Design, prototyping and construction - PowerPoint PPT Presentation

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Design, prototyping and construction

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Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers http://doi.acm.org/10.1145/175276.175288 Also, Java.net article (from 2003), Six Signs ... – PowerPoint PPT presentation

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Title: Design, prototyping and construction


1
Design, prototyping and construction
Readings ID-book, Chap. 11 (through 11.3)
Also, Prototyping for Tiny Fingers
http//doi.acm.org/10.1145/175276.175288
Also, Java.net article (from 2003), Six Signs
That You Should Use Paper
Prototyping
2
Four Old Slides
  • For review
  • Remember these ideas?

3
A model for interaction design
4
What is User-Centered Design?
  • An approach to UI development and system
    development.
  • Focuses on understanding
  • Users, and
  • Their goals and tasks, and
  • The environment (physical, organizational,
    social)
  • Pay attention to these throughout development

5
ISO on User-centered Design
  • ISO 13407 describes human-centered design
    processes for interactive systems
  • Principles of human-centered design
  • Active involvement of users
  • Appropriate allocation of function between user
    and system
  • Iteration of design solutions
  • Multidisciplinary design teams

6
ISO on User-centered Design (2)
  • Essential activities in human-centered design
  • Understand and specify the context of use
  • Specify the user and organizational requirements
  • Produce design solutions (prototypes)
  • Evaluate designs with users against requirements

7
(No Transcript)
8
What is a prototype?
  • What do you think of when you hear prototype?
  • What kinds of prototypes have you seen anywhere?
  • in other fields or disciplines?
  • on television?
  • What are they for?

9
What is a prototype?
  • In other design fields a prototype is a
    small-scale model a miniature car a miniature
    building or town
  • Exists for some purpose
  • Show the concept to some stakeholders
  • Get feedback about some aspect
  • Test somehow
  • E.g. a wing in a wind-tunnel

10
Prototyping and Software
  • Do software companies do this?
  • Sometimes do it well
  • But sometimes the prototype is Version
    1.0!
  • Constantine and Lockwood
  • Software is the only engineering field that
    throws together prototypes and then attempts to
    sell them as delivered goods.

11
What is a prototype for us?
  • In HCI / interaction design it can be (among
    other things)
  • a series of screen sketchesa storyboard, i.e. a
    cartoon-like series of scenes a Powerpoint slide
    showa video simulating the use of a systema
    lump of wood (e.g. PalmPilot)a cardboard
    mock-upa piece of software with limited
    functionality written in the target language or
    in another language

12
Why prototype in general?
  • Evaluation and feedback are central to
    interaction design
  • Developers can test feasibility of ideas with
    team, users
  • Stakeholders can see, hold, interact with a
    prototype more easily than a document or a
    drawing
  • Team members and users can communicate
    effectively
  • To validate existing / other requirements
  • It encourages reflection very important aspect
    of design
  • Prototypes answer questions, and support
    designers in choosing between alternatives

13
What to Prototype and Why
  • Prototyping reduces uncertainty
  • It can be a major tool for risk management
  • Apply on whatever you might be uncertain about!
  • Prototyping technical issues
  • E.g. run-time issues
  • Prototyping to establish requirements
  • Users see functionality
  • Prototyping for usability concerns
  • Our concern in this course

14
When and at What Level
  • For SW, you might prototype at various times in
    the lifecycle
  • Different goals, different techniques
  • Conceptual Design
  • Interaction Design
  • Screen Design

15
Benefits of Prototyping Early
  • Exploration and evaluation of different design
    options
  • Increase communication among users and developers
  • Rapid feedback on ideas and changes
  • Identify problems and issues before construction
    (expensive)

16
Prototyping Conceptual Design
  • Early in development
  • Explore high-level issues
  • Different conceptual models
  • Interaction styles
  • User needs and characteristics
  • Usability goals
  • High-level representations
  • Far from final code or GUIs

17
Prototyping Interaction Design
  • Later in development
  • Focus on user work-flows
  • Tasks and scenarios youve identified
  • Might focus at the screen (or page) level.
    Possibly like this
  • identify screens, pages, activities
  • Organize these in groups
  • Define flows or transitions between them
  • Involve users in evaluation
  • Representations
  • Still probably not much like final code or GUIs

18
Prototyping Screen Design
  • Before development
  • Define and refine screens (pages)
  • Blue-prints for final physical design
  • User evaluation
  • Both achieving tasks and navigation, andother
    usability criteria (as weve studied)
  • Representations
  • Low-fidelity or high-fidelity prototypes

19
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

20
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

21
Sketching
  • Sketching is important to low-fidelity
    prototyping
  • Dont be inhibited about drawing ability.
    Practice simple symbols
  • Can use post-its, photo-copied widgets, etc.

22
Using Office Supplies
  • Index cards, post-its
  • Index cards (3 X 5 inches)
  • Each card represents one screen
  • Often used in website development

23
Using Office Supplies
  • Post-its, index cards
  • Can represent one screen, one page
  • Color coded
  • Draw on them
  • Group them
  • Put them on a wall or whiteboard, connect them
    with string or lines
  • Write-on tape, clear film
  • And so on See Rettigs article

24
Rettigs Prototyping for Tiny Fingers
  • To get a a good idea, get lots of ideas.
  • Problems with hi-fi prototyping
  • too easy to focus on fit and finish
  • developers resist changing software
  • SW prototype sets expectations
  • Bug in SW prototype kills an evaluation

25
Storyboards
  • Storyboards are
  • a low fidelity visual representation where
  • steps or actions represented by panels, like a
    comic book
  • Goals are to
  • flesh out the scenarios in an interaction design
  • effectively communicate with users or stakeholders

26
Principles and Variations
  • (As usual in HCI) storyboards should be real
    and representational rather than abstract or
    complete
  • Used in different ways at different phases
  • Early focus on user tasks, work-flow, context,
    etc.
  • Later lo-fi drawing of screens, menus, etc.
  • Principles
  • Describe a scenario -- focused on interaction
  • Contains explanations, notes, etc.

27
  • Example from UIDE book, p. 119
  • Shows
  • workflow of mail merging
  • whos involved, responsibilities, etc.

28
  • This shows high-level of view of users involved
    in other storyboards

From Usability Case Studies, http//ucs.ist.psu.e
du
29
  • Lo-fi interface sketches
  • Annotated with scenario/execution info

From Usability Case Studies, http//ucs.ist.psu.e
du
30
  • Storyboard for a website
  • for photographers
  • Sequence of pages
  • based on clicks
  • Explanations / annotations

From book Designing Interactive Systems, 2005
31
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.
  • 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

32
High-fidelity Prototyping
  • Benefits
  • More realistic
  • Closer to final product
  • Good for developers and users
  • Can collect metrics
  • Limitations
  • More expensive, less rapid
  • Reluctance to change
  • See Rettigs list

33
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 mustnt be ignored.
    Product needs engineering

34
Possible Problems with Prototyping
  • Pressure to enhance prototype to become delivered
    system
  • From client
  • From management
  • Both see code, see almost-working system
  • Why not use the prototype?
  • Prototype built for quick updates, so...
  • No design, so hard to maintain
  • Ugly code, no error checking
  • Wrong environment

35
And then Construction
  • Taking the prototypes (or learning from them) and
    creating a final product
  • Quality must be attended to usability (of
    course), reliability, robustness,
    maintainability, integrity, portability,
    efficiency, etc
  • Product must be engineered
  • Evolutionary prototyping
  • Throw-away prototyping
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