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Introduction Prototyping Paper Prototyping Digital Prototyping References Jrg Cassens SoSe 2019 Contextual Design of Interactive Systems SoSe 2019 Jrg Cassens Prototyping 1 / 50 Introduction Fidelity Completeness Paper


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Introduction Paper Prototyping Digital Prototyping References

Prototyping

Jörg Cassens

SoSe 2019

Contextual Design of Interactive Systems

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Fidelity Completeness

Paper Prototyping Digital Prototyping References

Introduction

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Fidelity Completeness

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Kommunikation

Ein Design zu kommunizieren ist schwierig Demos und Spezifikationen können keine Arbeitspraxis abbilden

Der Kunde muß verstehen, wie das Produkt funktioniert und strukturiert ist wie es in die eigene (nicht-artikulierte) Praxis paßt und wie es besser sein könnte

Herausforderung: die “Experience”, die ein neues System anbietet, zu kommunizieren Modelle sind eine neue Sprache, die der Kunde erlernen muß Ansätze:

Szenarien Use-Cases

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Prototyping

Problem:

We can’t evaluate a design until it’s built

But...

Afer building, changes to the design are difficult

Solution

Prototype!

Simulate the design in low-cost manner Make it fast. Make it cheap. Facilitate iterative design and evaluation

Your first idea is rarely your best!

Promote feedback Allow lots of flexibility for radically different designs

Don’t kill crazy ideas!

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How to Prototype

Dell (2018)

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Prototyp-Types

Storyboard

Sketches or screen shots illustrating key points in a usage narrative

Paper Prototype

Fabricated devices with simulated controls or display elements

Wizard of Oz

Workstation connected to invisible human assistant who simulates input, output, and processing functionality not yet available

Video Prototype

Video recording of persons enacting one or more envisioned tasks

Computer Animation

Screen transitions that illustrate a series of input and output events

Scenario Machine

Interactive system implementing a specific scenario’s event stream

Rapid prototype

Interactive system created with special purpose prototyping tools

Partial Working System

Executable version of a system with a subset of intended functionality

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Prototyping

Ready Fire Aim (Hix and Hartson, 1993)

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Prototyping

Ready Fire Aim Design Prototype Evaluate (Hix and Hartson, 1993)

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Throw-Away vs. Evolution

Throw-away prototyping means that a series of prototypes are constructed and then discarded

Typically higher and higher fidelity versions are developed

Evolutionary prototype means that the same prototype evolves into higher and higher fidelity and eventually becomes the system Throw-away prototyping can be difficult for design teams or management to accept because it seems as if the time spent developing the prototype is a waste Evolutionary prototyping is possible with sofware development, but there is a danger An early high-fidelity prototype might have been built to illustrate a design idea, but not designed to be extended Nevertheless evolutionary prototyping can be useful for eliciting more and more subtle design aspects

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Fidelity

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Low-Fidelity Prototypen

Designskizze

Frühe Skizzen auf Papier oder Tafel Vermitteln Eindruck von Designideen Diskussion der Skizzen kann gegenseitiges Verständnis von Gestalter und Anwender fördern Fehler können frühzeitig erkannt werden Beispiele wären ein Storyboard oder Comic

Papierprototypen

Bildschirminhalte werden durch Papierstreifen und Post-Its simuliert Austauschen und Manipulation dieser lassen das Verhalten der Benutzungsschnittstelle erkennen

Diese Low-Fidelity-Prototypen können mit minimalen Kosten erstellt werden Der offensichtlich unfertige Charakter lädt zur Kritik und Manipulation ein Man kann grundlegende Beurteilungen konzeptioneller Modelle erhalten

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Medium-Fidelity Prototypen

Wizard of Oz

Sollen Nutzer einen realistischen Eindruck eines Systems bekommen, das noch nicht implementiert ist, bieten sich Simulationen an Dem Benutzer wird die Benutzungsschnittstelle präsentiert Ein menschlicher Operator (Wizard) beobachtet den Benutzer und seine Umgebung und steuert die Funktionen des Systems Besonders nützlich, wenn vor der Implementierung Interaktionsdaten benötigt werden

Ambiente System Sprachsteuerung

Mock-Up

Typischerweise mit Rapid Prototyping Werkzeugen erstellt

Webseiten mit Screenshots

Simuliert immer noch die funktionalen Teile des Systems Erlaubt typische Interaktionssequenzen

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High-Fidelity Prototypes

Simulation

In particular object-oriented simulations Agents with particular goals, believes, intentions interact via simulated sensors with the real sofware Data and/or modelling necessary

Proof-of-concepts

Later versions of throw-away prototype Rudimentary and/or incomplete

Implemented Application

Later versions of evolutionary prototypes Large-scale implementations Long running systems Suitable for a field-study

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“Mixed”-Fidelity

Easy access to cameras makes it easy to blur the lines between lo-fi and hi-fi prototypes Photos of hand-drawn prototypes can easily be captured and displayed on real screens Sequences of photos can also be animated to simulate interaction

Dell (2018)

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Completeness

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Breadth or Depth?

