UX for analysts

The Interface Design Process

In short Vlad Golovach describes interface design as a loop (design on paper, prototype, test, change), preceded by seven stages of initial design. Almost every stage has a counterpart in business analysis work, which makes this a practical guide to where your requirements meet the UI.

Based on: V. Golovach, User Interface Design, v1.2 (in Russian), part III “Process”; the Keystroke-Level Model of S. Card, T. Moran and A. Newell, as presented there.

On this page

Key ideas#

Three steps, repeated#

The cycle is initial design, then a prototype, then testing and modification, repeated. More care in the first step shortens the third but lengthens the first; the trade-off is unavoidable. Start on paper, because a screen editor tempts you to polish a variant you’ll throw away five minutes later. Golovach also counts the technical writer as an ally: the clearer the interface, the less there is to explain, so writers are good detectors of bad design.

Seven stages of initial design#

  1. Define the functionality. Features are almost impossible to remove once sold, so plan several versions ahead. Treat sales requests, such as complaints or competitors’ features, as symptoms to analyze, not orders. Combine two analyses. User goals: people want results (toast, not a toaster). User actions: how they reach those results today, which you learn only by observing them. Beware of egocentrism: “I need it, so everyone does.”
  2. Write user scenarios. These are plain-language descriptions of interaction with named characters and no implementation detail, covering every type of task. They become test material, and they already reveal unnecessary steps.
  3. Pause for inspiration. Ask “could this be fundamentally better?” while change is still cheap.
  4. Design the overall structure. Split the system into independent blocks of about three functions each and define the links between them. Links can be logical; based on how users group concepts, found by card sorting with at least four or five target users; or procedural. Sometimes it is worth enforcing a sequence to cut errors and learning time.
  5. Design the screens. This is the least algorithmic stage. Golovach recommends the Keystroke-Level Model from the GOMS family (Card, Moran and Newell) here. You break each design alternative into elementary operations (keystrokes, pointing, moving a hand between mouse and keyboard, deciding) and add up their standard times. That lets you compare designs without a prototype. The model suits experienced users and ignores learning, errors and satisfaction. Also watch for adaptive functionality: the system taking on more complex logic so that the user’s logic becomes simpler. It is found only by observing users.
  6. Build a glossary of every term in the interface: button labels, menu items, window and mode names. Then iterate. Shorten, test comprehension with users, use one name per concept, align with the platform’s style, and use verbs for commands.
  7. Assemble and check. Combine structure, screens and glossary, and plan how exceptions are handled, such as commands unavailable for a given object. Then rewrite every scenario without looking at the schema and compare. Mismatches almost always appear, and now is when they are cheapest to fix.

Expert review#

An expert review doesn’t replace testing, but it needs no prototype, so it can happen early. Several experts beat one, one after another beats all at once, and more context leads to deeper findings. Keep the report short (one or two pages) to avoid nitpicking.

Prototype fidelity#

Golovach names four levels: paper; a slide presentation with screens linked by hyperlinks, which is enough for most systems; realistic screens without logic; and working code, for areas that can’t be faked. The main mistake is over-polishing an early prototype.

Testing#

Testing finds weak spots, but not strengths or new ideas. Don’t ask users what they want; observe what they do. The methods are silent observation (best for finding ambiguities and measuring speed and errors), thinking aloud (finds problems but distorts timing), and drawing the screen from memory afterwards (shows what users actually noticed). During a session, never interrupt, apologize, promise fixes or blame. Don’t call it “user testing”, or participants will think they are the ones being tested. Test from the start; experience shows in fewer iterations, not in none.

How to apply it#

Map the stages onto your BA work:

Golovach’s stage BA counterpart
Functionality from goals and actions Elicitation, observation, goal-based requirements
User scenarios Use cases, user stories for named personas
Overall structure Dialog map, navigation requirements
Glossary Project glossary, UI terminology
Check by scenario Requirements validation walkthrough
Prototype and test Prototyping, usability acceptance criteria

Review checklist#

  • Every scenario was walked through the design without looking at the schema.
  • Menu and navigation groups come from card sorting, not from code modules.
  • Every UI term is in the glossary, with one name per concept.
  • Exceptions, such as unavailable actions, are specified.
  • The prototype’s fidelity matches the question being tested.
  • Testing starts before build, not at the end.

Example#

For online booking at The Workshop, a fictional chain of bike-repair workshops, the analyst writes four scenarios with named customers, sketches the screens on paper and walks the scenarios through them with the front-desk team. One scenario, a customer whose bike needs a part that is out of stock, has no path in the sketches. A linked slide prototype then goes to five customers. Silent observation shows that most look for prices before dates, so the price estimate moves up the page.

Sources and further reading#

  • V. Golovach. User Interface Design, v1.2 (in Russian; freely distributed), part III “Process”.
  • S. Card, T. Moran, A. Newell. The GOMS approach and the Keystroke-Level Model, 1983 (as presented by Golovach).