Page 217 -
P. 217

I        186  Chapter 6   The process of interaction design

  I        6.4.1  A simple lifecycle model for interaction design

                         We see the activities of interaction design as being related as shown in Figure 6.7.
                         This model incorporates iteration and encourages a user focus. While the outputs
                         from each activity are not specified in the model, you will see in Chapter 7 that our
                         description of  establishing requirements includes the need to identify specific us-
                         ability criteria.
                             The model is not intended  to be prescriptive; that is, we are not suggesting
                         that this is how all interactive products are or should be developed. It is based on
                         our observations of  interaction design and on information we have gleaned in the
                         research for this book. It has its roots in the software engineering and HCI Iifecy-
                         cle models described below, and it represents what we believe is practiced in the
                         field.
                             Most projects start with identifying needs and requirements. The project may
                         have arisen because of some evaluation that has been done, but the lifecycle of  the
                         new (or modified) product can be thought of as starting at this point. From this ac-
                         tivity, some alternative designs are generated in an attempt to meet the needs and
                         requirements that have been identified. Then interactive  versions of  the designs
                         are developed  and evaluated. Based on the feedback  from  the evaluations,  the
                         team may need to return to identifying needs or refining requirements, or it may
                         go straight into redesigning. It may be that more than one alternative design fol-
                         lows this iterative cycle in parallel with others, or it may be that one alternative at
                         a time is considered. Implicit in this cycle is that the final product will emerge in an
                         evolutionary fashion from a rough initial idea through to the finished product. Ex-
                         actly how this evolution happens may vary from project to project, and we return
                         to this issue in Chapter 8. The only factor limiting the number of  times through
                         the cycle is the resources available, but whatever the number is, development ends
                         with an evaluation activity that ensures the final product meets the prescribed us-
                         ability criteria.




















                                                                                       Final product
                         Figure 6.7 A simple interaction design model.
   212   213   214   215   216   217   218   219   220   221   222