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Design, prototyping and construction

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Presentation on theme: "Design, prototyping and construction"— Presentation transcript:

1 Design, prototyping and construction
Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers Also, Java.net article (from 2003), Six Signs That You Should Use Paper Prototyping

2 Four Old Slides For review Remember these ideas?

3 A model for interaction design
Evaluate (Re)Design Identify needs/ establish requirements Build an interactive version Final product

4 What is User-Centered Design?
An approach to UI development and system development. Focuses on understanding: Users, and Their goals and tasks, and The environment (physical, organizational, social) Pay attention to these throughout development

5 ISO on User-centered Design
ISO describes human-centered design processes for interactive systems Principles of human-centered design: Active involvement of users Appropriate allocation of function between user and system Iteration of design solutions Multidisciplinary design teams

6 ISO on User-centered Design (2)
Essential activities in human-centered design: Understand and specify the context of use Specify the user and organizational requirements Produce design solutions (prototypes) Evaluate designs with users against requirements

7

8 What is a prototype? What do you think of when you hear “prototype”?
What kinds of prototypes have you seen anywhere? in other fields or disciplines? on television? What are they “for”?

9 What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town Exists for some purpose Show the “concept” to some stakeholders Get feedback about some aspect Test somehow E.g. a wing in a wind-tunnel

10 Prototyping and Software
Do software companies do this? Sometimes do it well But sometimes the prototype is… Version 1.0! Constantine and Lockwood: “Software is the only engineering field that throws together prototypes and then attempts to sell them as delivered goods.”

11 What is a prototype for us?
In HCI / interaction design it can be (among other things): a series of screen sketches a storyboard, i.e. a cartoon-like series of scenes a Powerpoint slide show a video simulating the use of a system a lump of wood (e.g. PalmPilot) a cardboard mock-up a piece of software with limited functionality written in the target language or in another language

12 Why prototype in general?
Evaluation and feedback are central to interaction design Developers can test feasibility of ideas with team, users Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing Team members and users can communicate effectively To validate existing / other requirements It encourages reflection: very important aspect of design Prototypes answer questions, and support designers in choosing between alternatives

13 What to Prototype and Why
Prototyping reduces uncertainty It can be a major tool for risk management Apply on whatever you might be uncertain about! Prototyping technical issues E.g. run-time issues Prototyping to establish requirements Users “see” functionality Prototyping for usability concerns Our concern in this course

14 When and at What Level For SW, you might prototype at various times in the lifecycle Different goals, different techniques Conceptual Design Interaction Design Screen Design

15 Benefits of Prototyping Early
Exploration and evaluation of different design options Increase communication among users and developers Rapid feedback on ideas and changes Identify problems and issues before construction (expensive)

16 Prototyping: Conceptual Design
Early in development Explore high-level issues Different conceptual models Interaction styles User needs and characteristics Usability goals High-level representations Far from final code or GUIs

17 Prototyping: Interaction Design
Later in development Focus on user work-flows Tasks and scenarios you’ve identified Might focus at the screen (or page) level. Possibly like this: identify screens, pages, activities Organize these in groups Define flows or transitions between them Involve users in evaluation Representations Still probably not much like final code or GUIs

18 Prototyping: Screen Design
Before development Define and refine screens (pages) Blue-prints for final physical design User evaluation Both achieving tasks and navigation, and other usability criteria (as we’ve studied) Representations Low-fidelity or high-fidelity prototypes

19 Low-fidelity Prototyping
Uses a medium which is unlike the final medium, e.g. paper, cardboard Is quick, cheap and easily changed Examples: sketches of screens, task sequences, etc ‘Post-it’ notes storyboards

20 Storyboards Often used with scenarios, bringing more detail, and a chance to role play It is a series of sketches showing how a user might progress through a task using the device Used early in design

21 Sketching Sketching is important to low-fidelity prototyping
Don’t be inhibited about drawing ability. Practice simple symbols Can use post-its, photo-copied widgets, etc.

22 Using Office Supplies Index cards, post-its Index cards (3 X 5 inches)
Each card represents one screen Often used in website development

23 Using Office Supplies Post-its, index cards Write-on tape, clear film
Can represent one screen, one page Color coded Draw on them Group them Put them on a wall or whiteboard, connect them with string or lines Write-on tape, clear film And so on… See Rettig’s article

24 Rettig’s “Prototyping for Tiny Fingers”
“To get a a good idea, get lots of ideas.” Problems with hi-fi prototyping: too easy to focus on “fit and finish” developers resist changing software SW prototype sets expectations Bug in SW prototype kills an evaluation

25 Storyboards Storyboards are: Goals are to
a low fidelity visual representation where steps or actions represented by panels, like a comic book Goals are to flesh out the scenarios in an interaction design effectively communicate with users or stakeholders

26 Principles and Variations
(As usual in HCI) storyboards should be “real” and “representational” rather than “abstract” or “complete” Used in different ways at different phases Early: focus on user tasks, work-flow, context, etc. Later: lo-fi drawing of screens, menus, etc. Principles: Describe a scenario -- focused on interaction Contains explanations, notes, etc.

27 Example from UIDE book, p. 119 Shows
workflow of mail merging who’s involved, responsibilities, etc.

28 This shows high-level of view of users involved in other storyboards
From: Usability Case Studies,

29 Lo-fi interface sketches
Annotated with scenario/execution info From: Usability Case Studies,

30 Storyboard for a website
for photographers Sequence of pages based on clicks Explanations / annotations From book: Designing Interactive Systems, 2005

31 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. For a high-fidelity software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk. Danger that users think they have a full system…….see compromises

32 High-fidelity Prototyping
Benefits More realistic Closer to final product Good for developers and users Can collect metrics Limitations More expensive, less rapid Reluctance to change See Rettig’s list

33 Compromises in prototyping
All prototypes involve compromises For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality? 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 Compromises in prototypes mustn’t be ignored. Product needs engineering

34 Possible Problems with Prototyping
Pressure to enhance prototype to become delivered system From client From management Both see code, see almost-working “system” Why not use the prototype? Prototype built for quick updates, so... No design, so hard to maintain Ugly code, no error checking Wrong environment

35 And then… Construction
Taking the prototypes (or learning from them) and creating a final product Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc Product must be engineered Evolutionary prototyping ‘Throw-away’ prototyping


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