Cooper, Reimann, and Cronin’s (2007) chapters 6 and 7 present some useful insights for understanding a design process. While chapter 6 represents the first component of the process as it relates to generating persona-based scenarios, with design requirements embedded in them, Chapter 7 is concerned with the use of such requirements to construct an appropriate design framework. That is, while chapter 6 basically defines design requirements, chapter 7 outlines the frameworks for interactive design. The two chapters therefore constitute a complete design method that seeks to be both user and business friendly – the “crux” of this week’s reading.
As presented in the readings, the design process is composed of four main steps, two of the steps discussed in 6 and the other two in 7:
Phase 1 (chapter 6)
- Designers need to develop stories or scenarios as a means of imagining ideal user interactions since stories and scenarios create narratives that “communicate ideas” to the designer by lending themselves to both visual and conceptual images of interactive products. stories and scenarios also help keep design focus more on ‘people and how they think and behave, rather than technology and business goals” (p. 112 ). hat is, narratives and scenarios form the “most powerful creative methods” (p. 110) for “use-oriented software design” (p. 111).
- Designers also need to use the scenarios created in (1) to define requirements.Defining requirements here is about identifying both “human and business needs that your product must satisfy” (p. 114). As such, requirement definition is presented as a five-step process:
a) Creating problem statement and vision statement (P.116)
- Problem statement – purpose of design initiative
- Vision statement – design objective/mandate
b) Brainstorming (p.117)
- Aims at eliminating certain preconceptions and allowing designers become open-minded and flexible as they imagine and construct scenarios, using their analytic minds to drive requirements from these scenarios.
c) Identifying persona expectations (p. 118)
- Attitudes, experiences, aspirations and other general persona expectations, behaviors, desires from the product
d) Constructing context scenarios (p. 119)
- Environmental and organizational considerations of usage patterns; it is at this point that design actually begins, as most contextual questions are addressed here.
e) Identifying requirements (p. 122)
- Requirements are extracted from contextual analyses and are identified in the form of objects, actions, and context.
Phase 2 (chapter 7)
- This is where designers now use identified requirements to define the fundamental interaction framework for the product (framework definition – pp. 127 -136):
Note that six steps are involved in this defining interaction framework:
- define form factor, posture, and input methods
- define functional and data elements
- determine functional groups and hierarchy
- sketch the interaction framework
- construct key path scenarios
- check designs with validation scenarios
- Once a full design draft is in place, designers should be concerned with “filling in the framework with ever-increasing amounts of design details” such as
- defining the two-step visual framework (p. 136)
- defining a three- process industrial design framework (p.139)
- Refining the form of behavior (p. 141)
- Design validation and usability testing (p. 142) etc.
In all of these steps, it is important to acknowledge the role of narration, since much of the design effort has to do with “using personas to create stories that point to design” needs or requirements (p. 109). This focus on the persona’s experiences, behaviors, desires, and expectations is therefore presented here as core in the research and practice of interactive design. This is also important because, as the design process suggests, a focus on persona interests and habits invariably promotes business for design products.
Reference
Cooper, A., Reimann, R., & Cronin, D. (2007). About face 3: The essentials of interaction design. IN: Indianapolis, Wiley publishing inc.