Chapter+19

toc =Contextual Design= · Beyer and Holtzbatt emphasize the team-based nature of Contextual Design; suits large scale methods and not small projects

A) THE AFFINITY DIAGRAM
· The affinity diagrams are the first step in the design process as we can begin to see the features, properties and expected behaviours of parts of the new system. Steps in constructing an affinity diagram: 1.) Write each separate requirement, wish or need on a Post-it 2.) Diagram is built bottom-up, done by identifying common themes and structure. 3.) Post-its are grouped; at this stage discard similar or duplicated ideas 4.) Record the groups and headings

B) CONSOLIDATION
· The most difficult part of the Contextual Design (CD) · CD requires bringing together (consolidate) all the different kinds of models- flow, sequence, artefact, physical and cultural. · During consolidation process we look for ways in which the system can be redefined. · Therefore, we are pulling out common features among 2 or 3 different models, resulting in a series of consolidated series, physical, artefact and cultural models.

__Using Flow Models to review roles__ · Best starting point because it provides an overview of work practice and people’s roles within it. · Be aware that roles are interchangeable and adaptable · Minimize overloaded roles by considering full or partial automation or reallocating tasks · Avoid “role isolation” where roles are so segregated that information sharing and communication become problematic. · Review the ideas for change against the fundamental purposes of the customer organization.

__Sequence models as sources of ideas for redesign__ · First question: Can the activity in the sequence diagram be automated altogether? · Can part automation be used? · Are all steps necessary? · Consider the different ways in which roles holders undertake the activity in the sequence, is it efficient or does it have to be redesigned? · Consider all subsidiary intents; make sure all redesign ideas still satisfy the tasks necessary. · Eliminate all necessary steps and breakdowns. · Redesign should lessen workload not increase it

__Reconsidering artefacts__ · Artefact models embody the structure of the work and the underlying intents · If for example the redesign is to put the artefacts on-line consider how many informal communications will be supported in the new system · Can some elements be completed automatically? · Are the most important elements highlighted in the presentation of the artefact?

__Constraints and value from cultural models__ · This model reflects values and attitudes involved · Look for areas where sensitive use of interactive systems can alleviate irritations · Be careful of deeply held values · Be aware of the impact of proposed changes on power relationships between stakeholders

__Clues for redesign from the physical models__
 * Holds clues about the way people carry out work in their environments
 * Don’t waste time re-designing online equivalents if the physical part/environment works well
 * Consider the impact of proposed changes on the way tasks are currently supported by physical features
 * Look for breakdowns that can be fixed by the new system
 * Consider re-modification of the physical environment

__Developing a vision__
 * The full version of the Conceptual Design focuses on the creation of the “vision” as an intensive, cooperative activity for the design team.

__Constructing a storyboard in CD__ > > Steps in constructing the storyboard: 1.) Identify key user tasks to be supported in the new system 2.) Review models/affinity diagrams for issues
 * Storyboards are used to ground the vision of the new system in work practice to make sure it fits with the larger system; shows how real tasks would work in a graphical way.
 * Focus on interactions between users and also between users and other artefacts.
 * STEP 1**

1.) Produce detailed redesign using text and/or diagrams 2.) Consider and/or select alternate options 1.) Step through the redesign against the original sequence models
 * STEP 2**
 * STEP 3**

1.) Sketch storyboard 2.) Include interaction between people and interactions with the system
 * STEP 4**

1.) Repeat for all keys tasks
 * STEP 5**

__THE USER ENVIRONMENT DESIGN (UED)__

 * A user-centered, high-level design for the interactive application which we are intent on implementing.
 * Guides the detailed design of the system, the design of the user interface and management of the development process.
 * Comprised of **focus areas**- the places in the system which supports particular parts of the work
 * Focus areas should be named with a simple active phrase: the purpose statement.
 * Purpose statement- a brief statement describing the purpose of the focus areas
 * Functions- Enable the user to do the work. Identified and described with a short phrase; invoked by the system of by the user
 * Objects- things the user sees and manipulates in the focus area.
 * Links- Pointers to other related focus areas
 * Constraints- implemenatation on the focus area
 * Issues- ideas for User Interface (UI) and unresolved problems
 * Hidden Focus areas- Parts of the system that the user knows about but doesn’t interact with
 * Roles- list of users

__UED BASICS__
 * Based on the underlying structure and sequence of the work itself.
 * Shared resource for designers, developers and project managers
 * Constructed before user interface design takes place
 * Similar to the floor plan of a building or website navigation map

__BUILDING THE UED FROM STORYBOARDS__
 * Constructed by walking through each storyboard frame by frame, identifying new focus arrears and adding functions, links, etc. to existing focus areas.

__PAPER PROTOTYPING__ Contextual Design paper prototyping: · Users walk through their existing tasks as the designer makes the prototype work · Asking users the reasons for their actions and expected consequences in using the prototype · Recording users reactions, suggestions and confusions · Involving users in the review of the general scope and organization of functionality · Checking effectiveness of more complete user interface design (UID) · Replay user prototyping session to rest of group
 * The means of communicating with users and brining than back into the design process.
 * Constructed using a sheet of paper and representing the features of the system

__APPLICATIONS OF CD__
 * In small projects the main advantage of the method is the provision of a detailed and systematic structure for gathering and modelling contextual data.