2.3.4 Step 4: Innovate from Task Data
Task analysis reveals the potential to help people by creating new
systems or revising existing systems. Sometimes these insights
come immediately from observations of people interacting with an
existing system, such as a driver getting cold hands trying to unlock
her car in frigid winter weather. But often these insights come
from careful analysis of task hierarchy, flow or sequence, such
as feedback indicating when the door has been unlocked. This
analysis can be qualitative, with a focus on empathy and general
insights about the users’ experiences. It can also be quantitative,
where tasks are described in terms of frequency of occurrence,
probability of a failure, and task duration. This focus on task details
needs to be placed in the broader user experience and then linked
to design solutions. Here we discuss developing personae and use
scenarios as first steps in linking task analysis results to system
specifications.
specifications.
User identification and persona development describes the
most important user populations of the product or system. For
example, designers of amore accessible ATMmight characterize
the user population as people ranging from teenagers to senior
citizens, having at least a third-grade English reading level, and
a range of possible physical disabilities. After identifying characteristics
of the user population, designers should also specify the
people who will be installing or maintaining the systems.
It is important to completely describe the potential user population.
This usually includes characteristics such as age, gender,
education level or reading ability, physical size, physical abilities (or
disabilities), familiarity with the type of product, and task-relevant
skills. For situations where products or systems already exist, one
way that designers can determine the characteristics of users is to sample the existing population of users. For example, the ATM designer
might measure the types of people who currently use ATMs.
However, this will result in a description of users who are capable
of using, and do use, the existing ATMs. This is not an appropriate
analysis if the goal is to attract, or design for, a wider range of users.
A simple list of user characteristics often fails to influence design.
Disembodied user characteristics may result in an “elastic
user” whose characteristics shift as various features are developed.
Designing for an elastic user may create a product that fails to satisfy
any real user. Cooper [28] developed the concept of personas to
represent the user characteristics in a concrete and understandable
manner. A persona is a hypothetical person developed through
interviews and observations of real people. Personas are not real
people, but they represent key characteristics of the user population
in the design process. The description of the persona includes
not only physical characteristics and abilities, but also the persona’s
goals, work environment, typical activities, past experience,
and precisely what he or she wishes to accomplish. The persona
should be specific to the point of having a name.
Sequence diagrams help define personae by identifying roles,
tasks, and communications. The task hierarchy specifies goals
and motivations. For most applications, three or four personae
can represent the characteristics of the user population. Separate
personae may be needed to describe people with other roles in
the system, such as maintenance personnel. The personae exist
to define the goals that the system must support and describe
the capabilities and limits of users in concrete terms. Personae
describe who the design is for and act as the voice of the user,
preventing the natural tendency of the design team to assume
users are like themselves.
Because personae define several “typical” users, this method
runs the risk of neglecting the extremes, such as the 5th and 95th
percentiles of a population. Techniques to systematically accommodate
these extremes are discussed in the context of fitting designs
to the physical dimensions of people in Chapter 12.
Design Exercise:
Stanford wallet project
This exercise provides a brief exposure
to design thinking. The goal is to
practice designing and recognizing a
user’s need and then translating that
need into a protype product that is
then evaluated.
This exercise is an abbreviated
version of the StanfordWallet
Project [45]. Depending on time,
each step can be completed in less
than five minutes.
Step 1 Everyone. Design/draw the
ideal wallet.
(Recognize that your perfect wallet is
not perfect for others.)
Step 2. Pair up in teams of two. Person
1 acts as the designer. Person 2
acts as the user.
Step 3. Show NOT tell. Designer asks
user about the ideal wallet. Some
questions to consider: What should
it look like? How should it feel? What
should it be able to hold? How do you
want to carry it? What functions do
you want?
Step 4. Switch roles. Person 1 is now
the user. Person 2 is now the designer.
Step 5. Continue Show NOT tell.
Repeat Step 3.
Step 6. Self reflection Designer explains
the users needs in one sentence:
“[user] needs a way to [user’s
needs] because... (or “but”... or “surprisingly”...)
Table 2.2 Stanford design exercise
Scenarios, user journeys, and use cases complement personas.
Personas are detailed descriptions of typical users and scenarios
are stories about these personas in a particular context. Scenarios,
also termed user journeys, describe situations and tasks relevant
to the use of the system or product being developed. Scenarios
are a first step in creating the sequence of screens in software development,
and they also define the tasks users might be asked to
complete in usability tests. In creating a scenario, tasks are examined,
and only those that directly serve users’ goals are retained.
Two types of scenarios are useful for focusing scenario specification
on the design. The first is daily use scenarios, which describe
the common sets of tasks that occur daily. In the car example, this
might be the sequence of activities associated with entering the car
when parked in the owners’ garage. The second is necessary use
scenarios, which describe infrequent but critical sets of tasks that must be performed. In the car example, thismight be the sequence
of activities associated with entering the car during a snowstorm.
Scenarios can be thought of as the script that the personae follow
in using the system[28].
Scenarios typically support conceptual design, where the general
activities of people are described independent of technology.
Use cases help move from conceptual design to prototypes. Use
cases are a user-centered description of what the technology is
meant to do. At the simplest level, a use case is a sequence of tasks
that produce ameaningful outcome, such as entering and starting
a car. These tasks can be described in a more formal way in a flow
diagram and implemented in a software or hardware prototype.
Observations organized in task hierarchies, flows, and sequences
help define personae and scenarios. Personae and scenarios, in
turn, help define new task hierarchies, flows and sequences that
the new design will make possible. As an example, a flow diagram
associated with the new system, such as a keyless entry system
for a car, would document the intended interactions between the
person and new system. Often it is possible to use scenarios, use
cases and personae to create prototypes. Personae and scenarios
also provide a starting point for more specific task analysis, such
as those that focus on the environment, workload, safety, and automation.
The type of analyses needed depends on the scope of
the design and the particulars of the system.
Environment and context analysis describes where the tasks,
scenarios, and personae live. For example, if ATMs are to be placed
indoors, environmental analysis would include a somewhat limited
set of factors, such as type of access (e.g., will the locations be
wheelchair accessible?), weather conditions (e.g., will it exist in a
lobby with outdoor temperatures?), and type of clothing people will
be wearing (e.g., will they be wearing gloves?), issues considered
in more detail in Chapter 14 where we discuss the physiology of
work. Beyond the physical environment, the culture and norms of
workplace should be considered as discussed in Chapter 18.