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Special Research Activity Reminder

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From Feb. 20 through Feb. 29, you will participate in a required research ... Perform a hierarchical task analysis of booking a trip on Orbitz.com. ... – PowerPoint PPT presentation

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Title: Special Research Activity Reminder


1
Special Research Activity Reminder
  • From Feb. 20 through Feb. 29, you will
    participate in a required research activity
    outside of class (worth 2 of your course grade
    participation in associated research study is
    optional)
  • We already scheduled you for a 90 min. slot if
    you havent been scheduled, please talk to me
    after class
  • Sessions continue through end of week, and take
    place in EME 228 (VEUPL)

2
What Did You Learn Last Week?
  • What are the key differences between scenarios,
    use cases, essential use cases, and hierarchical
    task analysis?
  • Perform a hierarchical task analysis of booking a
    trip on Orbitz.com.
  • What is the purpose of state-transition networks?
    User action notation?
  • Discuss the key tradeoffs between using
    state-transition networks vs. user action
    notation.

3
Lecture 8 Prototyping(Preece 8)
4
Lecture Overview
  • Part I Prototyping (Video!)
  • Part II Conceptual Design (Revisited)
  • Part III Physical Design
  • Part IV Participatory Design

5
Part I Prototyping OverviewLow-FidelityHigh-
Fidelity
6
What is a Prototype?
  • In other fields a small scale model that
    communicates design
  • In interaction design A model of a user
    interface, e.g.,
  • 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 cardboard mock-up
  • a piece of software with limited functionality

7
Why Create a Prototype?
  • Fundamental tenet of user-centered design
    Involve users early and often
  • A prototype is much easier to create than an
    actual implementation, and takes far less time
  • A prototype communicates design and encourages
    feedback
  • A user study with a prototype can provide
    designers with invaluable feedback, even if the
    prototype isnt fully functional
  • People are more likely to give feedback on
    rough, unpolished sketches (see, e.g., Schumann
    et al., 1996)

8
What are the Benefits of Prototyping?
  • Designers can get answers to specific research
    questions regarding a design
  • Of several design alternatives, which is better?
  • Will a given design work? If not, how can we fix
    it?
  • What will users expect in certain interaction
    scenarios? (a prototype and task can provide a
    context for eliciting users expectations)
  • Stakeholders can see, hold, interact with an
    emerging design before it is fully implemented

9
What Should We Prototype?
  • Work flow and tasks
  • Screen layouts and information display
  • Difficult, controversial areas of design
  • Prototype should respond to the questions that
    need answering
  • Paper mockup can test feasibility of interface
    design
  • Limited computer-based prototype can address
    technical feasibility (e.g., response times)

10
Low Fidelity Prototypes
  • Uses art supplies, e.g., Post-it Notes, paper,
    index cards
  • Is quick, cheap and easily changed
  • Example Storyboards
  • Series of sketches representing progression
    through task
  • Supports role-playing provides context for
    interaction (as in wizard-of-oz study)

ChrisMedia
Artist Song Length Link
C. Wil Rain 345 Wil4
Play
Delete
Edit
Goto
11
Low Fidelity Prototypes (cont.)
  • Example Wizard-of-Oz
  • Books definition User sits at computer screen
    and types in commands human wizard responds
  • Broader definition User interacts with a low
    fidelity prototype, using finger as pointer and
    mouse human wizard interprets users
    interactions and presents next screen

12
Example Wizard-of-Oz ALVIS DM Interface
  • We ran a wizard-of-oz low fi prototyping study to
    develop the design of ALVISs new direct
    manipulation interface
  • I need a volunteer to come to the front to try a
    task while I demonstrate the wizard of oz
    technique
  • Task Write an algorithm that sums the values of
    an array of 7 random integers between 1 and 100.

13
High Fidelity Prototypes
  • Uses materials that users would expect to be used
    for the final product
  • Looks more like final system than a low-fidelity
    version
  • Common high-fidelity prototyping environments
    include Macromedia Flash, Visual Basic, and
    Tcl/Tk
  • Danger that users will think they have a full
    system, and then be disappointed

14
Comparison of Low and High Fidelity Prototypes
15
Compromises in Prototyping
  • Implementation compromises slow response times,
    unfinished icons, limited functionality
  • Breadth versus depth Horizontal versus vertical
    prototypes
  • Horizontal provide a wide range of functions,
    but with little detail
  • Vertical provide a lot of detail for only a few
    functions

16
Compromises in Prototyping (cont.)
  • How to get from prototype to final product
  • Evolutionary prototyping
  • Lots of effort has gone into prototyping and
    testing why waste it?
  • Prototype evolves into final product
  • Evolution must be carefully planned, with quality
    assurance testing part of the overall process
  • Throw-away prototyping
  • Prototype is used to answer design questions, and
    then thrown away
  • Less need to worry about robustness and quality
    assurance
  • Final product is built from scratch

17
Nielsen/Norman Video on Prototyping
18
Part II Conceptual Design
19
Conceptual Design
Design Model
Users Model
DESIGNER
USER
SYSTEM
System Image
  • Process of transforming requirements into a
    conceptual model
  • No magic formula!
  • Some perspectives can be helpful (see Lecture 2,
    which well review on next slide)

20
For Review
  • Consider the software you are developing for your
    group project
  • Is it based on a metaphor? Which one?
  • How much structure does the metaphor provide
  • How much of the metaphor is relevant to the
    domain?
  • Is the metaphor easy to represent?
  • Will users understand the metaphor?
  • How extensible is the metaphor?
  • What interaction paradigm does it support? (WIMP,
    pen, ubiquitous, pervasive, wearable)

21
Transforming the Conceptual Model into a
Conceptual Design
  • Task allocation For each task to be supported,
    what will the user do, and what will the computer
    do?
  • Task sequencing What constraints on task order
    are present?
  • Data dependencies What information is required
    to complete each task?

