What is a prototype? A prototype is a small scale model of your larger product. Can be a physical object, or a simple software program. Many physical.

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Presentation transcript:

Chapter 8 Design, prototyping and construction Brought to you by the letter J.

What is a prototype? A prototype is a small scale model of your larger product. Can be a physical object, or a simple software program. Many physical prototypes are first made from cardboard.

Why prototype? We need the client’s feedback! Clients never know what they need, but they always know what they don’t need. Prototypes are a way for them to take a look at a project and tell you what they like and don’t like about it. Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing You can test out ideas for yourself

Low-fidelity Prototyping Uses a medium which is unlike the final medium, e.g. paper, cardboard Examples: sketches of screens, task sequences, etc ‘Post-it’ notes storyboards ‘Wizard-of-Oz’

‘Wizard-of-Oz’ prototyping The user thinks they are interacting with a computer, but a developer is responding to output rather than the system. Usually done early in design to understand users’ expectations What is ‘wrong’ with this approach? User >Blurb blurb >Do this >Why?

High-fidelity prototyping Uses materials that you would expect to be in the final product. Prototype looks more like the final system than a low-fidelity version.

Compromises in prototyping Two common types of compromise ‘horizontal’: provide a wide range of functions, but with little detail ‘vertical’: provide a lot of detail for only a few functions

Construction Taking the prototypes (or learning from them) and creating a whole Product must be engineered Evolutionary ‘Throw-away’

Conceptual design: from requirements to design Transform user requirements/needs into a conceptual model Iterate, iterate, iterate! The user doesn’t know what they want, but they will tell you what they don’t want.

Is there a suitable metaphor? Interface metaphors combine familiar knowledge with new knowledge in a way that will help the user understand the product. Three steps: understand functionality, identify potential problem areas, generate metaphors Computing programs use a calculator metaphor.

Using scenarios in conceptual design Express proposed or imagined situations Very useful when trying to get into the shoes of the user. Plus and minus scenarios to explore extreme cases

Physical design: getting concrete Considers more concrete, detailed issues of designing the interface Iteration between physical and conceptual design Different kinds of widget (dialog boxes, toolbars, icons, menus etc) Menu design Icon design Screen design Information display

Menu design In what order will the items appear? How is the menu to be structured, e.g. when to use sub-menus, dialog boxes? What categories will be used to group menu items?

Icon design Good icon design is difficult Meaning of icons is cultural and context sensitive Some tips: always draw on existing traditions or standards concrete objects or things are easier to represent than actions

Screen design Two aspects: How to split across screens Frustration if too many simple screens Individual screen design Animation is very powerful but can be distracting Good organization helps: grouping, physical proximity

Information display Relevant information available at all times Different types of information imply different kinds of display Consistency between paper display and screen data entry