respect logoScenario Building

Primary Reference Sources

Clark, L. (1991) The use of scenarios by user interface designers. In Daiper, D. & Hammond, N (Eds.) HCI’91 conference proceedings, pp.103-115.

Nielson, J.(1991) Paper versus computer implementations as mock up scenarios for heuristic evaluation. In Daiper et al. (Eds) HCI-Interact ’90 conference proceedings, pp. 315-320

Requirements acquisition through scenario building, Spool J., M. (1994) Chi’94 Tutorial Notes.

Summary description

Scenarios are characterisations of users and their tasks in a specified context. They offer concrete representations of a user working with a computer system in order to achieve a particular goal. The primary objective of scenario building is to generate usability requirements or targets. The scenarios are created by the members of a development team who then role play what it is like to be a user in order to form a group-wide user model based on consensus. Scenarios also offer the opportunity to explore the implications of design options and communicate interface issues to colleagues for comment and critical feedback. Actual users are not involved in this process. Scenarios may be utilised in the early phases of a development cycle as a means of defining end user requirements. The method may also substitute for user and task analysis which is rarely carried out in practice.

Typical Application Areas

Scenarios have generic relevance for the design of a broad range of systems.

Benefits

Scenario building encourages designers to consider the characteristics of the intended users, their tasks and their environment.

Usability issues can be explored at a very early stage in the design process (before a commitment to code has been made).

Scenarios can help identify usability targets and likely task completion times.

The method promotes developer buy-in and encourages a user-centred design approach.

Scenarios can also be used to generate contexts for evaluation studies.

Only minimal resources are required to generate scenarios.

The technique can be used by developers with little or no human factors expertise.

Limitations

Scenarios are of particular relevance when considering user and task characteristics rather than the detail of interface design and layout.

Cost of use

The resources required are minimal and scenarios should be quick to produce (perhaps just a few hours?). An experienced moderator is recommended for the sessions in which the scenario is explored, and up to 2 hours per session may be required.

Costs of Acquisition

There are no purchase costs and although running costs should be minimal a user may require a limited amount of experience in order to become familiar with the technique.

Suitability for requirements engineering in Telematics:

RESPECT partners may well have existing experience of employing scenarios, whilst the transfer of this method to industry should be readily achieved. The method also bears a close relationship to Usability Context Analysis as used by NPL. In light of the benefits of the method it should receive the attention of RESPECT.

How to get it

The method is not proprietary and appears to be widely used in both industry and academia.

Detailed description of method

The principle steps for this method are as follows.
  1. Gather together the development team and other relevant stakeholders under the direction of an experienced facilitator.
  2. Identify intended users, their tasks and the general context. This information will provide the basis for the scenarios to be created by the development team.
  3. Functionally decompose user goals into the operations needed to achieve them.
  4. Assign task time estimates and completion criteria as usability targets
  5. The session can be video-taped for later review or transcribed for wider distribution
The results from scenario building sessions can be used to plan user-based evaluations



 
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