Partially working systems

Horizontal prototype

all the intended functionality, but only at the top level Example: initiate a shopping spree, but cannot actually order Good for testing high level goals and action plans

Vertical prototype

  • nly one or two tasks are implemented in detail

Example: shop til you drop, but cannot see shipping information Good when only few tasks are seen as particularly complex or important

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Horizontal vs. Vertical Prototype

McCracken et al. (2004)

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Global vs. Local

Partially working systems

Global prototype

model the complete system can address issues of completeness and consistency

Local prototype

  • nly model a small portion of the system

can be used to resolve differences in opinion over design make a local prototype of the alternatives and evaluate them

Partially working systems

Chauffered prototype

Considerable functionality, but little or no error detection How: A well trained assistant accepts and executes requests on behalf of the actual test user Orthogonal to other dimensions

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Einbeziehen von Benutzern

Szenarien testen die Reaktion der Benutzer zu einer Geschichte Vorher: Lehrmeister Jetzt: Co-Designer Dazu suchen wir uns neue Benutzer, die nicht Teil des Design-Teams waren Startpunkt: Initiales Systemdesign Designer und User verbessern dieses iterativ Iterationen sind schlecht für revolutionäre Änderungen, der initiale Prototyp sollte deshalb schon sehr gut sein, die richtigen Probleme anpacken

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Paper Prototyping

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Beispiel

☞ Bilder aus einem Video der Nielsen Norman Group

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Papier

Low-fidelity Prototyp

Wenn eine UI von Hand gezeichnet ist wird klar, daß das genaue Design, die Icons

  • der Fensterstruktur, nicht der zentrale Punkt sind

Wenn Benutzer mit Papier arbeiten werden sie nicht abgelenkt von den zentralen Strukturelementen, um die es uns hier geht Weg, um “bikeshedding” zu umgehen Papierprototypen laden zu direkten Veränderungen ein “Wenn ich hier klicke, so sollte das passieren”

Lauffähige, partielle Prototypen sind weniger einfach zu ändern und gaukeln vor, daß viele Entscheidungen schon gefallen seien Prototypen machen es möglich, Arbeitsabläufe zu testen, die es derzeit noch nicht gibt

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Methode

mit einer Papierattrappe der Benutzerschnittstelle versuchen die Benutzer “echte” Arbeitsaufgaben mit “echten” Daten zu erfüllen Testen und Verändern der Benutzerschnittstelle

Benutzer als Co-Designer

Struktur und Funktion testen, nicht Layout und Icons Interview nach den Richtlinien des Contextual Inquiry Interviews (mindestens) 2 Personen, einer “spielt” das System, der andere macht Notizen

Das System erklärt sich nicht

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Paper Prototype Screen

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Paper Prototype Book

Benyon et al. (2005)

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Why do it?

Low cost Fast to implement

Typical hi-fi prototype takes a few weeks as opposed to a paper prototype that takes a few hours

Allows you to merge the design and prototyping phase together It gets everyone involved!

Builds teamwork in groups with diverse skill sets So simple, no one gets lef out

Feedback on the BIG things

Lo-fi nature forces users to consider usability issues related to layout and control Nit picking over choice of colors, buttons sizes, font choice ignored Focus on Content as opposed to Appearance

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Why not to do it?

May seem unprofessional to some users

Maybe not the right prototype for the VCs

Can’t represent some effects with paper Typically, you would start with several rounds of paper prototyping, and move towards high-fidelity prototyping as the design becomes more finalized

So, you do both

Dell (2018)

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Material

Paper:

heavy stock unlined light stock unlined sticky notes, different colors Acetate sheets

Markers:

color pens color board markers color pencils

Adhesives:

scotch tape glue sticks sof adhesive (like what is found on sticky notes)

Scissors:

Scissors eXacto knives

Everything else you can think of

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Building

Don’t get carried away with design!

Goal is to get as much user feedback as possible Set a deadline – forget minor details

Draw generic frames Make everything needed to simulate effects Photocopier/camera is your friend!

Dell (2018)

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Preparing

Select users

Perform user and task analysis Find out educational background, knowledge of computers, typical tasks required Get testers who fit the final user profile

Prepare test scenarios Practice

Sort out bugs/hitches before the real testing Get everyone comfortable with their role

Dell (2018)

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Conducting

Facilitator

Encourage user to express thoughts (don’t influence decisions!!!!) Giving instructions Making sure timing is met

“Computer” person

Arranges the paper prototype according to user input Needs to be organized Knows the prototype well Make changes quickly

Observers

Take notes Write possible solutions to problems faced Cannot react to user’s actions

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Evaluating

Summarize problems (e.g., make a list)

Usability issues Missing (or mis-specified) functional requirements Preferences for different alternatives User priorities Issues outside the user interfaces (e.g., high-level understanding)

Prioritize problems Construct revised prototype Iterate, iterate, iterate!

