Goal-Oriented: Describe Requirements by Goals, Not Feature Lists
The first seven lessons teach you to spot good interaction; these two teach you to translate requirements for AI. The first translation principle comes from the opening methodology of About Face 4: say who the user is and what they need to finish—let AI derive the features. Hand it a list and you get a counter; tell it a scenario and you get a tool.
When briefing AI, most people's first move is a feature list: "need upload, need a form, need export." It looks professional, but it skips the most important info: together, who are these features helping finish what? AI can only execute item by item—every item lands, yet nobody's problem gets solved.
About Face 4, Chapter 1, makes this the foundation of the methodology: interaction design studies user goals first, then derives features from goals. Cooper stresses that goals and tasks are different: a goal is the expected end state; a task is only a middle step toward it. Goals stay stable for decades (file the expense, let the boss know you're done); tasks swap every few years (paste receipts → photo OCR). Brief by tasks and AI gives you an electronic version of the old task; brief by goals and it gets a chance to delete the task itself.
Alan Cooper, About Face 4, Chapter 1. Ask for whom and why before what.
Same expense tool: left feeds AI a feature list, right feeds a persona and scenario. Below are two prompts and the UIs they return. Don't peek at the verdict—pick: which side would you use once a month?
Batch OK; amount and category auto-detected
Detected as "Transport"—tap to fix Detected
One detail: Prompt B never names a control, yet the output has drag-and-drop, auto-detect, and undo—none of which were on A's list. Features grow from goals; give AI enough soil and it will fruit on its own.
To brief by goals, you first have to recognize them. One test, from Chapter 1: a goal is the end state; a task is a step toward it. Ask "what is this for?"—if you can still answer, it's a task; if you can't (it is the answer), it's a goal. Six lines—judge each.
A goal needs an owner. Chapter 3's tool is the persona: distill a real user into a concrete person with a name, a job, and a goal, and let every design trade-off answer to them. Cooper hammers one point: each screen serves one primary persona. Try to please everyone and the UI becomes a counter with a bit of everything—everyone who arrives has to hunt first.
Secondary needs can ship—but only tucked in a corner that doesn't crowd the primary. Doubt it? The experiment below shows what "a little for everyone" costs.
With persona and goal in place, Chapter 4's last tool is the contextual scenario: no tech, no control names—write like a story how this person reaches the goal end to end. Once written, must-have features vs. pure fantasy float up on their own. That's also the best format for AI: it can read a story, and invent the missing parts.
Below is a typical feature list—four lines of "must have X." Tap each to see what it looks like in scenario language.
Goals are destinations; tasks are steps: if "what for?" still has an answer, it's a task. Brief by goals so AI gets a chance to delete surplus tasks entirely.
One screen serves one primary persona: tuck secondary needs in a corner. A UI that tries to care for everyone ends up smooth for no one.
Best format for AI is a scenario: persona + goal + an end-to-end story. Let it derive controls and states; you only check whether the goal was met.
One-line template: "User is ____. Goal is ____. Walk the scenario: ____. You decide UI details—whatever helps the user hit the goal."
Source: Original to Xiaoshan Academy's Interaction Engineering series; goal-oriented design, personas, and contextual scenarios adapted from About Face 4: The Essentials of Interaction Design, Chapters 1, 3, and 4 (Alan Cooper et al.).