266 lines
9.1 KiB
Markdown
266 lines
9.1 KiB
Markdown
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8"/>
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<link type="image/png" href="assets/logo.png" rel="icon">
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<title>ReadySet Markdown</title>
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</head>
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<script src="https://www.w3schools.com/lib/w3data.js"></script>
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<body>
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<topbar style="display:none;">
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<item><a href="index.html">Overview</a></item>
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<item><a href="plan.html">Project Plan</a></item>
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<item><a href="index-all.html">Workflows</a></item>
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<menu name="Themes"><item><a id="settheme"><b>Current</b></a></item></menu>
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<toc></toc>
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</topbar>
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<xmp theme="readable" style="display:none;">
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<!-- Markdown content here -->
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# User Needs
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---
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##### Project:
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::[PROJECTNAME](Home)
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##### Attached worksheets:
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- User needs > [Interview notes](interview-notes.html)
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##### Related Documents:
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- [Project proposal](Proposal) > [Target audience and benefits](Target-and-Benefits)
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- [Software requirements specification](SRS)
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- [Glossary](Glossary)
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---
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**Process impact:** The statement of user needs documents and explains
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the actual desires of stakeholders in roughly their own words. What they
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*desire* is never exactly what the product *provides*. Documenting user
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needs here, independently from the [SRS](SRS), helps to keep the
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SRS precise and makes the tasks of verification and validation more
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effective. This document is *not* an informal draft of the SRS, it is
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different document with a complementary purpose.
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### Agreed Goals
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*TODO: Has there been a clear statement of the overall goal of this
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project that the stakeholders agree to? If so, paste it here or add a
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hyperlink. If not, you should summarize your understanding of the
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project goals into a brief statement and try to get the stakeholders to
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agree to it. The text below gives three alternative examples, select
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one, or write your own.*
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::We were given an [initial project description](LINK) that is agreed to
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by all stakeholders.
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::After several interviews and brainstorming sessions, we have [revised
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project description](LINK) that has been agreed to by all stakeholders.
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::There are still a few different (but overlapping) visions of what this
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project needs to achieve. When a single joint vision is agreed to, it
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will be hyper-linked from here.
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### Environment
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*TODO: Briefly describe various aspects of the environment where the
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software will be used. Describe the environment as it *is* or *will be*,
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not what you would wish it to become. The text below gives a few
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examples.*
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#### What is the system's business environment?
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:: Each real estate agent works with a set of potential buyers
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and sellers. Real estate agents do not share customer data with
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other agents, because they do not want to share commissions.
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Information on specific available homes changes daily, and this tool
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must help them keep up.
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:: Game players may visit several free web sites to find information
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about teams or "clans". There is usually more information available
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than they would choose to read, the challenge is in having the most
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fun with the least effort. This website must be familiar to players
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who have used other sites, but it must also be better.
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#### What is the system's physical environment?
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:: This system is a web server that will run on a machine in a
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co-located data center with 24x7 monitoring, UPS,
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air-conditioning, etc. Users of this system are typically at
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their offices.
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:: This application runs on hand-held devices that will often be used
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while the user is walking from one section of the warehouse
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to another. Lighting is good in that environment, but there are many
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noises and distractions.
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#### What is the system's technology environment (hardware and software)?
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:: 60% of game players have machines with P-II or equivalent
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processors, while 30% have P-I machines, and 10% have less
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powerful machines. While many users have 17-inch monitors, 15-inch
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monitors or laptops with 1024x768 resolution are also common.
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:: 65% of game players are using Windows 98 or Me. 30% are using NT,
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2000, or XP. The remaining 5% use Mac OS X, Mac OS 9, or Linux.
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### Stakeholders / Actors
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*TODO: List and describe the stakeholders for this product. These can be
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named individuals or roles that people play. For each stakeholder,
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list/rank their key needs. Consider the expected technical expertise of
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the stakeholders and how often they are likely to use the system, as
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well as key strengths, weaknesses, preferences, or other
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characteristics. Use a greater-than sign to indicate inheritance among
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types of actors.*
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*TIP: To get information on types of users, you can talk to actual users.
