Shaping Pachyderm 2.0 with User Requirements
Rachel Smith, The New Media Consortium, Deborah Howes, The Metropolitan
Museum of Art, Wendy Shapiro, Case Western Reserve University, and Holly
Witchey, The Cleveland Museum of Art, USA
http://www.nmc.org/pachyderm/
Abstract
This paper describes a process for
gathering user requirements used in the development of Pachyderm 2.0,
an easy-to-use multimedia authoring tool with asset management capabilities.
Examples of source documents, descriptions of procedures used, and specific
results of user tests are included to illustrate the flow of the requirements-gathering
and testing activities. The process can be easily adapted to projects
of varying scope and budgets.
Keywords: user requirements, user testing,
beta testing, authoring tool, Pachyderm
Introduction
The Pachyderm 2.0 Project is a partnership led by NMC:
The New Media Consortium and the San Francisco Museum of Modern Art (SFMOMA),
and funded by the Institute for Museum
and Library Services (IMLS). The project brings software development
teams and digital library experts from six NMC universities together
with counterparts from five major museums to create a new, open source
authoring environment for creators of Web-based and multimedia learning
experiences. The new tool will be based on Pachyderm, the authoring
and publishing tool developed by SFMOMA to author its successful series,
Making Sense of Modern Art.
The original tool was custom-developed by and for SFMOMA and is
particularly suited to the needs of a modern art museum. Pachyderm has
a work flow that reflects the team-oriented style used by SFMOMA
to develop its innovative flash-based Web features. The success of Pachyderm
within the museum culture at SFMOMA led staffers to believe that the
extension of the Pachyderm tool – in a revised format – to the museum and higher education community, could transform the way
these key institutions present, share, and interpret content. To this
end, SFMOMA staff applied for and won a National Leadership grant to
create an open source version of Pachyderm that could be widely used
and adapted by a variety of different audiences.
A tool with such a diverse user base presents a challenge in terms
of design and development. Obviously, the requirements for Pachyderm
2.0 would differ greatly from the original specifications and requirements
used by SFMOMA for the creation of the original tool. The team –
composed of museum professionals, software developers, pedagogy experts,
educators, and others – selected a user-centered approach for
gathering requirements, one that would help to ensure the final product
was as user-friendly as possible.
The process, which can be easily adapted to other projects, begins
with collecting source documents and identifying gaps in the document
library. Gaps are filled by activities such as scenario development
and user observations. The sources are mined for requirements using
a simple but thorough procedure. Requirements are collected, sorted,
classified, prioritized, and finally assembled into a requirements specification
that guides development. This paper describes in detail how this process
was applied to the development of Pachyderm 2.0.
Gathering Requirements
Source documents for Pachyderm 2.0 included existing historical documents
such as the grant proposal, specifications for Pachyderm 1.0, and other
pieces that had been written as the project was conceived. New data
were gathered through user studies, persona- and scenario-writing exercises,
surveys, and user observations; the documentation of these efforts joined
the source library, and the bulk of the 300 or so requirements were
derived from these. Requirements were captured from the assembled documents
and recorded in a tracking database created for the purpose. For smaller
projects, requirements could be captured in a spreadsheet or simply
a text file instead.
All of the project teams (programming, metadata, user interface, and
pedagogy) were involved in the requirements-gathering process. Each
person brought a unique perspective to the process that helped to ensure
a well-rounded set of requirements.
Envisioning The Product With Personae And Scenarios
Despite the existence of Pachyderm 1.0, it was not clear at first exactly
what Pachyderm 2.0 should look like. Very early in the project, the
team used personae and scenarios to help create a unified vision of
the product and to focus the development effort on making something
that would appeal to end-users. One of the first steps taken by the
requirements team was to identify primary user types for Pachyderm 2.0.
Four primary types were identified: students, faculty, museum personnel,
and museum visitors. Two secondary types were also identified: support
staff and librarians. Other types of users exist, but these are the
major groups.
The 'typical' Pachyderm user may have a lot of computer experience
or none at all. The expected age range is anywhere from a grade school
student to a retiree. Note that there are two ways to use Pachyderm:
authoring a module or viewing a completed module. In other words, there
is no typical Pachyderm user – this can be almost anyone, at any
time, doing anything. The development team envisions authoring
as belonging not only to faculty or museum staff, but potentially to
students and visitors as well.
