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

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


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Prototyping 11-04-2012

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 Design & Prototyping

benefits (and disadvantages) of prototyping low fidelity vs. high fidelity prototyping horizontal vs. vertical prototyping

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■ 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

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  • What is a prototype?
  • Why prototype?
  • Different kinds of prototyping

low fidelity high fidelity

  • Compromises in prototyping

vertical horizontal

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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

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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

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  • 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

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  • Technical issues
  • Work flow, task design
  • Screen layouts and information display
  • Difficult, controversial, critical areas
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  • 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’

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  • 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
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  • Sketching is important to low-fidelity

prototyping

  • Don’t be inhibited about drawing ability.

Practice simple symbols

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 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)

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 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

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  • The user thinks they are interacting with a

computer, but a developer is responding to

  • utput 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

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 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

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 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?

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 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

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 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?

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  • 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

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  • 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

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  • 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