SLIDE 1 Human-Computer Interaction
- 12. Design – Part 2. Design: Prototyping
SunyoungKim,PhD
SLIDE 2 Last class
- 1. Brainstorming
- 2. Sketch
- 3. Scenario
- 4. Storyboard
SLIDE 3 Recap: Brainstorming: Sharpen the focus
- Posing the right problem is critical
– neither too narrow, nor too fuzzy
- Not “bicycle cup-holders” but
“helping cyclists to drink coffee without accidents”
SLIDE 4 Recap: Brainstorming: Number your ideas
- Obvious but very useful
- Helps keep track of them during brainstorming (100 or more ideas can
be in play)
- Allows ideas to take on an identity of their own
SLIDE 5
Recap: Brainstorming
SLIDE 6 Recap: Why sketching?
Designers do not draw sketches to externally represent ideas that are already consolidated in their minds. Rather, they draw sketches to try out ideas, usually vague and uncertain ones.
SLIDE 7 Sketching practices
- Sketch frequently
- No bad ideas or sketches (don’t erase)
- Always annotate (for your future self &
- thers)
- Explore broad space (getting right design)
- Refine and iterate (getting design right)
- Record ideas you see elsewhere
- Collect existing materials (printouts,
magazines)
SLIDE 8
SLIDE 9 Recap: Scenarios
- Motivation – what prompted the persona to embark on the scenario?
- Context – where is the person while the scenario is taking place? Does
it change? Who else and where else is involved?
- Distractions – What kinds of distractions or interruptions typically occur
and how does the persona deal with them?
- Goal – What is the persona’s goal? Information seeking? An artifact? An
emotion?
SLIDE 10 Recap: Storyboards
- The point of storyboards is to convey the experience of using the
proposed system
- Include people experiencing the design and their reactions to it
- Visual elements: Detail, text, people, frame, portrayal of time
SLIDE 11
Prototype
SLIDE 12
Sketch vs. Prototype
SLIDE 13 Prototype
A prototype is not the final product! Do not expect it to look like the final product.
- A simulation of the final product
- Using visuals to describe how a system should behave
- To test whether or not the flow of the product is smooth
and consistent
- To test the feasibility and usability of our designs before we
actually begin writing code
SLIDE 14 Prototype
- A representation of an interactive system
- Support creativity
- Encourage communication
- Permit early evaluation
- Users often can’t articulate clearly what they need/want;
If you give them something and they get to use/test it, they know what they don’t want
- A designer needs a bridge between talking to users in
the abstract about what they might want and building a full-blown system: Prototype is that bridge - “A picture speaks a thousand words”
SLIDE 15 Prototyping process
Coding Wireframing Interactive prototyping Paper sketches
SLIDE 16 Prototyping process
User testing User testing User testing Paper sketches Wireframing Interactive prototyping Coding User testing
SLIDE 17 Prototyping process
Low fidelity High fidelity Medium fidelity
Wireframing Interactive prototyping Paper sketches
SLIDE 18 Low fidelity
Rapid prototyping – Paper prototype
- A starting point: easy to create and very easy to deliver
- Allow you to check that concepts and requirements have been fully-
understood without putting in too much effort
- Ideal during brainstorming (early exploration of design ideas)
- Static and usually have low visual and content fidelity
- A quick way to create rough mock-ups of design approaches : Allows
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
SLIDE 19
Paper prototype examples
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SLIDE 24
Storyboard (scenario in prototype)
SLIDE 25
Storyboard (scenario in prototype)
SLIDE 26
Interactivity in paper prototypes
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SLIDE 28
Paper prototype
Use printable sketching templates
SLIDE 29
SLIDE 30 Medium fidelity
- Wireframe
- Using computer-based tools (e.g., balsamiq, visio)
- Take more time and effort but look more formal and refined:
more detailed than sketches
- Interactivity can be simulated
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
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SLIDE 37 High fidelity
- The most realistic but time-intensive
- The only way to create high-fidelity prototypes used to
actually code 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)
- Appropriate when high visual and functional fidelity is
required
- An excellent reference for developers
- Tools: https://www.cooper.com/prototyping-tools
SLIDE 38
High fidelity prototype examples
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SLIDE 40
Lo-fi to hi-fi prototype
SLIDE 41
Lo-fi to hi-fi prototype
SLIDE 42
Flowchart
SLIDE 43 Flowchart
- Specific sequence of actions
- Visualize the entire process of how a user walk through
the system
- Visualize what is going on and thereby help understand
a process, and perhaps also find flaws, bottlenecks, and
- ther less-obvious features within it
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Flow chart
SLIDE 51
User testing with prototypes
SLIDE 52 Wizard of Oz
A rapid-prototyping method for systems costly to build or requiring new
- technology. A human “Wizard” simulates the system’s intelligence and
interacts with the user through a real or mock computer interface.
