[A#4, P4] Ideation and Storyboard

Hypothesis and problem statement

Jura Yun needs a way to dynamically arrange examination schemes for legal issues because handling many different schemes quickly leads to confusion. We will know this to be true when we see that organizing and structuring schemes is no longer time consuming.

We believe that by building an app to easily structure and merge these schemes for Jura Yun, we will archieve to lower the effort necessary to handle the examination of legal issues.

Moodboard and sketches

We included our sketches into our moodboard.

Moodboard: http://www.gomoodboard.com/boards/ESd8FPrO/share

Conceptual model for task analysis

We choose a task flow model with BPMN since we are still not sure how we can accomplish the solution for Jura Yun. So, the task flow chart helped us to figure out what design could help Jura Yun in the future. We also talked about features we want to have in our application and which we could think about later.

Storyboard

Reflexion

Who made what contribution?

We met and made the task flow model and the moodboard together with the sketches we prepared before. The storyboard was made by Tobias and I made the blog post.

What did you learn?

We learned, that some conceptual models fit better for specific projects than other. Drawing can help to bring thinks in your mind quite fast on paper.

What went well?

In the meetings we worked together very well. We talked about the new learning unit and its content. We could easily find a date for the meetings.

What would you like to improve?

There is nothing we could improve specifically. We hope we will work together as good as we currently do.

Interaktionstypen

Interaktionstypen bieten eine Möglichkeit den Designraum, der uns zur Verfügung steht, zu Konzeptionalisieren. Im Wesentlichen geht es dabei darum, sich Gedanken zu machen, wie Personen mit einem Software System interagieren können. Es werden zwischen den folgenden vier Haupttypen unterschieden.

  1. Instructing: Hier können können Nutzer:innen Befehle erteilen und Optionen auswählen. Eignet sich sehr gut für Aktivitäten, die sich wiederholen.
  2. Conversing: Ermöglicht die Interaktion mit dem Softwaresystem als würde man ein Gespräch führen
  3. Manipulating: Hier ist man in der Lage mit Objekten in der gewohnten Weise zu interagieren und sie zu verändern.
  4. Exploring: Ermöglicht es sich durch einen virtuellen oder physischen Raum zu bewegen.

Source:
Müller-Birn, C., Lecture 04-01 | From Requirements to Conceptual Design

Interface Metaphor

Interface Metaphern ermöglichen dem Nutzer unbekannte Funktionen besser zu verstehen, indem sie mit bekannten Objekten (meistens aus der realen Welt) verknüpft werden. Diese haben dann meistens die gleiche oder eine sehr ähnliche Funktionalität. Durch diese gemeinsame Domain kann der Nutzer sich dann die Funktion der Komponente herleiten. Beispiele sind eine Speicherdiskette zum Speichern oder eine Schere zum Ausschneiden von Inhalten.

Vorteile:

  • einfacheres Erlernen neuer Funktionen
  • Mentales Modell wird klar
  • Chance innovative Ideen klar darzustellen

Nachteile:

  • Konflikte zu Design Prinzipien und kulturellen Regeln
  • Beschränkung der Funktion auf die Metapher
  • Limitiert Designer bei Kreativität und neuen Ansätzen

Quellen:

Human-Computer Interaction, Jenny Preece, 1994, Chapter 7 (http://www.perflensburg.se/Privatsida/cp-web/cajpmeta.htm)

Guss S. (2003) Interface Metaphors and Web-Based Learning. In: Zhou W., Nicholson P., Corbitt B., Fong J. (eds) Advances in Web-Based Learning – ICWL 2003. ICWL 2003. Lecture Notes in Computer Science, vol 2783. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-45200-3_17

Müller-Birn, C., Lecture 04-01 | From Requirements to Conceptual Design

Design rationales

„Design rationales provide information that explains why a conceptional design/prototype/final product is designed how it is being designed.“ [1]

By using them, we easily make a decision together by having sufficient background knowledge, while at the same time ensuring high quality driven by the needs of customer groups.

The benefits of Design Rationales, according to LU#4 slides, could be listed as:
» organize a potentially large design space
» present arguments for design trade-offs
» enforce design discipline
» support communication throughout development life cycle [1]

Source: [1] LU#04, 04-3_HCI_Defining_Design_Rationales.pdf, Slide 2] visited 01.07.2021

‚Wizard of Oz‘ Prototyping

The ‚Wizard of Oz‘ Prototype describes a prototype where a user tests only a simulation of planned functions. It enables to test functions of a product that has not yet been implemented and is used in agile software development.

To simulate unimplemented functions, a simple prototype, an user that interacts with the prototype and a human who performs the tasks given by the user are needed. Role playing is then used to test how the end user interacts with the product. The goal is to save time and money while finding out if a feature is useful and needed.

Advantages

  • Covers the complete functionality
  • Is fully interactive
  • Cheap method to test functionality

Disadvantages

Interaction with the prototype is perhaps not technically realizable in the final product itself.


Sources

Wizard of Oz prototype, https://www.designthinking-methods.com/en/5Testen/wizardofOzTE.html, retrieved on 04. Mai 2021, 13:00
Definition Wizard of Oz prototype, https://searchcio.techtarget.com/definition/Wizard-of-Oz-prototyping, retrieved on 04. Mai 2021, 13:00
Müller-Birn, C., Lecture 04-02 | Iterative Design and Prototyping
| Slide 16