prototyping 11 04 2012 design prototyping
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Prototyping 11-04-2012 Design & Prototyping benefits (and - PowerPoint PPT Presentation

Prototyping 11-04-2012 Design & Prototyping benefits (and disadvantages) of prototyping low fidelity vs. high fidelity prototyping horizontal vs. vertical prototyping Transform user requirements/needs into a conceptual


  1. Prototyping 11-04-2012

  2.  Design & Prototyping  benefits (and disadvantages) of prototyping  low fidelity vs. high fidelity prototyping  horizontal vs. vertical prototyping

  3. ■ Transform user requirements/needs into a conceptual model ■ “a description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended” ■ Don’t move to a solution too quickly. Iterate, iterate, iterate ■ Consider alternatives: prototyping helps

  4. • What is a prototype? • Why prototype? • Different kinds of prototyping low fidelity high fidelity • Compromises in prototyping vertical horizontal www.id-book.com 4

  5. In other design fields a prototype is a small-scale model: • a miniature car • a miniature building or town • the example here comes from a 3D printer www.id-book.com 5

  6. 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 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 www.id-book.com 6

  7. • 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 www.id-book.com 7

  8. • Technical issues • Work flow, task design • Screen layouts and information display • Difficult, controversial, critical areas www.id-book.com 8

  9. • 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’ www.id-book.com 9

  10. • 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 www.id-book.com 10

  11. • Sketching is important to low-fidelity prototyping • Don’t be inhibited about drawing ability. Practice simple symbols www.id-book.com 11

  12.  Sketch all screens (including variations) involved in the tasks you want to get feedback on  Usually useful to use a large sheet of paper  Pencils better for initial sketches  Colored pens may be used for more elaborate sketches  May use additional pieces of paper/other materials to show changes on the same screen (e.g. keep navigation menu, change content)

  13.  Use is common for developing websites  Also useful for applications with a large number of screens  Each card represents a screen  Can help organize websites  Can help with information architecture

  14. • The user thinks they are interacting with a computer, but a developer is responding to output rather than the system. • Usually done early in design to understand users’ expectations • What is ‘wrong’ with this approach? User >Blurb blurb >Do this >Why? www.id-book.com 14

  15.  How do you use low-fidelity prototypes to get feedback on your design?  Go over user tasks to see how well the prototype will work  Evaluate in terms of requirements, usability goals, user experience goals  Evaluate using usability principles and heuristics

  16.  Examples  Can users complete tasks?  How many steps does it take to complete tasks?  Are all the necessary functions available?  Are the necessary actions easily identifiable?  Is it easy to recuperate from errors?  What is the likelihood that users will make mistakes?

  17.  Users can also evaluate low-fidelity prototypes  Decide which tasks you want to get feedback on  Make sure your low-fidelity prototype shows every step user would have to go through in completing those tasks

  18.  Ask users to complete a particular task  For each step in the task  Ask: what would you do next?  After they show you what they would do, show them how the system would react ● Show sketch for another screen ● Use materials to modify current sketch  Ask: how do you interpret the system’s response?

  19. • 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

  20. • 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

  21. • Taking the prototypes (or learning from them) and creating a whole • Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc

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