From Requirements to Design: The Framework and Refinement in Java

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From Requirements to Design: The Framework and Refinement
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In the previous chapter, we talked about the first part of the design process: developing scenarios to imagine ideal user interactions, and then defining requirements from these scenarios and other sources. Now we re ready to design.
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The Design Framework
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Rather than jump into the nuts and bolts right away, we want to stay at a high level and concern ourselves with the overall structure of the user interface and associated behaviors. We call this phase of the Goal-Directed process the Design Framework. If we were designing a house, at this point, we d be concerned with what rooms the house should have, how they should be positioned with respect to each other, and roughly how big they should be. We would not be worried about the precise measurements of each room, or things like the doorknobs, faucets, and countertops. The Design Framework defines the overall structure of the users experience, from the arrangement of functional elements on the screen, to interactive behaviors and
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Part I: Understanding Goal-Directed Design
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underlying organizing principles, to the visual and form language used to express data, concepts, functionality, and brand identity. In our experience, form and behavior must be designed in concert with each other; the Design Framework is made up of an interaction framework, a visual design framework, and sometimes an industrial design framework. At this phase in a project, interaction designers use scenarios and requirements to create rough sketches of screens and behaviors that make up the interaction framework. Concurrently, visual designers use visual language studies to develop a visual design framework that is commonly expressed as a detailed rendering of a single screen archetype, and industrial designers execute form language studies to work towards a rough physical model and industrial design framework. Each of these processes is addressed in this chapter. When it comes to the design of complex behaviors and interactions, we ve found that focusing on pixel-pushing, widget design, and specific interactions too early can get in the way of effectively designing a comprehensive framework that all of the product s behaviors can fit within. By taking a top-down approach, concerning ourselves first with the big picture and rendering our solutions without specific detail in a low-fidelity manner, we can ensure that we and our stakeholders stay initially focused on the fundamentals: serving the personas goals and requirements. Revision is a fact of life in design. Typically, the process of representing and presenting design solutions helps designers and stakeholders refine their vision and understanding of how the product can best serve human needs. The trick, then, is to render the solution only in enough detail to provoke engaged consideration, without spending too much time or effort creating renderings that are certain to be modified or abandoned. We ve found that sketchlike storyboards, accompanied by narrative in the form of scenarios, are a highly effective way to explore and discuss design solutions without creating undue overhead and inertia. Research about the usability of architectural renderings supports this notion. A study of people s reactions to different types of CAD images found that pencil-like sketches encouraged discourse about a proposed design, and also increased understanding of the renderings as representing work-in-progress.1 Carolyn Snyder covers this concept at length in Paper Prototyping, where she discusses the value of such low-fidelity presentation techniques in gathering user feedback. While we believe that usability testing and user feedback is often most constructive during design refinement, there are certainly cases where it is useful as early as the Framework phase. (More discussion of usability testing can be found at the end of the chapter.)
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7: From Requirements to Design: The Framework and Refinement
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Defining the interaction framework
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The interaction framework defines not only the high-level structure of screen layouts but also the flow, behavior, and organization of the product. The following six steps describe the process of defining the interaction framework:
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1. Define form factor, posture, and input methods 2. Define functional and data elements 3. Determine functional groups and hierarchy 4. Sketch the interaction framework 5. Construct key path scenarios 6. Check designs with validation scenarios
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While we ve broken the process down into numerically sequenced steps, this is not typically a linear effort, but rather occurs in iterative loops. In particular, Steps 3 5 may be swapped around, depending on the thinking style of the designer (more on this later). The six steps are described in the following sections.
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