts : How products make our lives richer and more fulfilling
These concepts are: (Accomplish , Connection , Identity , Sensation )
joy of use concepts : describes the impact of using the product itself
These concepts are: Direct in action ,The hassle factor ,The learning delta
Interview in four parts Overview, transition, main interview, and wrap-up
During the interview, data is collected in the form of notes and initial Contextual Design
models , then the team holds an interpretation session that allows the whole team to
talk about the user and hence establish a shared understanding based on the data.
22. Brainstorming for innovation
Include participants from a wide range of disciplines,
with a broad range of experience
Don't ban silly stuff
Use catalysts for further inspiration
Keep records. Capture every idea, without censoring
Sharpen the focus
Use warm-up exercises and make the session fun
23. Personas and scenarios
• Bring realistic detail that allows the developer to
explore the user’s activities
These two techniques complement each other in order to:
• Guide development throughout the product
lifecycle.
24. Personas
A persona is a description of a target user for a
product or service.
A persona summarizes the target user’s background,
goals, and needs related to the product.
It is important that a persona is fictional yet realistic
25. The persona helps you better understand your target
users, so you can design a solution to meet their
expectations.
Persona helps designers learn about the spectrum of
goals and needs of their users.
it is easier to empathize with a description of a
specific person, rather than a set of statistics
summarizing an entire group
Personas
26. A persona is typically combined with one or more
scenarios.
A scenario is a brief story that describes how and
why the ca specific context.
A scenario can be textual description, audio or video
Scenario
27. For stakeholders, scenarios help them In
In bridging communication gaps between creative and
business thinking and understand designers vision
For the design team, scenarios help them
Scenario
●Visualize how a target user would interact with the
product in real-life.
●Imagine the ideal solution for a user’s problem.
28. Use case
A use case is a written description of how users will
perform tasks on your application.
Each use case is represented as a sequence of
simple steps, beginning with a user's goal and
ending when that goal is fulfilled.
29. Benefits of use cases:
• Provide a list of goals
• Explain how the system should behave
• Brainstorm what could go wrong
• Save a lot of time, effort and cost because they
are done from early stages
Use case