SLIDE 53 Wizard of Oz
- Makes it possible to test functionality that does not
yet exist
- Can simulate different system behaviors and test
result (e.g., speed of ticket from input to output)
- Can simulate errors and test result
- Common in areas such as intelligent agents,
human-robotic interaction
SLIDE 54
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Wizard of Oz
SLIDE 56
Individual project
SLIDE 57 Individual project I2-Part 3: Data analysis
Conduct data analysis 1) Survey data analysis: Graphical representation with descriptive statistics (Slide09: P42, 44) 2) Interview Data analysis: Affinity diagram (Slide09: P29-33, 38-39)
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
SLIDE 58 Individual project I2-Part 3: Data analysis
Format
- Submission includes:
- 1. Survey analysis
- Graphs with descriptive statistics
- A paragraph describing what you learned: themes, categories, things
unexpected or surprised you
- 2. Affinity diagram (15+ sticky notes, no software) à Turn into a digital version
- Two photos: A photo of raw data (Slide9: p38) and a photo of synthesis
(Slide 9: p39)
- A digital version of a finished diagram: should have a problem statement on
top (Slide9: P33)
- A paragraph describing what you learned: themes, categories, things
unexpected or surprised you
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
SLIDE 59 Individual project I2-Part 3: Data analysis
Format
- Add a description of your project proposal on top
- Link to your project webpage on top
- Should be accessible
- Should have full contents (no pdf file):
§ Intro (yourself) § Project Proposal § Review of existing systems § Data collection plan: Interview/survey § Data analysis: Affinity diagram/Survey analysis
- A PDF file, 12 point scale in Times New Roman, 1.5 line spacing
Due by Midnight 10/23
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
SLIDE 60 Individual project I2-Part 3: Data analysis
Rubric
- Survey (4pt)
- If the survey analysis is presented using a proper visualization
format with proper statistical measures (2pt)
- If the description clearly explains what you learned (2pt)
- Affinity diagram (6pt)
- If the final diagram contains significant themes through a structure
(2pt)
- If the submission includes the photos to show the extract-synthesis
process and a final digital version (2pt)
- If the description clearly explains what you learned (2pt)
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
SLIDE 61 Individual project I2-Part 3: Data analysis
Rubric
- You will lose 20% if your website doesn’t work or misses the contents
- You will lose 50% if your submission does not follow the format
- You will lose 20% if it’s a late submission (Not accepting a late
submission submission after that): Don’t think of it as an extended deadline but think of it as a grace period to fix any major mistakes you make for resubmission!!!
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
SLIDE 62 By next class
Quiz #2: Slide08-12 Assignment
- Group project: P3. Data analysis
SLIDE 63
Recap
SLIDE 64 Recap: Prototype
A prototype is not the final product! Do not expect it to look like the final product.
- A simulation of the final product
- Using visuals to describe how a system should behave
- To test whether or not the flow of the product is smooth
and consistent
- To test the feasibility and usability of our designs before we
actually begin writing code
SLIDE 65 Recap: Prototyping process
User testing User testing User testing Paper sketches Wireframing Interactive prototyping Coding User testing
SLIDE 66 Recap: Low fidelity
Rapid prototyping – Paper prototype
- A starting point: easy to create and very easy to deliver
- Allow you to check that concepts and requirements have been fully-
understood without putting in too much effort
- Ideal during brainstorming (early exploration of design ideas)
- Static and usually have low visual and content fidelity
- A quick way to create rough mock-ups of design approaches : Allows
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
SLIDE 67 Recap: Medium fidelity
- Wireframe
- Using computer-based tools (e.g., balsamiq, visio)
- Take more time and effort but look more formal and refined:
more detailed than sketches
- Interactivity can be simulated
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
SLIDE 68 Recap: High fidelity
- The most realistic but time-intensive
- Appropriate when high visual and functional fidelity is
required
- An excellent reference for developers
SLIDE 69 Recap: Flowchart
- Specific sequence of actions
- Visualize the entire process of how a user walk through
the system
- Visualize what is going on and thereby help understand
a process, and perhaps also find flaws, bottlenecks, and
- ther less-obvious features within it
SLIDE 70 Recap: Wizard of Oz
A rapid-prototyping method for systems costly to build or requiring new technology. A human “Wizard” simulates the system’s intelligence and interacts with the user through a real or mock computer interface.
- Makes it possible to test functionality that does not
yet exist
- Can simulate different system behaviors and test
result (e.g., speed of ticket from input to output)
- Can simulate errors and test result
- Common in areas such as intelligent agents,
human-robotic interaction