FIT5152 User Interface
Design and Usability
Applied Class 4
Learning outcomes this session
Today we will explore usability theories and concepts in order to gain a better
understanding of psychology of interaction and interface design.
● Storyboards
● Norman’s principles
Storyboards
• A storyboard is a visual tool
to concisely depicts a
scenario that relating to a spM raa ygic
user goal/story.
• Using a series of drawings
and descriptive text you will
explore how the person
behaves before, during and
after their interaction with a
system.
• A storyboard will collate
personas, user stories and
context into the scenario.
A storyboard for searching for plant care information
What's wrong with this storyboard?
From Last Session’s Activities…
Scenario: Imagine you are being asked to design a smart gardening app that helps all
types of users (novice to expert gardeners) with what they can plant in their home
(backyard, balcony...), and how and when to take care of their plants.
● Refer to your personas from last week’s class.
● You can also use the sample database again for ideas.
● We have also provided some sample user stories.
User Scenarios
Let’s have a look at the user story from last week again..
"As Tom, I want to choose a plant, so that I know how to take care of it."
We can write a user scenario based on the persona and user story.
Tom is a software engineer. He has bought a new home with a big backyard and wants to start an outdoor
garden. He wants to learn about gardening, which plants will grow well in Melbourne weather and how to take
care of them. He has started looking up information on the internet and borrowed a few outdoor gardening
books from the local library. It feels like a bit of work to get it started but will make the backyard look beautiful
once it is set up. He has just found a gardening app that he can use to learn about gardening and pick the right
plants. He will be able to look up information on plants, how much to water and how to look after them. He’ll
be able to share the progress of his garden with his family. It looks like an easy and fun way to get the garden
going and maintain it.
User Scenario: Setting up an outdoor garden
Let’s analyse the scenario…
Tom is a software engineer. He has brought a new home with a big backyard and wants to start
an outdoor garden. He wants to learn about gardening, which plants will grow well in Melbourne
weather and how to take care of them. He has started looking up information on the internet and
borrowed a few outdoor gardening books from the local library. It feels like a bit of work to get it
started but will make the backyard look beautiful once it is set up. He has just found a gardening
app that he can use to learn about gardening and pick the right plants. He will be able to look up
information on plants, how much to water and how to look after them. He’ll be able to share the
progress of his garden with his family. It looks like an easy and fun way to get the garden going
and maintain it.
Key: Actor Goal/Motivation Action/Intent Emotion
Storyboards: Consider the following…
Think about the structure of the story Think about the user story ✔
you are trying to tell ✔ ● How will they go about achieving
● How does it start and end? their goal?
● And what will happen in-between? ● What problems might they encounter
● What path will your user take? in achieving this goal?
● Does it resolve successfully or not?
Convey emotion in the storyboard ✔
Think about your persona ✔ ● What are the user's thoughts?
● What are they trying to achieve? ● What emotions do they experience?
● Where would they use it? ● Include pain points/frustrations
● What motivates their decisions?
Let’s look at our scenario’s storyboard…
Use 1 or 2 frames establish
the context.
Use 2 to 4 frames to depict a
sequence of actions.
Use 1 or 2 frames to reveal
the outcome.
The outcome can be a
positive desired outcome or
one that reveals potential
issues that need to be solved
when you design the app.
Create Scenarios and Storyboards (40 mins)
Group Activity (10 minutes)
1. Write a scenario based on one of the sample user stories.
○ Note: Personas are not provided. You group can imagine details for the user.
2. Analyze the user-scenario for actors, goals, tasks, and emotions.
○ You can annotate a written scenario as shown on the previous slides.
○ Or use the Nielsen Norman Group scenario breakdown format (a template is
provided on the next slide).
Individual Activity (30 minutes)
3. Draw a storyboard based on your group's scenario. You can make a copy of our Google
Drawing storyboard template.
○ Note: Your storyboards should be completely drawn by you (either using digital
drawing tools or by hand); no AI or external images should be used.
NNGroup Scenario Breakdown
User story [paste your user story here]
[write your user scenario here]
[who is this scenario about?]
Actor
[what influences the actor's decisions?]
Motivator
[what is the actor's desired outcome?]
Intent
[what does the actor do?]
Action
[what are the possible outcomes?]
Resolution
Use the scribble tool to sketch
directly into the storyboard
template.
Add text descriptions to each
drawing to indicate context,
actions, thoughts and feelings.
Replace this slide with your own
storyboard to complete this
activity.
Duplicate this slide for each group member
[before the end of the class, add an image of your storyboard here]
Don Norman's Principles of Interaction Design
Class Discussion
Watch the video to the right, where Don Norman
explains the concept of affordance.
Next, consider the following 2 statements
"I can afford to buy lunch today".
and…
"This small lunchbox can afford being
lifted".
In both of these instances, the word “afford”
means that it is possible to perform an action.
"Defending Human Attributes in the Age of the Machine", 1994
Design Theories and Concepts
The conceptual model of product is the designer's
intended understanding of the how it should work.
We can understand it by reading user manuals and
documentation as well as from the product’s
appearance (including signifiers, mapping and
constraints).
The user’s mental model is how the user
understands the product and how to interact with it.
Consider the digital wristwatch shown here:
Design Theories and Concepts
Class discussion
● What can we interact with here?
● What are the actions that can be performed (e.g.
pressing one button or pressing two at the same
time)?
● Does the design communicate information about
how we interact with it? How?
● How can you set time, date or alarm or control
radio?
● How is your mental model may be different from
the designer's intended conceptual model.
Norman's Principles in Interface Design (10mins)
Class Discussion
Open the Google
calendar from your Monash
email and explore its
features:
Make a list:
● What UI elements can
you interact with?
● What interactions can
you perform with each
UI element?
Design Theories and Concepts (20 mins)
Group activity
1. In Google Calendar, identify some interactions and explain how of each of the
following principles is implemented (if present in the design):
○ Affordance
○ Signifiers
○ Feedback
○ Constraints
○ Natural mapping
3. Identify whether each of interaction makes use of:
○ Knowledge in the head OR Knowledge in the world
Principle Example Reason Knowledge in the…
Affordance
Signifier
Feedback
Constraint
Natural Mapping
That's all for today!
In the next applied class we will look at accessibility and inclusivity in design.
Important reminders for this week:
● Make sure a tutor has checked your in-class activity before you leave class.
● Submission 1 is due at the end of next week, Friday 11:55 pm.
○ All components should be combined into one PDF document.
See you in the next session!
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