Having identified these user types, the team developed several descriptions
of specific but imaginary people (personae) for each group. Each persona
includes the following elements:
-
Biographical information about the imaginary
person (name, age, occupation)
-
Brief sketch of a typical day or other
block of time
-
Personality traits that affect how the
person does work related to Pachyderm
-
Information about his/her level of experience
with technology
The personae were then used to focus scenarios, or descriptions of
activities that take place while someone is using a product or service
(in this case, Pachyderm 2.0). Keeping specific, familiar personae in
mind while writing allowed the team to consider details that might otherwise
have gone undiscovered. The background and experiences of each persona
influence the way each scenario activity plays out, revealing new requirements
for the end product.
Scenarios can be as brief as one sentence or as long as several paragraphs.
Each scenario should include the following elements:
- Prerequisites (what has happened prior to this particular scenario?)
-
One or more personae (who is involved?)
-
Activities (what is happening?)
-
Results (what is the ending-state of the
scenario?)
Thinking through the scenarios helped the project team to think about
how actual people will really use Pachyderm 2.0. At the scenario-writing
stage, it is more important to focus on what the experience will actually
be like from the point of view of the people in the scenario, rather
than trying to pin down technical details of how the product will work.
This can be difficult for developers, who are very comfortable thinking
in terms of technical details; but it is essential to look at the product
from the perspective of end users, especially during the early stages
of requirements gathering.
Personae And Scenarios For Pachyderm 2.0
Sample personae developed during the requirements phase are included
below for each of the four major user groups. These personae are fictitious
and bear no intentional resemblance to any individual person.
Student: Liam C., Freshman
Liam is a freshman at a small liberal arts college. He has not decided
on a major yet, though he loves music and is an accomplished pianist.
Liam is visually impaired and cannot read normal text on a computer
screen. He can distinguish large shapes and can read if the type is
very large. He learns easily through auditory means and has a roommate
who will describe diagrams on the white board to him when they are in
the same class.
Faculty: Chris F., Architecture
Professor – Early Adopter
Chris is a professor of architecture and an early adopter of technology.
She has taught for seven years and is up for tenure at the end of the
year. She is always looking for better ways to teach and often uses
her weekends to go on-line to see what new learning objects are available.
She often uses MERLOT as a resource. She wants to pull together a strong
syllabus this year, using a variety of media, and really wants to author
her own presentation available on-line for others to use. (Giving back
to MERLOT.)
Museum Personnel: Charles H.,
New Media Director
Charles is responsible for new media and works with curators who do
not want to be Pachyderm authors but want to have him make projects
for them. He needs to interpret the content delivered by the curator
and convert it into something that will be easily understood and appreciated
by the visitors. His technical skill level is high.
Museum Personnel: Jen T., Docent
Trainer
Jen presents information about the museum's exhibits to her docents
prior to the exhibitions. She is familiar with the museum's kiosks (from
an end-user perspective) but does not use computers on a regular basis
otherwise.
Museum Visitor: Carl M., Retiree
Carl is a sixty-eight year-old visitor who is retired and looking for
ways to use his time that stimulate and interest him. He has an Internet
account at the local library and does some limited e-shopping.
Museum Visitor: Marjorie R., Stay-at-home
Mom
Marjorie drops her kids off in the art classes and likes to do something
in the Museum while she waits for the classes to be finished. She believes
in the arts and wants to have more information about the permanent collection.
She has limited technical skills and does not use a computer at home.
Sample Scenarios
The following scenarios are actual examples from the Pachyderm Scenarios
Document.
1. Creating a Module Using Placeholder Assets
Persona: Charles H.
Prerequisites: The museum for which he works is hosting a major international
exhibition on the Dukes of Burgundy. Can Charles organize all his assets
and use them to create a stunning presentation using Pachyderm?
The museum Charles works for is hosting a major international exhibition
11 months from now. Charles is beginning to gather assets – photographs,
QTVR 360s of sculpture, interviews with curators – but he knows
that much of the actual physical assets of the presentation will not
be available until just prior to the exhibition – when the funding
will be made available for his team to go over to France and do blitz-kreig
photography of the objects in-situ and the landscape.
Charles has physically story-boarded the entire Pachyderm experience,
but needs to actually build the system on the promise of photographs
and videos that may or may not be available at the 11th hour. To this
end, he has actually crafted two different story-boards, one with assets
he is sure he will be able to get in some form or other and a second
with the images he hopes to be able to get.
