Wednesday 28 May 2008

Stereotype

Stereotype
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For other uses, see Stereotype (disambiguation).
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A stereotype is a simplified and/or standardized conception or image with specific meaning, often held in common by people about another group. A stereotype can be a conventional and oversimplified conception, opinion, or image, based on the assumption that there are attributes that members of the other group hold in common. Stereotypes are sometimes formed by a previous illusory correlation, a false association between two variables that are loosely if at all correlated. Stereotypes may be positive or negative in tone. They are typically generalizations based on minimal or limited knowledge about a group to which the person doing the stereotyping does not belong. Persons may be grouped based on racial group, ethnicity, religion, sexual orientation, age or any number of other categories.

profiling

From Wikipedia, the free encyclopedia

Profiling, the extrapolation of information about something, based on known qualities, may refer specifically to:

* Stereotypes
* Offender profiling
* Racial profiling
* Gender bias
* Cultural bias
* Performance analysis in (software engineering)

Personalization

From Wikipedia, the free encyclopedia

"Customization" redirects here. For other uses, see custom.

Personalization or personalisation (see spelling differences) is tailoring a consumer product, electronic or written medium to a user based on personal details or characteristics they provide. More recently, it has especially been applied in the context of the World Wide Web.

Tuesday 27 May 2008

Scenario testing

From Wikipedia, the free encyclopedia

Scenario testing is a software testing activity that uses scenario tests, or simply scenarios, which are based on a hypothetical story to help a person think through a complex problem or system. They can be as simple as a diagram for a testing environment or they could be a description written in prose. The ideal scenario has four key characteristics. It is a story that is motivating, credible, complex, and easy to evaluate. These tests are usually different from test cases in that test cases are single steps and scenarios cover a number of steps. Test suites and scenarios can be used in concert for complete system testing.

Use Case

From Wikipedia, the free encyclopedia

A use case is a description of a system's behaviour as it responds to a request that originates from outside of that system.

The use case technique is used in software and systems engineering to capture the functional requirements of a system. Use cases describe the interaction between a primary actor—the initiator of the interaction—and the system itself, represented as a sequence of simple steps. Actors are something or someone which exist outside the system under study, and that take part in a sequence of activities in a dialogue with the system, to achieve some goal: they may be end users, other systems, or hardware devices. Each use case is a complete series of events, described from the point of view of the actor.[1]

According to Bittner and Spence, "Use cases, stated simply, allow description of sequences of events that, taken together, lead to a system doing something useful."[2] Each use case describes how the actor will interact with the system to achieve a specific goal. One or more scenarios may be generated from each use case, corresponding to the detail of each possible way of achieving that goal. Use cases typically avoid technical jargon, preferring instead the language of the end user or domain expert. Use cases are often co-authored by systems analysts and end users. The UML use case diagram can be used to graphically represent an overview of the use cases for a given system and a Use-case analysis can be used to develop the diagram.

Within systems engineering, use cases are used at a higher level than within software engineering, often representing missions or stakeholder goals. The detailed requirements may then be captured in SysML requirement diagrams or similar mechanisms.

Scenario

computing)
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Please help improve this article by adding citations to reliable sources. Unverifiable material may be challenged and removed.

In computing, a scenario is a narrative describing foreseeable interactions of types of users (characters) and the system. Scenarios include information about goals, expectations, motivations, actions and reactions. Scenarios are neither predictions nor forecasts, but rather attempts to reflect on or portray the way in which a system is used in the context of daily activity.

Scenarios are frequently used as part of the systems development process. They are typically produced by usability or marketing specialists, often working in concert with end users and developers. Scenarios are written in plain language, with minimal technical details, so that stakeholders (designers, usability specialists, programmers, engineers, managers, marketing specialists, etc.) can have a common example which can focus their discussions. Scenarios are used in a number of ways:

* As a vision pieces. Vision pieces provide a high level picture of an envisioned system or product. One example is Apple's Knowledge Navigator video [1].
* As an illustration of functionality: This type of scenario illustrates the functionality the system needs to support, often connecting it to the motivations and needs of the envisioned users of the system.
* Scenarios may focus on the value offered by a system, showing how it offers an advantage over the way things are. This type of scenario may be used to 'sell' an idea within the organization that is considering developing the system.
* Scenarios may be used in the context of research, to explore, at a detailed level, the functionality a system needs to have to succeed in its daily context of use.

Vannevar Bush's As We May Think essay[1] is a famous example of a scenario that served as a vision piece. It was the user scenario that presented the idea of hyperlinks, and illustrated the value of hypertext. It described the (fictitious) Memex machine that inspired Douglas C. Engelbart to see the potential of the personal computer, and enabled him to secure the funding necessary to design the computer mouse and first graphical user interface in 1968.

Personas

From Wikipedia, the free encyclopedia

Personas are fictitious characters that are created to represent the different user types within a targeted demographic that might use a site or product. Personas are most often used as part of a user-centered design process for designing software or online applications, in which the goals, desires, and limitations of the user are considered when designing the product. They are also considered a part of interaction design (IxD). Personas are useful in helping to guide decisions about a product, such as features, interactions, and visual design.

A user persona is a representation of the goals and behavior of real user group. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1-2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to bring the persona to life. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design.

The concept and methodology of personas was separately developed by Angus Jenkinson and Alan Cooper from around 1995 from different trajectories before being picked up by the web community as a perfect tool.

Jenkinson, who had previously initiated the “touchpoints” or “moment of truth” concept in CRM design in 1988 and subsequently “event triggers” as tools for designing automated rule-based CRM response mechanisms, worked with the Ogilvy group between 1994 and 1999. The seed of the personas idea was described in his 1994 paper Beyond Segmentation. The goal was to go beyond traditional segmentation to understand the essential or archetypal characteristics of a customer community. Between 1996 and 2001, with the collaboration of Michael Jacobs, a series of papers describing the methods and giving examples were posted to OgilvyOne’s online knowledge base Truffles and used in 40 countries under the proprietary name ‘CustomerPrints’ to enhance service and customer loyalty in one-to-one brand marketing. International courses teaching scores of participants from some 25 countries were run with the OgilvyOne worldwide group and used in a substantial number of major brand interventions, including by OgilvyOne’s digital group, OgilvyOne Interactive.

Jenkinson's approach was to describe an imaginal character in their real interface, behaviour and attitudes with the brand, and the idea was initially realized with Michael Jacobs in a series of examples, including Harley owners and UK supermarket shoppers.

Parallel to this Alan Cooper, a noted pioneer software developer, developed a related concept. From 1995 he became engaged with how a specific rather than generalized users would use and interface with software. The technique was popularized in his 1999 book 'The Inmates are Running the Asylum'. In this book, Cooper outlines the general characteristics, uses and best practices for creating personas, recommending that software be designed for single archetypal users.

A similar approach was applied in 1998 by Jenkinson in designing the CRM systems for the Vodafone group. The objective was to make it easier for marketing management to sign off the specification of the system. It involved imagining and describing how a single marketing manager would interface with the system during a typical day.

Online brands blending needs for management of branding, interaction with communities of interest and user interface design readily accepted these ideas. Brand planners apply a similar concept known as pen portraits.