Human-Computer Interaction
- 10. Prototyping
Human-Computer Interaction 10. Prototyping Last class 1. - - PowerPoint PPT Presentation
Human-Computer Interaction 10. Prototyping Last class 1. Brainstorming 2. Persona 3. Storyboard Recap: 4 brainstorming rules 1. Sharpen the Focus 2. Number your Ideas 3. Build and Jump 4. The Space Remembers Aim for quantity! Hope for
1. Sharpen the Focus 2. Number your Ideas 3. Build and Jump 4. The Space Remembers
A precise description of a hypothetical user and what they suffer from and wish to do when using a system
Essential question in developing a persona
with a product
make a better life
explore experiences in the design process
to formulate and describe a scenario.
Coding Wireframing Interactive prototyping Paper sketch Low High Fidelity
Sketching is fundamental to ideation and design. Traditional disciplines such as industrial design, graphic design and architecture make extensive use of sketches to develop, explore, communicate and evaluate ideas.
Designers do not draw sketches to externally represent ideas that are already consolidated in their minds. Rather, they draw sketches to try
design)
right)
magazines)
Different pen thickness Use of shadow Minimalist design: no unnecessary details 3D perspective
“Sketching is a fundamental tool that helps designers express, develop, and communicate ideas.”
A prototype is not the final product! Do not expect it to look like the final product.
Purposes of prototyping
begin writing code
them something and they get to use/test it, they know what they don’t want
about what they might want and building a full-blown system: Prototype is that bridge - “A picture speaks a thousand words”
Coding Wireframing Interactive prototyping Paper sketches Low High Fidelity
User testing User testing User testing Paper sketches Wireframing Interactive prototyping Coding User testing Low High Fidelity
Low fidelity High fidelity Medium fidelity
Wireframing Interactive prototyping Paper sketches
Rapid prototyping – Paper prototype
understood without putting in too much effort
making changes easily and quickly à This forces users to focus on how they will use the system instead of what it will look like, and it makes designers more open to changes based on user feedback
Why lo-fi prototype, for me it is to makes the designer fail faster and get as many problems as the designer can gather. The more problem we find in the lo-fi prototype the less likely we are going to start over at the stage of hi-fi prototype because the later the problems find the more expensive these problems cost and these problems will be less likely to correct. - Chai I'm very quickly drawn to hi-fi prototypes before I even realize it. I get into the smaller details, start designing on my computer before I sketch it out, spend a lot of time on interactions that don't matter for the current stage of user testing and as marc rightly stated, it gets harder for me to accept new opinions considering the amount of time I've already invested in the
Presently we have things such as prototyping programs which can assemble what a basic application would look like without having to code. Coding is much more easier nowadays as well because there are free applications you can download onto your computer instead of having to buy a software suite or a specialized computer. - John
Use printable sketching templates
Use printable sketching templates
Use printable sketching templates
detailed than sketches
à You don’t need to make these things pretty but you do need to include enough detail to see how the system performs à Force users to view it as a draft or work in progress, rather than a polished and finished product à Prototype a high visual fidelity (e.g., done in Photoshop) makes the user to focus on the visual design and look and feel, including color, fonts, layout, logo and images
using a programming language; these days, you can create high-fidelity prototypes that simulate the Functionality of the final product without coding (e.g., Axure, iRise, omni graffle)
In this assignment, you will analyze the collected data.
1) Report important findings using relevant visualization formats 2) Report demographic data using descriptive statistics 3) Write a paragraph to describe what you learned: themes, categories, things that are unexpected or surprised you 2. Interview data analysis: Crate an affinity diagram (30+ sticky notes) --> Turn into a digital version. 1) Record your diagramming process (photos): Report the final output (synthesis) as well as the process (raw data) 2) Report a digital version of a final affinity diagram 3) Write a paragraph describing what you learned: themes, categories, things that are unexpected or surprised you Due by midnight 2/27 (Tuesday)
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
Submission format:
top (Your website should be accessible with full contents)
who helped improve and/or review at the end
http://www.sunyoungkim.org/class/hci_sp18/examples/P4_examplar.pdf
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
Rubric
proper statistical measures, both demographic info and other findings (1pt)
and a final digital version (1pt)
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
Rubric
submission after 24 hours from the due)
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.