Prototyping. Research through design Gabriela Avram CS4009 - - PowerPoint PPT Presentation

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Prototyping. Research through design Gabriela Avram CS4009 - - PowerPoint PPT Presentation

Prototyping. Research through design Gabriela Avram CS4009 Prototyping What is a prototype? Why prototype? Different kinds of prototyping - Low fidelity - High fidelity Compromises in prototyping - Vertical


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Prototyping.
 Research through design

Gabriela Avram CS4009

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www.id-book.com

Prototyping

  • What is a prototype?
  • Why prototype?
  • Different kinds of prototyping
  • Low fidelity
  • High fidelity
  • Compromises in prototyping
  • Vertical
  • Horizontal
  • Final product needs to be engineered

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What is a prototype?

In other design fields a prototype is a small-scale model:

  • a miniature car
  • a miniature building or town
  • the examples here come 


from a 3D printer


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What is a prototype?

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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Why prototype?

  • 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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Filtering dimensions of prototyping

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Manifestation dimensions of prototyping

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What to prototype?

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

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Low-fidelity Prototyping

  • 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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Storyboards

  • 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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Example storyboard


(Alltemplate.me)

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Sketching

  • Sketching is

important to low-fidelity prototyping

  • Don’t be

inhibited about drawing ability. Practice simple symbols

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Card-based prototypes

  • Index cards (3 X 5

inches)

  • Each card represents 

  • ne screen or part of

screen

  • Often used in website 


development

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Mobile app prototyping

  • Mobile. Paper prototyping by flavio nazario - https://vimeo.com/38256134
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‘Wizard-of-Oz’ prototyping

  • 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?

>Blurb blurb >Do this >Why?

User

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Wizard of Oz - Stiftinator

https://vimeo.com/132251871

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Evaluating a prototype

hci museum of random objects prototype - https://youtu.be/MKKx5SU- m9k

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Prototyping with materials

IDEO: Medtech Prototyping- https://youtu.be/Ii1rcNJU0io?t=181

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3D printing

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3d printed diffusers in the ATTIRE project - http://davidhunt.ie/attire/?page_id=281

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Video prototyping

p Audio interaction prototype - https://vimeo.com/326053692

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Urban prototyping

p https://vimeo.com/56350598

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Sketching in hardware

p The soldier’s bag – meSch Project - http://codesign.mesch.io/methods/453-2/index.htm

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High-fidelity prototyping

  • Uses materials that you would expect to be in the final

product

  • Prototype looks more like the final system than a low-

fidelity version

  • High-fidelity prototypes can be developed by

integrating existing hardware and software components

  • Danger that users think they have a complete

system…….see compromises

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High fidelity prototype

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https://1stwebdesigner.com/difference-wireframes-and-prototypes/

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Compromises in prototyping

  • 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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Research Through Design

p Research through Design (RtD) is an approach

to conducting scholarly research that employs the methods, practices, and processes of design practice with the inten- tion of generating new knowledge. People carrying

  • ut research using RtD gener- ally reject the

idea that research is synonymous with science. Instead, RtD frames design inquiry as a distinctly separate activity from engineering inquiry and scien- tific inquiry. (Zimmerman and Forlizzi 2007)

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Critical Design

p Critical design takes a critical theory based

approach to design. This kind of design uses design fiction and speculative design proposals to challenge assumptions, conceptions about the role of objects play in everyday life. Critical design object plays a role of product design, but emphasizes on neither commercial purpose nor physical utility. It is mainly for sharing a critical perspective and carrying debate to the public, to increase awareness on social, cultural, or ethical issues by asking questions to the

  • public. Critical design is popularized by Anthony

Dunne and Fiona Raby (Wikipedia on Critical Design).

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Design fiction

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A machine. Learning- https://youtu.be/XXAs3pfPBTY

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Readings

  • Joseph Lindley and Robert Potts. 2014. A machine learning: an example of

HCI prototyping with design fiction. In Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational (NordiCHI '14). ACM, New York, NY, USA, 1081-1084. DOI: https:// doi.org/10.1145/2639189.2670281

  • Mark Blythe. 2017. Research Fiction: Storytelling, Plot and Design. In

Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 5400-5411. DOI: https:// doi.org/10.1145/3025453.3026023

  • Mark Blythe and Enrique Encinas. 2016. The Co-ordinates of Design

Fiction: Extrapolation, Irony, Ambiguity and Magic. In Proceedings of the 19th International Conference on Supporting Group Work (GROUP '16). ACM, New York, NY, USA, 345-354. DOI: https://doi.org/ 10.1145/2957276.2957299