SYST 469 Exam 2
Define four "basic guidelines" when gathering requirements data (slide 26 for Chapter 10).
1. Involve all the user and stakeholder groups 2. Focus on identifying users/stakeholders' "needs" 3. Consider how to record and analyze data before collecting it 4. Start data analysis & interpretation soon after data collection
Briefly describe the goal of brainstorming in design, and why it is important.
Goal of brainstorming is to generate as many (design) ideas as possible, including ways to combine them, before evaluating the ideas. Why? To avoid fixation on initial design idea(s).
What is a pilot study (or test) and why would you conduct one?
a. A pilot study is a small trial run to find and fix problems before doing an actual study. b. Aim: The point of a pilot study is to ensure that your evaluation works as planned. c. You can perform all the same procedures and see what works and what doesn't work.
What is a persona? Use an example to make sure I understand your answer.
a. Descriptions of hypothetical people used to represent user characteristics/requirements. The profile is synthesized from real users' characteristics, and should have a name, background, and personality. b. Ex.) Persona example by Caplin Systems to develop customer-focused products.
Name, define, and use an example for five different types of requirements.
a. Functional i. Capture what the system should do (Volere example). Historically, the main focus of requirements activities. ii. Ex.) Robot in car assembly plant should be able to accurately place and weld together the correct pieces of metal. b. Non-functional i. Constraints on the system & its development ii. Ex.) specifying required platform versions for a video game (e.g., for Xbox, PlayStation, and Wii) c. Data requirements i. The specific data that needs to be stored ii. Also, what are the required characteristics of the data (e.g., its volatility, size, accuracy, etc.) the system needs to handle? d. Environment (or context of use) i. Requirements refer to the circumstances in which the interactive product needs to be used: 4 aspects: Physical environment, Social environment, Organizational environment, Technical environment. e. User requirements i. Identifies the key attributes of different user types within the intended user/stakeholder groups that the device is required to support: "user profiles".
Using an example, describe the "HTA" task description method used when establishing requirements.
a. Involves breaking a task down into subtasks, then sub-sub-tasks and so on, as needed. These are grouped as plans, which specify how the tasks might be performed in practice. b. HTA routinely focuses on physical and observable actions, and can include looking at actions not related to software or an interaction device. c. Start with examining the users goal/intention and, then, identifying the main tasks for achieving it. Ex.) Buying a DVD Plan 0: If regular user, steps 1-2-5 If new users, steps 1-2-3-4-5 1. Locate DVD 2. Add DVD to cart 3. Enter payment details 4. Enter address 5. Confirm order
Name three things to avoid when preparing interview questions.
a. Long questions (or a long list of answer options). b. Compound sentences - split them into two questions. c. Jargon & language that the interviewee may not understand. d. Unconscious biases (e.g., gender stereotypes) or leading questions that make assumptions (e.g., why do you like...?)
Define characteristics of good evaluations: reliable, valid, & generalizable.
a. Reliable - The evaluation study (procedures and results) can be repeated by others. [Use a script]. b. Valid - The evaluation study is measuring what it was intended to measure. Ex.) For example, if goal of evaluation study was to find out how people use a new product in their home, a lab experiment at Mason would not be appropriate iii. Ecological validity: evaluation setting doesn't create bias (e.g., no Hawthorne effect) & represents setting of interest. c. Generalizable: Scope. Findings obtained from the sample of participants in the evaluation setting are appropriate for and transfer to actual target user population and environmental context Why need "representative users" performing "representative tasks" in "representation situations" in your evaluations
Using examples, describe 2 of the 4 "task description methods" to help establish requirements.
a. Scenarios i. Informal (simple, natural) narrative stories allowing ii. Exploration of tasks, contexts, goals (goals/intentions, usability & user experience, etc.), problems, & range of reqts., etc., from different users' [personas'] perspective. b. Use Cases i. Assume interaction with a system ii. Here, "scenario" refers to one path through the use case; i.e., one "walkthrough" of user-system interactions iii. May be most useful at the conceptual design stage to help establish reqs. By describing how a new system might overcome problems with current one.
(a) Define what a "fit criterion" is and (b) give an example (e.g., from the Volere requirements shell [Slide # 6, Chapter 10])
a. The fit criterion is a very specific measurement for a requirement. Some requirements may be too vague for developers to meet, so they need clarification. b. For instance, a requirement such as "the product will be easy to use" could have A fit criterion of "80% of users will be able purchase the correct event ticket within 2 minutes, without the use of help functionality."
Describe the experiment about "engagement in a collaborative immersive game" (i.e., hypothesis, type of design, the 2 levels on the independent variable, method, the 2 dependent variables, & the general results).
a. The hypothesis stated players would be more engaged playing a computer game against a friend than the computer. b. This was a within-subject design with one independent variable that had two levels: playing against a computer, and playing against a friend. c. A counter-balanced method was used, where half of the participants played against a friend first, while the other half played against the computer first to prevent order effects. d. The 2 dependent variables were user satisfaction (measured via questionnaires) and physiological reactions (measured via skin response). e. Overall result, the data supported the hypothesis. Playing against a friend is more engaging.
