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1 2D Multimedia Authoring Prototyping & Storyboarding The User Interface.

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Presentation on theme: "1 2D Multimedia Authoring Prototyping & Storyboarding The User Interface."— Presentation transcript:

1 1 2D Multimedia Authoring Prototyping & Storyboarding The User Interface

2 2 Lecture Overview Purpose of prototyping Purpose of prototyping Merits of prototyping Merits of prototyping Types of prototyping Types of prototyping Prototyping is common in almost every field of engineering design

3 3 Purpose of Prototyping To identify user interface (and other) requirements - almost impossible to specify in advance To identify user interface (and other) requirements - almost impossible to specify in advance “ It is not until users interact with something concrete that their rich expertise about their working environment will surface.”

4 4 Prototyping the User Interface Requirements Gathering Classic Lifecycle HCI Guidelines Knowledge of Technology BuildPrototype Test EnhanceDesign

5 5 Prototyping The Prototyping approach provides continuous feedback on the current design situationThe Prototyping approach provides continuous feedback on the current design situation In HCI there will never be fully satisfactory design guidelines applicable in all circumstancesIn HCI there will never be fully satisfactory design guidelines applicable in all circumstances Need not be computer based or have full functionalityNeed not be computer based or have full functionality Greatly aided by good software toolsGreatly aided by good software tools Graphical editors, construction kits, User Interface Management Systems (UIMS)Graphical editors, construction kits, User Interface Management Systems (UIMS) Prototyping does NOT mean ‘build in haste’ !!!Prototyping does NOT mean ‘build in haste’ !!!

6 6 Merits of Prototyping Requirements captureRequirements capture Interface and functional requirementsInterface and functional requirements Reveals problems / prevents gross mistakesReveals problems / prevents gross mistakes Allows evaluation and discussion which fosters innovative ideas (from designers and users)Allows evaluation and discussion which fosters innovative ideas (from designers and users) Users enjoy prototyping and feel involvedUsers enjoy prototyping and feel involved Suggests level of user supportSuggests level of user support Results in better usabilityResults in better usability Reduced deadline effectReduced deadline effect Fewer lines of codeFewer lines of code

7 7 Types of Prototyping Software --------- Life -------- Cycle Exploratory Experimental R a p i d E v o l u t i o n a r y Horizontal V e r t i c a l Full Fragmentary ------------- Complete Divergent -------------- Convergent ‘Throw-it-away’ prototypes I n c r e m e n t a l (Unstructured development) (Section-at-a-time )

8 8 Prototyping on its Own: Possible Limitations (see Redmond-Pyle and Moore, 1995) No coherent conceptual model -> users’ feel system has unpredictable components No coherent conceptual model -> users’ feel system has unpredictable components Uneven appreciation of various user groups Uneven appreciation of various user groups Lack of task analysis -> lack of breadth of task support Lack of task analysis -> lack of breadth of task support Failure to fully comply with a style guide -> lack of internal and external consistency Failure to fully comply with a style guide -> lack of internal and external consistency Lack of usability evaluation Lack of usability evaluation Users involved with prototype development may not represent cross-section of users Users involved with prototype development may not represent cross-section of users Not easy to learn or intuitive for newcomers Not easy to learn or intuitive for newcomers

9 9 STORYBOARDING First utilised in audio/visual production First utilised in audio/visual production Analogous to comic-strips and cartoons (Mike Vance - Disney) Analogous to comic-strips and cartoons (Mike Vance - Disney) Helps catalyse feelings about feasibility of ideas. Helps catalyse feelings about feasibility of ideas. Common point of reference, enabling the design team (which includes the client) to say, 'Yes, that is what I meant', or 'No, we've a problem here'. Common point of reference, enabling the design team (which includes the client) to say, 'Yes, that is what I meant', or 'No, we've a problem here'. The storyboard helps focus on the total content of the program, both from the point of view of the overall size of the program, and in discussing user interaction times. The storyboard helps focus on the total content of the program, both from the point of view of the overall size of the program, and in discussing user interaction times.


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