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		<title>Daniel K. Schneider: /* Scoping and writing key scenarios */</title>
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		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Scoping and writing key scenarios&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Stub}}&lt;br /&gt;
== Definition ==&lt;br /&gt;
{{interaction-design|Overview article}}&lt;br /&gt;
Scenario-based Usability Engineering (SUNA) is a [[design methodology]].&lt;br /&gt;
&lt;br /&gt;
An example use case in educational technology is the [[e-framework]]&lt;br /&gt;
for which Chris Fowler made a [http://www.jisc.ac.uk/media/documents/programmes/eframework/scenario_based_design_chris_fowler.ppt presentation].&lt;br /&gt;
This methodology also would be quite useful to engineer [[IMS Learning Design]]s.&lt;br /&gt;
&lt;br /&gt;
Scenario-based design elaborates a traditional theme in human&lt;br /&gt;
factors and ergonomics, namely, the principle that human charac-&lt;br /&gt;
teristics and needs should be pivotal considerations in the design&lt;br /&gt;
of tools and artifacts. In scenario-based design, descriptions of&lt;br /&gt;
usage situations become more than just orienting examples and&lt;br /&gt;
background data, they become first-class design objects.&lt;br /&gt;
Scenario-based design takes literally the adage that a tool is what&lt;br /&gt;
people can do with it - the consequences it has for them and for their activities that use it (Beth and Carroll, 2002).&lt;br /&gt;
&lt;br /&gt;
According to Lewis and Rieman (1993:20), a {{quotation | scenario spells out what a user would have to&lt;br /&gt;
do and what he or she would see step-by-step in performing a task using a&lt;br /&gt;
given system. The key distinction between a scenario and a task is that a&lt;br /&gt;
scenario is design-specific, in that it shows how a task would be performed&lt;br /&gt;
if you adopt a particular design, while the task itself is design-independent:&lt;br /&gt;
it&amp;#039;s something the user wants to do regardless of what design is chosen.&lt;br /&gt;
Developing the scenarios forced us to get specific about our design, and&lt;br /&gt;
it forced us to consider how the various features of the system would work&lt;br /&gt;
together to accomplish real work. }}&lt;br /&gt;
&lt;br /&gt;
== User needs analysis ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of scenario-based User Needs Analysis (SUNA). SUNA can be quite complex or quite simple. It can be very [[user-centered design|much]] or [[instructional systems design|less]] user-centered (if [[User:Daniel K. Schneider|Daniel K. Schneider]] understands right). At a simple level SUNA can be best understood as a combination of People, Place, and Processes. (Gardner et al. :3)&lt;br /&gt;
&lt;br /&gt;
=== Scoping and writing key scenarios ===&lt;br /&gt;
&lt;br /&gt;
Firstly, identify prospective stakeholders (e.g. in education you would choose learners, teachers, etc.). &lt;br /&gt;
&lt;br /&gt;
Then, the most important step in needs analysis is to elicit/create scenarios. This step should be undertaken in a workshop in which everyone participates. A scenario:&lt;br /&gt;
* must be a narrative (story)&lt;br /&gt;
* should have a precise scope (like a real story) and a time-frame&lt;br /&gt;
* should describe:&lt;br /&gt;
** actors&lt;br /&gt;
** activities (tasks). What they do.&lt;br /&gt;
** things (objects) used&lt;br /&gt;
&lt;br /&gt;
In addition, there should be a purpose to the story for the design process, e.g.&lt;br /&gt;
* communication&lt;br /&gt;
* analysis/design&lt;br /&gt;
* decision-making&lt;br /&gt;
&lt;br /&gt;
Therefore a scenario can describe:&lt;br /&gt;
* a current &amp;quot;as is&amp;quot; situation (what people do, see above). This will help problem analysis&lt;br /&gt;
* a future proposed situation and also &amp;quot;what happens if&amp;quot; situations. This will help to build representations, i.e. a paper-based prototype of a design.&lt;br /&gt;
&lt;br /&gt;
=== Scenario validation and refinement ===&lt;br /&gt;
&lt;br /&gt;
Designers then can work on the scenarios, which are then shown and discussed with potential users.&lt;br /&gt;
In other words, these narratives are constructed in an iterative process:&lt;br /&gt;
&lt;br /&gt;
[[image: user-needs-analysis-fowler.png|frame|none|Scenario-based User Needs Analysis. Origin: PPT slides Chris Fowler, University of Essex]]&lt;br /&gt;
&lt;br /&gt;
=== Eliciting the needs ===&lt;br /&gt;
&lt;br /&gt;
Once there are scenarios, a hierarchical task analysis (HTA) can be done. I.e. Task Goals can be analysed in terms of subtasks, i.e. scenarios in terms of smaller use cases.&lt;br /&gt;
&lt;br /&gt;
In any case, each scenario is analysed and expressed needs (extracted textual descriptions) are&lt;br /&gt;
recorded in a Needs Table, that can be hierachized or not &lt;br /&gt;
&lt;br /&gt;
=== Use case description with technology mapping ===&lt;br /&gt;
&lt;br /&gt;
* For each user need a technology must be identified. E.g. if the user express a need &amp;quot;Ability to submit work to Tutor for assessment&amp;quot;, we may suggest use of an [[LMS]]&lt;br /&gt;