Even though he may not get the assets until the last moment, the curator
he is working with is absolutely certain about the text he wants associated
with assets and with how he wants the experience structured. Thus even
though Charles cannot get the assets until the last moment, the curator
wants to see a functional working model and sign-off on the text prior
to his extended vacation in the Bahamas. Using the authoring tool, Charles
builds both structures, assigning place-holder images – clearly
indicated as such in the structure of the tool (for example sample.jpg,
sample.gif, sample.mov, sample.ani). The resulting presentation includes
all the appropriate text and layout, but the spaces for media have blank
grey placeholders. When Charles gets the digital images later, it is
easy for him to place them in the correct spots.
2. Returning to a Saved Work-in-progress
Persona: Chris F.
Prerequisite: Chris started work on her Winter quarter module in late
summer, but hasn't worked on it all Fall; it is now two weeks from the
start of the Winter quarter.
Chris can't remember the URL to the Pachyderm system, so she goes to
her university home page and types in a Pachyderm search. It takes her
to the Pachyderm site at her school, where she is asked to log in. She
logs in, and she sees all of the departmental, shared modules as well
as the module she started over the summer.
She clicks edit under the name of her module. She
gets to the module overview screen, where she sees a storyboard view
of her work in progress. She decides right away that she's ordered things
incorrectly, so she drags two of the segments around to reorder them.
She then decides to review the section on Temples.
She enters it, and sees her side-by-side image comparison screen. She
remembers that she hasn't finished adding her text commentary, so she
pulls out her lecture notes from last year, and starts paraphrasing
as she types in the commentary field.
Conceptualizing Changes With User Observations
The Pachyderm 2.0 team was interested in testing both the usability
of a finished learning module, such as those found by visitors to the
SFMOMA Web site or galleries, and the usability of the production environment
previously experienced only by SFMOMA staff (who created the system).
Since 2.0 will be an open source widely-distributed product, it was
important for the team to test both sides of the 1.0 system outside
of the SFMOMA environment. As there was little time or money to hire
outside evaluators to conduct the studies, team members volunteered
to conduct observations and surveys in their own institutions, and in
this way were able to study a wide spectrum of users and use cases for
very low cost.
One of the great advantages of developing a 2.0 product is that there
already exists a 1.0 from which to gather important information, and
in the case of Pachyderm, SFMOMA had already produced many learning
objects using the 1.0 platform (see www.SFMOMA.org).
The Educational Media Department at the Metropolitan Museum of Art ('the
Met') ran an assessment on the usability of the module created by SFMOMA
for their recent Philip Guston exhibition, primarily because that same
exhibition was on view at the Met at the time and recruiting museum
visitors for the study would be facilitated by visitors' interest in
learning more about this artist.
The Met study included Museum staff and visitors of all ages and with
varying degrees of technical skill and familiarity with the Web. The
Met evaluation staff worked in pairs. One evaluator acted as facilitator,
asking each user or group of users to simply go through the feature
as if they had come upon it on a Web site or at kiosk in a museum. As
in standard usability test procedure, users were requested to 'talk
out loud' and explain what they were doing as they were doing it. The
facilitator-evaluator continually asked the user why certain actions
were taken in order to clarify the reason for decisions made by the
user. Users were forthcoming with feedback on what they liked and did
not like, and whether they found the features on each screen to be effective
and clear.
The other evaluator in the role of scribe wrote down all comments and
actions taken by the user on a form that had pre-printed thumbnails
of all of the Pachyderm templates. Using this form the evaluator scribe
could quickly associate observations with the correct template screen
as the user navigated the site. At the conclusion of each session, both
evaluators went over the forms and filled in any other details that
were not captured during the usability session.(The templates can be found in the Appendix.)
After 20 usability sessions of approximately 45 minutes each, the observation
component was concluded. The evaluators concurred that users were repeating
mistakes, observations, and suggestions that previous users had already
made, and the evaluation team was recording very little new information.
As observation information had been recorded according to template type
(using the prepared form), the data was already sorted in a useful way
and therefore very easy to analyze and summarize into succinct descriptions
of usability findings for each of the 12 templates. Figure 1 shows an
example of one of the screens, followed by the description of the results
of the observations.

Fig 1: Pachyderm 1.0 Zoom Screen: one of the templates
examined in the user observations.
The Zoom Screen presented several problems. Even with the directions,
many of our users did not understand that there was a zoom feature on
this template (1). However, once they did figure out how to work the
zoom, they liked the results. Many found the manner in which the audio
content was indicated and described to be confusing. They questioned
why there were two sets of controls, and felt that more descriptive
labels were needed (2). Also, many of our users were confused by the
location of the back button at the bottom of the page, as opposed to
the usual location on other screens at the top right (3).
