1 L Nov-29-05 SMD157, High-Fidelity Prototyping Overview - - PDF document

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1 L Nov-29-05 SMD157, High-Fidelity Prototyping Overview - - PDF document

INSTITUTIONEN FR SYSTEMTEKNIK LULE TEKNISKA UNIVERSITET High-Fidelity Prototyping and Flash SMD157 Human-Computer Interaction Fall 2005 1 L Nov-29-05 SMD157, High-Fidelity Prototyping Overview Prototyping revisited


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Nov-29-05 SMD157, High-Fidelity Prototyping 1 L

INSTITUTIONEN FÖR SYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

High-Fidelity Prototyping and Flash

SMD157 Human-Computer Interaction Fall 2005

Nov-29-05 SMD157, High-Fidelity Prototyping 2 L

Overview

  • Prototyping revisited
  • High-fidelity prototyping
  • Flash
  • Building the example

Nov-29-05 SMD157, High-Fidelity Prototyping 3 L

INSTITUTIONEN FÖR SYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

Prototyping Revisited

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Fidelity and Implementation Effort

Method Fidelity Effort Oral description Low Low Paper & pen MetaCard Flash/Director Interface builder Full application High High

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Types of Prototypes

  • Broad/Shallow
  • All the functions are there, but nothing is behind them
  • Deep/Narrow
  • Most things are missing, but what’s there is detailed
  • Good to test uncertainties in depth.
  • Scenario-based
  • Good coverage, but limited application data

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Example Scenario Prototype

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Comments

  • Scenario-based prototypes are best for most of your

projects

  • BUT, a breadth prototype may be easiest for some.
  • Depth prototypes are probably the most difficult.
  • The best prototypes will be given the higher grades.

Best means:

  • Most complete/realistic.
  • Good interaction design

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Requirements on the Prototype

  • It must run in A2508.
  • Test it there!
  • OR, you must provide the environment.
  • You will need to:
  • Do a cooperative evaluation during week 50
  • Demo the prototype during week 50
  • This means:
  • You do not have to use Flash
  • You do not have to use a Windows system
  • But, you must provide 2 copies of your environment for Seminar 4.

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INSTITUTIONEN FÖR SYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

High-Fidelity Prototyping

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Types of Tools

  • Screen changers
  • MetaCard, HyperCard
  • PowerPoint
  • HTML & images
  • Multimedia Presenters
  • Macromedia Director and Flash
  • VRML
  • Interface Builders
  • Visual Basic, etc.
  • Note, the tool limits what you can do. Choose it wisely!

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Screen Changer Properties

  • Usually quicker to program
  • Management of large dialogs is difficult
  • Limited conditional branching
  • One screen per possible state
  • Slower transitions (repaint of screens)
  • Prototype has a “mode-to-mode” feel
  • Limited dynamics such as:
  • Drag and drop
  • Animated sequences
  • Zoom and pan

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Multimedia Presenters

  • Take more time to program
  • Allow greater dynamics
  • Limit dialog branches
  • Are best for scenario-based prototyping
  • Prototype
  • Usually feels “constrained” or limited
  • Usually is very easy to demonstrate
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Interface Builders

  • Prototype can be developed into the product
  • This tends to limit exploration
  • But, is attractive as nothing is “thrown away”

+ This is dangerous. + Prototypes are:

  • Not constructed for modification and maintenance
  • Of limited functionality
  • Usually much more work
  • Best adapted to breadth and depth prototypes

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INSTITUTIONEN FÖR SYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

Flash

A Multimedia Presentation Creator

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The Flash Model

  • Symbols
  • Abstract objects in the “interface”

+ buttons, graphics, media clips,...

  • Held in a library
  • Instances
  • Symbols on the stage
  • Stage
  • The display
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The Flash Model

  • Timeline
  • Defines behavior instances
  • Divided into layers
  • Allows definition of time-based special behavior
  • Film clips
  • A symbol
  • Contains other symbols and a timeline
  • Can be used to group and organize behaviors.
  • Scenes
  • Movie fragment
  • For organizing interaction into dialog components

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The Flash Model

  • Layers
  • Subdivision of the stage
  • Holds objects
  • NB! One object per layer!
  • The Library
  • Collection of object definitions
  • Folders available to organize objects

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Complicated Behavior and Branching

  • Instance appearance and disappearance is governed by placing

them on the Timeline.

  • Animation is supported by defining “key frames”
  • Size, position, color, transparency
  • Flash “tweens” between key frames automatically
  • N.B.! Each instance should be in its own layer. Otherwise, defining a

tween gives unwanted results.

  • Flash provides a “scripting” language called ActionScript
  • Full programming language
  • Specially adapted keywords for animation
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Rules for Using Flash

  • One object instance ≡ one layer!
  • Flash can’t animate two objects in the same layer
  • Even if you will never animate an object - you will
  • If you want to fix the size of the display,
  • Use a rectangle in its own layer in each film clip
  • Otherwise, Flash will use its own “intelligence” in resizing the film clip
  • Test frequently, after small changes
  • Beware of version conflicts
  • The labs should have Flash MX
  • The 30 day download is version 8

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Notes and Hints

  • A instance is not a symbol
  • Use a layer for scripts, it will make them easier to find
  • Start small and elaborate
  • Complex, program like behaviors are difficult
  • Common, computer widgets require programming
  • Lots of branching and looping requires programming
  • Lots of programming is a pain
  • Define each dialog exchange in a separate scene
  • Use scripts to jump from scene to scene
  • Don’t try to be fancy at first, get a basic behavior working first.

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INSTITUTIONEN FÖR SYSTEMTEKNIK

LULEÅ TEKNISKA UNIVERSITET

Building the Example

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Demo Program

Timeline Layers Stage

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Preliminaries

  • Images for applications except the clock
  • Taken with a digital camera
  • Tripod and no flash would improve quality
  • Grid
  • Own layer
  • Just the graphics are there
  • Images layer
  • Movie clip, “DeadIcons” of type “OtherPrograms”
  • Has 400 x 400 rectangle
  • Includes the text “NaC PDA” and the images except the clock

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The Clock

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Clock Construction

  • Five Layers
  • Actions w/script

+ stop();

  • Numerals, graphic
  • Seconds, movie clip, w/script

+ onClipEvent (enterFrame) { theDate = new Date(); + _rotation = theDate.getSeconds()*6; }

  • Minutes , movie clip, w/script

+ onClipEvent (enterFrame) { theDate = new Date(); + _rotation = theDate.getMinutes()*6 + theDate.getSeconds()/10; }

  • Hours , movie clip, w/script

+ onClipEvent (enterFrame) { theDate = new Date(); + _rotation = theDate.getHours()*30 + theDate.getMinutes()/2; }

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Organizing the Demo, 3 Scenes

  • MainMenuScene
  • Clock runs in the upper-left corner
  • Transparent button there (_alpha = 0)

+ Press goes to GrowClockScene

  • GrowClockScene
  • Clock expands to fill screen
  • Icons fade-out
  • Transparent button for whole screen

+ Press goes to ShrinkScene

  • ShrinkScene
  • Clock shrinks to upper-left corner
  • Icons fade-in
  • Jumps to MainMenuScene at end

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Resources

  • The demo will be on the web
  • Book:
  • Kay, The Web Wizard’s Guide to FLASH, Addison-Wesley,

ISBN 0-201-76434.

  • FLASH MX
  • I used this, but others may be better
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Questions?