22
Using Scenarios for Conceptual Design
  • Help overall design
  • Foster cooperation within design teams
  • Foster cooperation across disciplines in a
    multidisciplinary design team
  • Help sell ideas to stakeholders and managers
  • Plus and minus scenarios
  • Plus Using computer-based media player to play
    mp3 files off the net
  • Minus Using computer-based media player to play
    LP or tape

23
Using Low Fi Prototypes for Conceptual Design
  • Low Fidelity Prototypes are built to answer
    questions and get feedback on emerging design
    ideas
  • Can be used as the basis for interviews and
    walkthroughs with team members and potential
    users
  • Generate further questions shed light on
    feasibility
  • You dont even have to design specific screens
    you can just test task sequencing and workflow

24
Part III Physical Design
25
Physical Design
  • Concrete design of interface
  • Icons
  • Menus
  • Layout
  • Fonts
  • No rigid border between conceptual and physical
    design
  • However, do not allow physical design constraints
    to guide conceptual design too early!

26
General Approach to Physical Design
  • Best approach is frequent evaluation and
    iteration, but guidelines and principles explored
    earlier in course can help (see Lectures 1b, 2,
    and 3)
  • Norman constraints, visibility, affordances,
    natural mappings, feedback
  • Nielsens heuristics Speak users language,
    allow easy escapes, design for error prevention
    and recovery, provide invisible accelerators,
    provide help, use minimalism

27
Widget Design
  • Menus
  • Place most commonly used functions on top
  • Menu titles should be action verbs denoting core
    functionality groups
  • Logically group menu items

28
Widget Design (cont.)
  • Icons
  • Its hard to design good icons!
  • Meaning of icons is culturally and context
    sensitive
  • Generate and test many ideas
  • Some tips
  • Draw on existing traditions or standards
  • Concrete objects or things are easier to
    represent than actions
  • From clip art, what do these mean to you?
  • Even good icons may not be understoodby
    first-time users be sure to have an accompanying
    tool tip

29
Widget Design (cont.)
  • Screen design
  • Splitting a task across multiple screens
  • Use task analysis as starting point for dividing
    up tasks one task per screen
  • Too many simple screens can be just as
    frustrating as one complicated one try to strike
    a balance
  • Make sure that information salient to current
    task is always available (7 /- 2 rule)
  • Individual screen design
  • Draw users attention to salient aspects
  • Group related items to aid comprehension
  • Make liberal use of whitespace

30
Tool Support for Physical Design
  • Interactive GUI Builders with embedded event
    languages
  • Visual Basic
  • DreamCard
  • Scripting languages
  • Perl, Python, Tcl/Tk, JavaScript (with HTML)
  • Object-oriented programming languages and
    environments
  • Java/JBuilder, Visual Studio .NET
  • Low fidelity, sketch-based user interface design
    tools
  • SILK and DENIM
  • WOZ Pro (you will use!)

31
Using WOZ Pro to Create Low Fidelity Prototypes
  • Pedros PC Example
  • (WOZ Pro Tutorial Available off of schedule page)

32
Part IV Participatory Design
33
Participatory Design
  • Customers/clients become an active part of design
    team
  • Technique developed in Scandinavia in late 1960s
    and early 1970s
  • Arose out of labor unions pleas to have say in
    their working conditions
  • Walkthroughs with low fidelity prototypes a key
    component of the design process
  • Enable customers to simulate their work practices
  • Enable designers to gain key insights into work
    practices

34
Aspects of Participatory Design
  • Finding representatives from the user community?
    (Interaction may need to be assisted by a
    facilitator)
  • Using simple tools such as paper or video
    scenarios to design cooperatively
  • Facilitating communication between designers and
    users about proposed designs
  • Evaluating prototypes cooperatively

35
Summary
  • Prototypes help designers answer questions and
    get feedback
  • Different kinds of prototyping are used for
    different purposes and at different stages of
    design
  • Conceptual design process transforms requirements
    into a conceptual model
  • Physical design process transforms conceptual
    model into concrete artifact, e.g. menus, icons,
    screen design, information displays
  • Prototypes and scenarios support design
    throughout
  • Participatory design gives users a place on the
    design team

36
Please Note
  • Id like you to prepare for Activity 7 by
    meeting with your group before Thursdays class
  • Develop three key scenarios
  • Develop detailed sequence of steps for completing
    task within that scenario
  • Use WOZ Pro (or simple art supplies) to prepare a
    low fi prototype
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