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You may also want to talk to user surrogates (people who work with
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users), such as domain experts, technical trainers, technical support
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staff, technical writers, supervisors of users, and your own sales and
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marketing department. You can find clues in manuals and marketing
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materials for competing products.*
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#### ::All
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:: All stakeholders share the following key needs:
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1. ::Security against abuses by other site visitors
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2. ::Convenient access to the site any time over the Internet
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#### ::Player
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:: Players want to have fun. That means a sense of discovery,
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challenge, satisfaction, and community. Some players who become
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involved in clans will spend a few hours a week, while others will
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spend over 20 hours a week. So, they need new content posted often
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to keep them interested. Players involved in clans are often power
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users and have high expectations for the functionality and quality
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of the site, but they may not have much knowledge of
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computer science.
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:: Key needs:
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1. ::Easily find information about clans
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2. ::Keep in touch with members of his/her own clan
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3. ::Understand the date and time of tournament play
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4. ::Easily report cheaters
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#### ::Player > Advanced player
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:: Advanced players seek more challenges to continue the sense
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of discovery. They tend to play over 20 hours a week. They have seen
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more of the game details, now the need to see the "big picture".
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:: Key needs:
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1. ::View metrics that compare multiple clans
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2. ::Understand relationships between clans
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3. ::Understand overall schedule of tournaments
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#### ::STAKEHOLDER1
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::PARAGRAPH
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#### ::STAKEHOLDER2
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::PARAGRAPH
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#### ::STAKEHOLDER3
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::PARAGRAPH
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### Notes from Interviews and Brainstorming
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*TODO: Keep a log of your requirements gathering. Paste in notes from any
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face-to-face or telephone conversations with stakeholders or from
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brainstorming sessions with members of the development team. If the
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communication took place via email, link to it in the archive or paste
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it here.*
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#### ::DATE, INTERVIEWEE
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::[interview with INTERVIEWEE](interview-notes.html)
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#### ::DATE, INTERVIEWEE
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::NOTES FROM INTERVIEW...(pasted here)
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#### ::DATE, INTERVIEWEE
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::NOTES FROM INTERVIEW...(pasted here)
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#### ::DATE, PARTICIPANTS
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::NOTES FROM BRAINSTORMING SESSION...(pasted here)
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#### ::DATE, PARTICIPANTS
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::[email from INTERVIEWEE](LINK-TO-ARCHIVE)
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### User Stories
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*TODO: Write brief user stories to explain how various actors would
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interact with the system (directly and indirectly) to accomplish a
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real-world goal. User stories are *not* use cases: user stories are
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brief (3-5 sentences) paragraphs that describe one specific scenario in
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concrete terms. In this description of user needs, do not make
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assumptions about details of the system, instead focus on the users.
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Note the source of each user story.*
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#### ::invited-to-join
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:: John has gotten pretty good at SuperShooter by playing on public
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servers about 8 hours a week for the last 3 weeks. John has chatted
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with Bob about strategies and they have enjoyed some duels. Bob is a
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member of the RedDawn clan. That clan plays a tournament on a
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private server Friday nights. Bob invites John to visit the RedDawn
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website and join. (Source: [INTERVIEWEE](interview-notes.html))
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#### finding-the-tournament
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:: Bob is visiting his friend. He tries to use his friend's computer to
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log onto the RedDawn SuperShooter tournament. But, he does not
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remember the exact name of the server. So, he visits the RedDawn
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clan website to find that information. (Source: PERSONNAME)
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#### STORYNAME1
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:: PARAGRAPH
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#### STORYNAME2
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:: PARAGRAPH
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#### STORYNAME3
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:: PARAGRAPH
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### Performance and Capacity Needs
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*TODO: Briefly list the stakeholders' desired values for various aspects
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of the system capacity. If you have a good idea about averages or rates
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of increase, note that as well.*
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::By the end of the first year of service, we should to reach the
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following system capacity:
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- ::50,000 user records in the clan website account database (rate:
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50-500 new registrations each day)
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- ::1000 users browsing the web site any given time
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- ::1000 gaming clans
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- ::1000 members of a single clan (average: 8)
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- ::4 MB max disk space for each clan (average: 0.5 MB)
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- ::100 game vendors posting advertisements on the site
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- ::1000 actual advertisements in the database
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<!-- End Markdown content -->
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</xmp>
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<div w3-include-html="_words-of-wisdom.html"></div>
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<div w3-include-html="_footer.html"></div>
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<script>
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