1 Low-fidelity Prototyping. 2 Interface Hall of Shame or Fame? PowerBuilder List of objects with associated properties.

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Presentation transcript:

1 Low-fidelity Prototyping

2 Interface Hall of Shame or Fame? PowerBuilder List of objects with associated properties

3 Interface Hall of Shame Sort order is by type! Can’t change it

4 Outline Low-fidelity prototyping Wizard of OZ technique Administrivia Informal user interfaces Sketching user interfaces electronically Informal tool for speech UI design

5 Why Do We Prototype? Get feedback on our design faster saves money Experiment with alternative designs Fix problems before code is written Keep the design centered on the customer

6 Fidelity in Prototyping Fidelity refers to the level of detail High fidelity ? prototypes look like the final product Low fidelity ? artists renditions with many details missing

7 Low-fidelity Sketches

8 Low-fidelity Storyboards

9 Low-fi Storyboards Where do storyboards come from? film & animation Give you a “script” of important events leave out the details concentrate on the important interactions

Ink Chat

11 Why Use Low-fi Prototypes? Traditional methods take too long sketches -> prototype -> evaluate -> iterate Can simulate the prototype sketches -> evaluate -> iterate sketches act as prototypes designer “plays computer” other design team members observe & record Kindergarten implementation skills allows non-programmers to participate

12 Hi-fi Prototypes Warp Perceptions of the customer/reviewer? formal representation indicates “finished” nature comments on color, fonts, and alignment Time? encourage precision specifying details takes more time Creativity? lose track of the big picture

13 The Basic Materials for Low-fi Prototyping of Visual UIs Large, heavy, white paper (11 x 17) 5x8 in. index cards Tape, stick glue, correction tape Pens & markers (many colors & sizes) Overhead transparencies Scissors, X-acto knives, etc.

15 Low-fi Prototypes

16 ESP Low-fi Prototypes

17 Constructing the Model Set a deadline don’t think too long - build it! Draw a window frame on large paper Put different screen regions on cards anything that moves, changes, appears/disappears Ready response for any customer action e.g., have those pull-down menus already made Use photocopier to make many versions

18 Preparing for a Test Select your customers understand background of intended customers use a questionnaire to get the people you need don’t use friends or family I think current customers are OK (Rettig disagrees) Prepare scenarios that are typical of the product during actual use make prototype support these (small, yet broad) Practice to avoid “bugs”

19 Conducting a Test Four testers (minimum) greeter - puts participants at ease & gets data facilitator - only team member who speaks gives instructions & encourages thoughts, opinions computer - knows application logic & controls it always simulates the response, w/o explanation observers - take notes & recommendations Typical session is 1 hour preparation, the test, debriefing

20 Conducting a Test (cont.) Greet get forms filled, assure confidentiality, etc. Test facilitator hands written tasks to participant must be clear & detailed facilitator keeps getting “output” from participant “What are you thinking right now?”, “Think aloud” observe -> no “a-ha”, laugh, gape, etc.

21 Conducting a Test (cont.) Debrief fill out post-evaluation questionnaire ask questions about parts you saw problems on gather impressions give thanks

22 Evaluating Results Sort & prioritize observations what was important? lots of problems in the same area? Create a written report on findings gives agenda for meeting on design changes Make changes & iterate

23 Advantages of Low-fi Prototyping Takes only a few hours no expensive equipment needed Can test multiple alternatives fast iterations number of iterations is tied to final quality Almost all interaction can be faked

24 Wizard of Oz Technique (?) Faking the interaction. Comes from? from the film “The Wizard of OZ” “the man behind the curtain” Long tradition in computer industry prototype of a PC w/ a VAX behind the curtain Much more important for hard to implement features Speech & handwriting recognition

25 Informal UIs for Early Stage UI Design – “Design Exploration Phase” Brainstorming put designs in a tangible form consider different ideas rapidly Incomplete designs do not need to cover all cases illustrate important examples Present several designs to client

26 Goal of Research in Informal UI Design Tools Allow designers to quickly sketch interface ideas test these ideas with customers transform to a more finished design without reprogramming

27 Quickly Sketch this...

28 Add Behavior...

29 Transform it to this...

30 Drawbacks of Current Tools Require specification of lots of detail must give specific instance of a general idea e.g., exact widgets, fonts, alignments, colors designers led to focus on unimportant details evaluators focus on wrong issues Take too much time to use poor support for iterative design sketched interface took 5 times longer with traditional tool (no icons)

31 Paper Sketches Advantages support brainstorming do not require specification of details designers feel comfortable sketching Drawbacks do not evolve easily lack support for “design memory” force manual translation to electronic format do not allow end-user interaction