a) You have been asked by a software company to provide a training session on User-centered Design. Describe a user-centred design approach and techniques used (10)As part of a new project Digital Pathways are developing an Interactive Kiosk for a Science Museum to be used by children. The kiosk will provide learning activities and games about wind turbines(b) List the possible stakeholders of this system (4)(c) Explain why a combination of ethnography and prototyping is useful for the requirements elicitation process (7)(d) Explain, with examples, the difference between functional requirements and non-functional requirements. (4
Question
a) You have been asked by a software company to provide a training session on User-centered Design. Describe a user-centred design approach and techniques used (10)As part of a new project Digital Pathways are developing an Interactive Kiosk for a Science Museum to be used by children. The kiosk will provide learning activities and games about wind turbines(b) List the possible stakeholders of this system (4)(c) Explain why a combination of ethnography and prototyping is useful for the requirements elicitation process (7)(d) Explain, with examples, the difference between functional requirements and non-functional requirements. (4
Solution
a) User-centered design (UCD) is a design philosophy where the end-user's needs, wants, and limitations are a focus at all stages within the design process and development lifecycle. The UCD approach involves several techniques:
- User Research: Understanding the user's needs, goals, and behavior through methods like interviews, surveys, and usability testing.
- Personas: Creating fictional characters based on user research to represent different user types.
- User Flow: Mapping out the path taken by a typical user on a website or app to complete a task.
- Wireframing: Creating a simplified visual guide of a website or app to outline its structure and layout.
- Prototyping: Developing a preliminary version of the website or app to test its design and functionality.
- Usability Testing: Testing the website or app with real users to identify any potential issues or improvements.
- Iterative Design: Repeating the design process to continually improve and refine the product based on user feedback and testing.
b) The possible stakeholders of the Interactive Kiosk system could include:
- The Science Museum: They are the client and will be using the kiosk in their facility.
- The Children: They are the end-users who will interact with the kiosk.
- The Software Company (Digital Pathways): They are developing the kiosk.
- Museum Staff: They will need to maintain and operate the kiosk.
c) Ethnography is a qualitative research method where researchers observe and interact with users in their natural environment to understand their behavior, needs, and motivations. Prototyping, on the other hand, involves creating a preliminary model of the system to visualize and test its functionality. Combining ethnography and prototyping is useful for requirements elicitation because it allows developers to understand the user's needs and context deeply and then test potential solutions in a tangible, interactive way. This combination can lead to more accurate, user-friendly, and effective system design.
d) Functional requirements are the actions that a system must be able to perform. They describe what the system should do. For example, in the case of the Interactive Kiosk, a functional requirement might be "The system must allow users to select a game to play."
Non-functional requirements, on the other hand, are the criteria that judge the operation of a system, rather than specific behaviors. They describe how the system should work. For example, a non-functional requirement for the kiosk might be "The system must load games within 2 seconds."
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