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Contents  xv


                                6.3.2    What do we mean by "needs"?  172
                                6.3.3    How do you generate alternative designs?  174
                                6.3.4    How do you choose among alternative designs?  179
                        6.4   Lifecycle models: showing how the activities are related  I 82
                                6.4.1    A simple lifecycle model for interaction design  186
                                6.4.2    Lifecycle models in software engineering  187
                                6.4.3    Lifecycle models in HCI  192
                              Interview with Gillian Crampton Smith  198


         Chapter 7      Identifying needs and establishing requirements  201
                        7.1   Introduction  201
                        7.2   What, how, and why?  202
                                7.2.1    What are we trying to achieve in this design activity?  202
                                7.2.2    How can we achieve this?  202
                                7.2.3    Why bother? The importance of getting it right  203
                                7.2.4    Why establish requirements?  204
                        7.3   What are requirements?  204
                                7.3.1   Different kinds of requirements  205
                        7.4   Data gathering  21 0
                                7.4.1    Data-gathering techniques  21 1
                                7.4.2   Choosing between techniques  21 5
                                7.4.3    Some basic datmgathering guidelines  21 6
                        7.5   Data interpretation and analysis  21 9
                        7.6   Task description  222
                                7.6.1    Scenarios  223
                                7.6.2   Use cases  226
                                7.6.3   Essential use cases  229
                        7.7   Task analysis  231
                                7.7.1   Hierarchical Task Analysis (HTA)  231
                              Interview with Suzanne Robertson  236

         Chapter 8      Design,  prototyping and construction  239
  1
                        8.1   lntroduction  239
                        8.2   Prototyping and construction  240
                                8.2.1   What is a prototype?  240
                                8.2.2   Why prototype?  241
                                8.2.3   Low-fidelity prototyping  243
                                8.2.4   High-fidelity prototyping  245
                                8.2.5   Compromises in prototyping  246
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