&lt;br /&gt;
* Next,a designer constructs use cases, {{quotation | a concrete description of activity that the user engages in when performing a specific task, description sufficiently detailed so that design implications can be inferred and reasoned about (Carroll 1995).}} It starts with a &amp;#039;&amp;#039;functional need&amp;#039;&amp;#039; (e.g. deposit an exercise) but then describes the exact &amp;#039;&amp;#039;how&amp;#039;&amp;#039; (go to module X of course, click on &amp;quot;exercises&amp;quot;; select &amp;quot;upload homework&amp;quot;; ...) &lt;br /&gt;
&lt;br /&gt;
* Finally, one should define problem scenarios, i.e. identify &amp;#039;&amp;#039;claims&amp;#039;&amp;#039; and &amp;#039;&amp;#039;trade-offs&amp;#039;&amp;#039; that may arrise and may impact usability&amp;quot;. E.g. if there is &amp;quot;send mail&amp;quot; button, teachers can become overloaded with mail and/or must respond to several identical requests.&lt;br /&gt;
&lt;br /&gt;
=== Build it ===&lt;br /&gt;
&lt;br /&gt;
* An redo according to your favorite design philosophy, e.g. a kind of [[user-centered design]] or something that is more oriented towards [[Instructional systems design]] (ISD).&lt;br /&gt;
&lt;br /&gt;
; Summary of the process&lt;br /&gt;
&lt;br /&gt;
[[image: scenario-based-usability-engineering.jpg|frame|none|Scenario-based Usability Engineering. Origin: PPT slides Chris Fowler, University of Essex]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.jisc.ac.uk/whatwedo/programmes/programme_eframework/eframework_modelling_workshop/synopsis_scenario.aspx Scenario-based design] page at JISC by Chris Fowler. Includes a pointer to Fowler Chris, Scenario-based design, [http://www.jisc.ac.uk/media/documents/programmes/eframework/scenario_based_design_chris_fowler.ppt PPT slides], Chimera: Institute of Social and Technical Change, University of Essex. The initial version of this entry is based on these.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* Fowler, C.J.H, van Helvert, J; Gardner, M.G, and Scott, J.R. (in press). The use of scenarios in designing and delivering learning systems. In H. Beetham &amp;amp; R. Sharpe, Rethinking Pedagogy in a Digital Age: Designing and delivering e-learning. London: Routledge.&lt;br /&gt;
&lt;br /&gt;
* Carroll, J.M (1995) Introduction: The Scenario Perspective on System Development. In J.M. Carroll (ed.) Scenario-Based Design: Envisioning work and Technology in System Development  New York: Wiley&lt;br /&gt;
&lt;br /&gt;
* Gardner, Michael; Fowler, Chris and John Scott, Scenario-based User Needs Analysis, [http://www.essex.ac.uk/www.essex.ac.uk/chimera/content/pubs/wps/CWP-2003-02-SUNA.pdf PDF]&lt;br /&gt;
&lt;br /&gt;
* Hutt, A.T.H., Donnelly, N., Macaulay, L.A., Fowler, C.J.H., &amp;amp; Twigger, D. (1988) Describing a product opportunity : A method for understanding the users&amp;#039; environment. In D. Diaper &amp;amp; R. Winder (eds). People &amp;amp; Computers III. Cambridge: CUP.&lt;br /&gt;
&lt;br /&gt;
* Lewis, Clayton and John Rieman (1993) Task-Centered User Interface Design, A Practical Introduction, on-line book (shareware). [ftp://ftp.cs.colorado.edu/pub/cs/distribs/clewis/HCI-Design-Book/ PDF]&lt;br /&gt;
&lt;br /&gt;
* Rosson, M.B. and Carroll, J.M. (2002) Usability Engineering: Scenario-based Development of Human-Computer Interaction. London: Academic Press.&lt;br /&gt;
&lt;br /&gt;
* Rosson, Mary Beth and John M. Carroll (2002), &amp;#039;&amp;#039;Scenario-based usability engineering&amp;#039;&amp;#039;, Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques. [http://doi.acm.org/10.1145/778712.778776 http://doi.acm.org/10.1145/778712.778776 (PDF)]&lt;br /&gt;
  	&lt;br /&gt;
* Rosson, M. B., Carrol, J. M., and Rodi, C. 2004a. Case studies for teaching usability engineering. In Proceedings of the 35th SIGCSE Technical Symposium on Computer Science Education (Norfolk, VA, March 3-7, 2004). ACM Press, New York, 36-40.&lt;br /&gt;
&lt;br /&gt;
* Rosson, M. B., Carrol, J. M., and Rodi, C. 2004b. Teaching computer scientists to make use. In Putting Scenarios Into Practice: The State of the Art in Scenarios and Use Cases. I. F. Alexander and N. Maiden (eds.). John Wiley, New York.&lt;br /&gt;
&lt;br /&gt;
* Carroll, John M. and Mary Beth Rosson, &amp;#039;&amp;#039;A Case Library for Teaching Usability Engineering: Design Rationale, Development, and Classroom Experience&amp;#039;&amp;#039;, ACM Journal on Educational Resources in Computing, Vol. 5, No. 1, March 2005. [http://faculty.ist.psu.edu/rosson/Papers/JERIC2005.pdf PDF]&lt;br /&gt;
&lt;br /&gt;
* Van Helvert, J. and Fowler, C. (2004) &amp;#039;Scenarios for Innovation (SUNA)&amp;#039;, in Alexander and N. Maiden (eds.) Scenarios and Use Cases Stories through the System Life-Cycle. London: Wiley. &lt;br /&gt;
&lt;br /&gt;
[[Category: Design methodologies]]&lt;/div&gt;</summary>
		<author><name>Daniel K. Schneider</name></author>
	</entry>
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