In computing, a scenario (UKsɪˈnɑːriəʊ, USsəˈnɛərioʊ; loaned (ʃeˈnaːrjo), ) is a narrative of foreseeable interactions of user roles (known in the Unified Modeling Language as 'actors') and the technical system, which usually includes computer hardware and software.
A scenario has a goal, which is usually functional. A scenario describes one way that a system is used, or is envisaged to be used, in the context of an activity in a defined time-frame. The time-frame for a scenario could be (for example) a single transaction; a business operation; a day or other period; or the whole operational life of a system. Similarly the scope of a scenario could be (for example) a single system or a piece of equipment; an equipped team or a department; or an entire organization.
Scenarios are frequently used as part of the system 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 ground to focus their discussions.
Increasingly, scenarios are used directly to define the wanted behaviour of software: replacing or supplementing traditional functional requirements. Scenarios are often defined in use cases, which document alternative and overlapping ways of reaching a goal.
Many types of scenario are in use in system development. Alexander and Maiden list the following types:
Story: "a narrated description of a causally connected sequence of events, or of actions taken". Brief User stories are written in the Agile style of software development.
Situation, Alternative World: "a projected future situation or snapshot". This meaning is common in planning, but less usual in software development.
Simulation: use of models to explore and animate 'Stories' or 'Situations', to "give precise answers about whether such a scenario could be realized with any plausible design" or "to evaluate the implications of alternative possible worlds or situations".
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
As we move towards a design economy, the success of new products, systems and services depend increasingly on the excellence of personal experience. This course introduces students to the notion and p
This course focuses on goal-directed design and interaction design, two subjects treated in depth in the Cooper book (see reference below). To practice these two methods, we propose a design challenge
Berlin est une ville complexe qui au cours de l’histoire n’a cessé de se réinventer. Un palimpseste urbain qu’on aurait écrit, gratté et réécrit, faisant naître à chaque fois un scénario différent. Suite à leur développement industriel et ferroviaire, les ...
Le mandat consiste à porter un regard extérieur et professionnel sur son institution, afin d'identifier des actions à mener pour satisfaire les publics et augmenter le taux d'utilisation de la collection. Pour cela, il convient d'analyser les habitudes des ...
The cities in which we live are constantly evolving. The active management of this evolution is referred to as urban planning. The according development process could go in many directions resulting in a large number of potential future scenarios of a city ...