The report also included comments pertaining to overall look and feel
and suggestions for improvements. For example, users complained about
the small size of the window (dictated by an earlier incarnation of
Flash), and the frequent use of the decorative orange frame as a place
for important directions (drag the circles together…)
seemed too subtle for many visitors. Some navigational buttons were
difficult to find and understand as their placement was inconsistent
and their shapes were similar to buttons used for other kinds of information.
Users asked for a wide range of new features such as breadcrumbs (a
tracking system common to Web navigation by which visitors see a list
of the pages traveled and click on a page name to return there), an
index, and a print-friendly screen option. It was interesting to note
that although users were tested at a kiosk in a museum, they expected
the Pachyderm templates to operate as Web pages, with, for example,
a back button in the same place as on a Web browser and text characteristics
that allowed for cut, paste, and easy searching.
Deriving Requirements From Scenarios And User Observations
The process of transforming a group of documents into usable development
requirements is time-consuming but not difficult. Continuing with the
examples presented, this paper discusses how requirements were mined
from the scenarios and user observation records.
From Scenarios To Requirements
By reading between the lines of the scenarios, the team can start to
compile a list of assumptions about the product, user and system
requirements for the product, and issues that must
be resolved.
Assumptions are basic facts or limitations that the development team
must work with. For example, some projects assume that all access will
be via a Web browser. Issues are unresolved questions: these questions
will need to be answered, either by finding a solution or by deciding
not to include a given feature in the current version of the product.
Both assumptions and issues should be noted in the requirements document.
Requirements are the basic functions that a system needs to be able
to carry out in order to perform the task(s) for which it was designed.
The meat of a requirements document is, of course, the list of requirements.
User requirements are functions that someone using the system
will see or use. System requirements (also called technical
requirements) are behind-the-scenes technical functions that the system
must be capable of doing in order to support the user requirements.
The following questions are helpful when pulling requirements out of
scenarios:
-
What is the user trying to do?
- What part of that task is facilitated by the system or product?
- What part of that task is independent of the system or product?
- What has to happen 'behind the scenes' while the user does this task?
-
What does the user see on the screen while
working on the task?
The answers to these questions will lead to statements of user and
system requirements. For example, applying the questions to the second
scenario above:
What is the user trying to do? The user wants to open a module
she began some time ago and pick up where she left off.
What part of that task is facilitated by the system or product?
The system stores her incomplete module and gives her access to
it. (Implied requirements: there must be a way to save work in progress;
there must be a way to find and return to saved work.)
What part of the task is independent of the system or product?
Finding the URL or link to the Pachyderm system is not part of Pachyderm
itself and implies no system-related requirements. Often, scenarios
will include 'flavor text' that helps to set the stage but has no direct
bearing on requirements.
What has to happen 'behind the scenes' while the user does this
task? The system has to know who Chris is and
which modules are hers or accessible by her. The system has to allow
her to rearrange her screens somehow. The system has to be able to accept
text that she types into a field. (Implied requirements: there are persistent
user accounts with logins; users are associated with presentations they
have created and/or have access to; screens can be reordered in the
authoring system; the authoring tool allows users to type into text
fields.)
What does the user see on the screen while working on the task?
Chris sees a list of modules she can edit. When she picks one,
she sees all the screens in her module; later she looks closely at one
screen in particular. (Implied requirements: the system lists user-editable
modules; the user can select one module to edit it; the system displays
an overview of a module showing all screens; the user can select one
screen to edit; the system displays an editable version of the selected
screen.)
From User Observations To Requirements
It was very easy for the Pachyderm team to derive requirements from
the observation report written by the Met staff as it contained the
range of specific data (rationale, stakeholders, etc.) needed to complete
the requirement listing. In a day-long group meeting, team members took
portions of the report, translated every observation into a requirement,
and gave each a category and a priority. For the most part, correcting
navigational flaws were given high priority ("essential")
while suggestions for new features was given a lower priority (desirable)
especially if it was perceived by the group to be a difficult task for
the Pachyderm platform to support.
Working as a group allowed questions about categorization and programming
implications to be discussed by a wide range of team talents. For example,
the users' request to have cut and paste functionality within a module
seemed modest to an educator, but the programmers who are more familiar
with the limitations of the Flash platform and anticipated version enhancements
had another opinion. During the requirement building process, team members
frequently sought input from others so that each entry could be as complete
as possible. Having complete information about each requirement greatly
facilitated the next step of refining the list and establishing an overall
priority.