Describe the three different "interview styles" for collecting requirements data. Make sure to describe the type of questions used in each interview style.
a. Unstructured Interviews - Relies on "open-ended" questions that do not have a predetermined format (e.g., "Please describe how you do your job"). b. Structured Interviews - Use "closed-ended" questions with a predetermined answer format (e.g., 'yes' or 'no'). c. Semi-structured Interviews - Use open- and closed-ended questions.
Describe the HutchWorld development and evaluation process that I described in class with slides [not in book] a. What was HutchWorld (HW)? b. Describe 1st HutchWorld prototype (interface metaphor, type of communication, user representation) c. Describe 1st HW prototype's evaluation (type, procedures, & results) d. Describe how the 1st HW prototype was redesigned e. Provide a detailed description of the procedures (2 stages) and results (e.g., # means > goal requirements and one high-ranking problem) for the usability test evaluating the 2nd HutchWorld prototype.
a. What was HutchWorld (HW)? i. System developed to enable cancer patients, their caregivers, family, and friends to communicate with (& support) one another. - b. Describe 1st HutchWorld prototype (interface metaphor, type of communication, user representation) i. Decided to make the design resemble the Center's outpatient clinic lobby; hoped users could infer available functionality from the "lobby" interface metaphor. ii. Selected a synchronous chat communication environment, Thought it would provide the best social and emotional support, and Because more realistic & personal than asynchronous. iii. Also decided to include 3D photographic avatars so users could enjoy having identifiable online presence and easily recognize each other. - c. Describe 1st HW prototype's evaluation (type, procedures, & results) i. Used an iterative "design-test-redesign" approach (i.e., our four-stage life-cycle model). ii. Procedures: Observations onsite. iii. Results: Developers learned a lot (synchronous communication is not useful, async chat was needed) - d. Describe how the 1st HW prototype was redesigned i. Conclusion: Needed a more "unified" place to let users find all HutchWorld content and perform communication, information, and entertainment tasks not in the first HutchWorld prototype. ii. Kept prior capabilities, but redesigned HutchWorld to be a portal that also provided asynchronous communication. - e. Provide a detailed description of the procedures (2 stages) and results (e.g., # means > goal requirements and one high-ranking problem) for the usability test evaluating the 2nd HutchWorld prototype. i. 7 participants tested 2nd HW prototype in Microsoft's usability lab. ii. Stage 1: Each independently explored HutchWorld for 5 minutes. iii. Stage 2: After exploration, participants performed specific tasks designed to test particular features of HutchWorld interface. iv. User satisfaction questionnaire (with particular focus on what participants liked and did not like about HutchWorld prototype). v. 15 of 22 tasks had means above 1.5, which was the goal requirement 3 high-ranking problems that had to be fixed.
Describe the (a) technology, (b) procedures, and (c) results for the skier field study
b. Initial series of ski runs to collect data i. Then, skiers entered a chalet to view data 1. Map of ski run; distance covered; duration of descent; maximum descent; and the video recording - c. Another series of runs where skiers received messages on phones so could view data on slopes i. "To the great surprise of the evaluators, the skiers did not check their performance on the slopes" (p. 465) ii. Waited to review performance "in the bar during breaks" - d. Focus group with skiers about a week later i. Skiers didn't want their time on slopes interrupted ii. Also discussed problems associated with equipment while on slopes (e.g., Bluetooth link between GPS & smartphones not reliable)
Describe three of the four types of questions for helping to choose among design alternatives (the 4 "question" bullets on slide # 19 for Chapter 9)
i. Address primary, secondary, & tertiary user groups' requirements (which are based on their different needs, desires, characteristics, tasks, context, etc.)? ii. Overcome empirically identified user-groups' problems with current product, and their empirically identified causes? iii. Support cognitive processes (attention, memory, etc.)? iv. Behave technically? Are they feasible? Development risks?
Draw the "simple interaction design lifecycle model" shown in Figure 9.3 (or slide # 3 for Chapter 10). Then, describe each of the four basic activities in the model, and their interactions (i.e., the iteration).
i. Establishing requirements (involves first identifying user groups' goals, characteristics, problems, tasks, context, needs, etc.) ii. Designing alternatives (includes conceptual models with interface metaphors; interaction types; interface types; & physical features) iii. Prototyping design alternatives (full range, from low to high fidelity design representations) [Need prototypes to make design ideas clear] iv. Evaluating prototypes - (Evaluating the prototypes against requirements throughout design process)(against all user reqts., including usability & user experience goal reqts.; design principles, etc.,) [Note: Evaluation is inherent throughout a human-centered, interaction design process].