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Summary: Paper Prototyping

An important prototyping tool (but not the only tool!) Quick to build/refine, thus enabling rapid design interactions. Useful tool for speeding up the process of iterative design Requires minimal resources and materials (cheap!) Detects usability problems at a very early stage before implementation. Focus on the “right” things early on Promotes communication between stakeholders. Team members gain understanding of user needs and priorities Consider that you always do a few rounds of paper prototyping for every new design/app/system/solution that you create!

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Assignment 9.1: Paper Prototype

Group Work

Your task is to design a privacy controller app.

An app that magically helps you control and keep track of the privacy settings of all other apps on your device. You should be able to have custom privacy settings for different apps, but it should still be easy to use.

Form groups of 4-6 people

Pick a couple of concrete tasks to focus on (your choice) Create a paper prototype for those tasks Work quickly! Set a deadline. Evaluate your paper prototype with another team Take turns in using each other’s prototypes Write down the results from testing your prototype Iterate!

Present your findings in the course

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Digital Prototyping

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Mockups & Wireframes

You can also make higher fidelity prototypes using are also mockup or wireframe sofware Expensive prototyping tools can demonstrate interactivity and make story boards Some are web based so that you can share demonstrate the story boards with the team or client

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Dimensions of Fidelity

Fidelity can be broken down into four basic dimensions:

Breadth Depth Look Interaction

Dell (2018)

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Breadth

Definition

The “breadth” of a prototype refers to how much of the product’s functionality is represented in the prototype A very narrow prototype only represents a single feature A broad prototype represents all intended functionality Prototypes should generally be as broad as needed to cover basic or most important tasks, but not much more

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Depth

Definition

The “depth” of a prototype refers to how much of the prototype is functional, and how robust it is A very shallow prototype has no backend at all and is hard-coded to respond as though the user had provided ideal input A deep prototype has some logic and error-handling capabilities At first glance, depth may seem unimportant, but it affects the amount of exploration a user can do Thus depth can actually have a profound influence on user testing!

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Look

Definition

The “look” refers to how accurately a prototype represents the product’s intended appearance, including fonts, colors, and graphics “Look” is probably what most people think of when they think of prototype fidelity It’s generally a good idea to hold off on something that has a high fidelity look until later in the design process People are less likely to point out flaws and mistakes People can easily fixate on the “little” things You are less likely to throw it out and start again

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Interaction

Definition

“Interaction” refers to how the prototype handles input and output Interaction can ofen be simulated For example, you might create a digital prototype for an iPad application which runs on your desktop and responds to traditional a traditional mouse and keyboard You might use hyperlinks or animation to simulate clicking interaction (e.g., in Powerpoint)

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Hi-Fi Prototyping

Once you have developed a lo-fi prototype and solicited feedback on it through peer critique and user testing:

You may wish to create another lo-fi prototype (isn’t iterative design fun?) Or you may be ready to move on to a hi-fi prototype

Remember, a high fidelity prototype is a substantial time investment! It is good for evaluating a working design that has been derived from a few rounds paper prototyping

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Things to Condider

Choice of tool Typography / font Color palette Device Interaction Implementation Start by creating a digital version of your paper prototype Then iterate through user testing and feedback Don’t design a beautiful prototype that can’t be implemented!

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Digital Prototyping Tools

There are literally hundreds... And more released every day. I don’t know them all! What you choose will depend on a variety of factors...

Learning Curve

How long will it take me to learn this tool?

Usage

Which device will it be used on?

Fidelity

Will it showcase layout structure or complex interactions?

Sharing

Can I collaborate with others on the prototype?

Cost

How much am I prepared to pay for this tool?

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Comparing

☞ prototypr.io/prototyping-tools

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Presentation Sofware

Dell (2018)

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Marvel

☞ Marvel

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Balsamiq

☞ balsamiq

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Proto.io

☞ proto.io

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Pencil

☞ pencil

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Prototyping

Jörg Cassens

SoSe 2019

Contextual Design of Interactive Systems

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References I

Benyon, D., Turner, P., and Turner, S. (2005). Designing interactive systems: People, activities, contexts, technologies. Pearson Education. Dell, N. (2018). Hci and design. Course material, Cornell University. Hix, D. and Hartson, H. R. (1993). Developing user interfaces: ensuring usability through product & process. John Wiley & Sons, Inc. McCracken, D. D., Wolfe, R. J., and Spool, J. M. (2004). User-centered website development: A human-computer interaction approach. Prentice Hall Upper Saddle River.

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