Sample Requirements
The following requirements are actual samples from the Pachyderm 2.0
Requirements Specification.
3.1.1.1 Persistent user accounts (#29)
The system must support persistent user accounts,
allowing users to log in (and out as needed) to access data tied to
their account.
Rationale: Users will have basic
data that should be "remembered" by the system so users don't
have to look it up or enter it by hand each time they use Pachyderm.
Notes: This refers to users of
the Authoring Tool (not to users of completed modules).
Volatility: stable
Clarity: refine (We need a good
definition of what data would be tied to their accounts.)
Recorded by: Rachel Smith
System Components: Authoring Tool
Stakeholders
Developers: Programmers, User Interface Designers
End Users: Authors (Education), Authors (Museum)
Official Priority: essential
Desired Priority: useful
3.1.1.16 Return to a saved work-in-progress (#195)
Authors can come back later to work previously
begun.
Rationale: No one works in one
sitting.
Notes: (no notes)
Volatility: stable
Clarity: clear
Recorded by: Jared Bendis and Claire
Stewart
System Components: Authoring Tool
Stakeholders
Developers: User Interface Designers, Programmers
End Users: Authors (Education), Project Managers,
System Administrators, Authors (Museum), Production Staff
Official Priority: essential
Desired Priority: essential
Dealing with Requirements
Once the requirements had been pulled from the sources and entered
into the database, they were carefully refined, sorted according to
which team would be dealing with each requirement, and prioritized.
This process took several weeks to complete, and the resulting document
(nearly 100 pages) served as the 'road map' during development. Naturally,
requirements evolve during development, and a change process was in
place to handle this. The requirements document also serves as a checklist
during post-development system testing.
Writing, Sorting, And Prioritizing Requirements
A requirement begins as a statement of something the system must supply
or be capable of doing: The system must support persistent user
accounts. As the requirement is examined, the original statement
may be refined to make it more specific. It is also useful to collect
other data along with the requirement, such as a rationale describing
why the requirement is needed, the name of the person who recorded the
requirement, the users who will be most affected by the requirement,
and so on.
Most of the work of capturing requirements for Pachyderm 2.0 occurred
at a single face-to-face meeting. Using wireless connectivity and the
on-line requirements tracking database, the team divided the source
documents and worked in small groups to pull as many requirements as
possible from the sources. Each requirement was entered into the database,
along with the rationale, the name of the source, the names of the people
recording it, the desired priority of the requirement, and other information.
The team spent two days doing nothing but capturing requirements. At
the end of that time, over 200 requirements had been recorded.
The next step was to sort the requirements according to the part of
the system to which they pertained. This was done at a distance over
a period of several days using the database. Each team was responsible
for one part of the system; the teams then went through their requirements
to classify them and assign official priorities. Requirements assigned
an essential priority are to be completed in Phase
One (by Oct. 2005). A draft requirements document was compiled, reviewed
by all the teams and discussed in detail at the 2004 Spring Meeting
(April 2004, see Pachyspec 1.5).
Validating Requirements
Once the teams agreed on the draft document, it was submitted to volunteer
readers from each of the core user groups. The readers who were selected
had varying degrees of comfort and experience with technology. They
were asked to review some of the requirements (not all: many are very
technical in nature) and comment on the features that would be included.
Specifically, they were asked whether the included features were desirable
as written; whether any important features seemed to be missing; and
whether the priorities assigned to features matched with their needs
(i.e., were there any features the users thought were critical
that had been prioritized as lower than essential?).
Results of the validation were positive; the feature list in the requirements
specification matched users' expectations and desires.
Requirements Evolve
All good program teams recognize that requirements for a project are
seldom written in stone. As soon as actual development of a tool begins,
the requirements themselves begin to change. The challenge for the Pachyderm
team, as for any team, was to keep a handle on the evolving requirements
and to make sure that changes in requirements did not, in any significant
way, change the goal of the actual project: the creation of a flexible
tool that could be easily used to create content-rich presentations
with a simple but beautiful set of highly intuitive human interface
templates.
