Presentation is loading. Please wait.

Presentation is loading. Please wait.

Design, prototyping and construction CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11- Interaction Design Text)

Similar presentations


Presentation on theme: "Design, prototyping and construction CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11- Interaction Design Text)"— Presentation transcript:

1 Design, prototyping and construction CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11- Interaction Design Text)

2 What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town The purpose, typically, is to: Do a proof of concept Especially of some hard part of the system, or Selling the project based on the prototype

3 What is a prototype in ID? In interaction design it can be (among other things): a series of screen sketches a storyboard, i.e. a cartoon-like series of scenes a Power Point 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

4 What else is a prototype? In software development, we prototype for other critical reasons: What are other reasons you might prototype on your project, besides for interaction ID? Question 1

5 Why prototype in ID? Evaluation and feedback are central to interaction design Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing Team members can communicate effectively You can test out ideas for yourself It encourages reflection: very important aspect of design Prototypes answer questions, and support designers in choosing between alternatives

6 What to prototype in ID? Technical issues Work flow, task design Screen layouts and information display Difficult, controversial, critical areas

7 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 ‘Wizard-of-Oz’ Start Question 2 “Pay no attention to the man behind the curtain.” – See Slide 11.

8 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

9 Sketching Sketching is important to low-fidelity prototyping Don’t be inhibited about drawing ability. Practice simple symbols

10 Card-based prototypes Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development Card-based prototypes can be generated from use cases

11 ‘Wizard-of-Oz’ prototyping The user thinks they are interacting with a computer, but a developer is responding to input rather than the system. Usually done early in design to understand users’ expectations What is ‘wrong’ with this approach? >Blurb blurb >Do this >Why? User Finish Question 2

12 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 ID prototype in software, common environments include Macromedia Director, Visual Basic, and Smalltalk, Interface Builder … Danger that users think they have a full system Question 3

13 Compromises in prototyping Horizontal Vertical

14 Construction Product must be engineered Evolutionary prototyping ‘Throw-away’ prototyping What is the danger of using it as a starting point, anyway? Question 4

15 Conceptual design: from requirements to design Transform user requirements/needs into a conceptual model “an outline of what people can do and how to interact with it” Don’t move to a solution too quickly. Iterate, iterate, iterate Consider alternatives: prototyping helps

16 Guiding Principles Keep an open mind, but never forget the user Discuss ideas with all stakeholders Low fidelity prototyping Iterate, Iterate, Iterate

17 Is there a suitable metaphor? We’ll be looking at interface metaphors in more depth, later in the course… A perfect example – Microsoft Excel is an almost exact metaphor for an accounting spread sheet, something that was on paper, and was used since forever in accounting. This made spread sheet programs very understandable! Three steps to considering a metaphor: understand functionality, identify potential problem areas, generate metaphors

18 Evaluate metaphors How much structure does it provide? How much is relevant to the problem? Is it easy to represent? Will the audience understand it? How extensible is it?

19 Considering interaction types Which interaction type? How the user invokes actions Instructing, conversing, manipulating or exploring  See Ch 2, starting on p. 64 We’ll be spending more time on these later, as well Do different interface types provide insight? WIMP, shareable, augmented reality, etc  See also notes, below Questions 5,6

20 Expanding the conceptual model What functions will the product perform? How are the functions related to each other? What information needs to be available?


Download ppt "Design, prototyping and construction CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11- Interaction Design Text)"

Similar presentations


Ads by Google