One aspect of the requirements that has become increasingly apparent
as the beta test has progressed is the need for a common vocabulary
of both literary and visual terms to describe both the templates and
the actions encompassed by the templates. SFMOMA had developed an internal
vocabulary and work-flow which enabled them to work with the original
Pachyderm, but as the partners for Pachyderm 2.0 came from a variety
of museums and institutions of higher learning, use of SFMOMA's proprietary
phrases like the artist-in-context screen and the phone-dial
caused some confusion. This ultimately led to a discussion to determine
a more commonly agreed-upon set of names for the individual templates
in the major template set that reflected the broad scope of Pachyderm
2.0. This is just one example of an initiative that was not a requirement
coming out of the original scenarios but that evolved as the team needed
to find a common language to discuss this new tool being created.
Other requirements evolved as the development team discovered limitations
to, or possibilities created by, the technology used to create the system.
Further testing of the new interface design revealed requirements that
were not uncovered in the first round, and these went through a screening
process before they were added to the requirement listing. Protecting
the integrity of the requirements document without being inflexible
is a delicate balance; having a specific change process in place, ready
for issues that might come up, helped a great deal.
The change process used for Pachyderm 2.0 was relatively simple. The
proposer of the new or changed requirement wrote up a brief description
of the change, a rationale for making the change, and a list of affected
end-users. The requirement was classified and submitted to the appropriate
team (usually development/programming) for a feasibility review. Priority
for the change was assigned based on the importance of the change to
end users and the difficulty of implementation, and the accepted requirement
was included in an addendum to the official specification. In rare cases,
proposed changes or new requirements were determined to be out of scope,
in which case they were listed in that section of the addendum so as
not to lose the idea entirely.
Lessons Learned
Apart from schedule adjustments that occurred as the process unfolded,
the project followed the plan for gathering requirements more or less
as intended. Over the course of the requirements writing period, the
team learned to work effectively at a distance. In addition, several
side benefits of the requirements specification became evident as the
project progressed.
Working Effectively At A Distance
Since the project team was distributed over North America, certain
challenges arose having to do with working remotely. Documents were
exchanged in electronic form, and wherever possible, collaborative technologies
were used to avoid duplication of effort. For example, the requirements
were captured in a database to which everyone on the team had access
so that the current listing of requirements was available at any time.
Wikis were used by the development team to keep track
of progress on requirements as well.
Regular conference calls kept the participants in touch and aware of
deadlines and progress. The team found that having a steady pulse
for the project helped keep people on track even when other responsibilities
intervened. The difficult work of prioritizing requirements, which involves
balancing several factors for each requirement under consideration,
was done in conference calls so that all opinions could be heard.
Side Benefits Of Having User Requirements
The team found that the process of collecting requirements was valuable
in itself, because it provided a forum for everyone to think about and
discuss what the end product would look like. In the beginning, everyone
had a different idea about what would be built; working through the
process of capturing and refining requirements helped the team to come
together with a shared vision.
Having the document to refer to during development helped keep the
team focused. When the question arose whether to adopt a new technology
(APOLLO; please see Architecting the Elephant: Software Architecture
and User Interface Design for Pachyderm 2.0 for more details),
the decision-making process was framed in terms of whether the functions
added by APOLLO would conform to the requirements specification. A requirement-by-requirement
review was conducted to assess whether adopting APOLLO would be an appropriate
step.
The Take-Away
The process described here focuses on the user as the source for
most of the requirements. It can be adapted to projects of various sizes,
and because none of the methods involve great expense, it is appropriate
for small teams as well as large ones. The key elements are a strong
collection of source documents from which to pull requirements; a range
of user-based studies (scenarios and observations in this case; focus
groups, task analysis, or other methods may also be appropriate); a
requirements collection process anchored with a simple format for recording
requirements; and a thorough sorting, classifying, and prioritizing
effort. The time involved is considerable, especially for large projects;
but the end result is well worth the effort.
References
Pachyderm Document Archive. http://www.nmc.org/pachyderm/docarchive.shtml
Pachyderm Document Archive, Requirements Documents
and Supporting Materials http://www.nmc.org/pachyderm/docarchive.shtml#req
Pachyspec 1.5 (May 19, 2004) available www.nmc.org/pachyderm/docs/PachySpec1.5.pdf.
Appendix
Pachyderm Screen Templates (PDF 1.1MB)
Cite as:
Smith, R., et al., Shaping Pachyderm 2.0 with User Requirements,
in J. Trant and D. Bearman (eds.). Museums and the Web 2005: Proceedings, Toronto: Archives & Museum Informatics, published March 31, 2005 at http://www.archimuse.com/mw2005/papers/smithR/smithR.html
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