Title: Design, prototyping and construction
1Design, prototyping and construction
- By
- Anupa Mogili
- Arun Muralidharan
2Agenda
- Prototyping and Construction
- Conceptual Design
- Physical Design
3Prototyping and Construction
- What is a prototype?
- Why prototype?
- Different kinds of prototyping
- low fidelity
- high fidelity
- Compromises in prototyping
- vertical (deep)
- horizontal (shallow)
- Construction
4What is a prototype?
- For users to effectively evaluate the design of
an interactive - product, designers must produce an interactive
version of their - ideas, this activity is called prototyping.
- In other design fields a prototype is a
small-scale model - a miniature car
- a model of a building
- In interaction design it can be
- a series of screen sketches
- a PowerPoint slide show
- a video simulating the use of a system
- a lump of wood, e.g. hand-held computer
- a cardboard mock-up
- a piece of software with limited functionality
5Why prototype?
- Evaluation and feedback
- allows stakeholders to interact with an
envisioned product, to gain some experience of
using it in realistic settings and to explore
imagined uses - Communication among team members
- clarifies vague requirements
- Validation of design ideas
- test out the technical feasibility of an idea
- Choosing between alternatives
- provides multiple designs for the application
6What to prototype?
- Technical issues
- Work flow, task design
- Screen layouts and information display
- Difficult, controversial, critical areas
7Low-fidelity Prototyping
- Does not look very much like the final product
- Uses materials that are very different from the
intended final version, such as paper and
cardboard rather than electronic screens and
metal, e.g. palm pilot - Used during early stages of development
- Cheap and easy to modify so they support the
exploration of alternative designs and ideas - It is never intended to be integrated into the
final system. They are for exploration only.
8Examples of Low-fidelity prototyping
- Storyboards
- Sketching
- Index cards
- Wizard of Oz
9Storyboard
- Originally from film, used to get the idea of a
scene - Snapshots of the interface at particular points
in the interaction - Series of sketches
- shows how a user can perform a task using the
device - Often used with scenarios
- brings more detail to the written scenario
- offers stakeholders a chance to role play with
the prototype, by stepping through the scenario
10Storyboard example 1
11Storyboard example 2
12Sketching
- Drawing skills are not critical
- symbols to indicate tasks, activities, objects
- flowcharts for time-related issues
- block diagrams for functional components
13Sketching example
14Index cards
- Small cards (3 X 5 inches)
- Each card represents one screen
- multiple screens can be shown easily on a table
or the wall - Thread or lines can indicate relationships
between screens like - sequence
- hyperlinks
- Often used in website development
15Index card example (screen 1)
16Screen 2(next index card)
17Wizard-of-Oz prototyping
- Simulated interaction
- The user thinks they are interacting with a
computer, but a developer is providing output
rather than the system.
18High-fidelity prototyping
- Choice of materials and methods
- similar or identical to the ones in the final
product - Looks more like the final system
- appearance, not functionality
- Common development environments
- Macromedia Director, Visual Basic, Smalltalk,
- Web development tools
- Misled user expectations
- users may think they have a full system
19Low-fidelity prototype
Difference
High-fidelity prototype
20Advantages/Disadvantages
21Compromises in prototyping
- All prototypes involve compromises
- Compromises in low-fidelity prototypes
- device doesn't actually work
- Compromises in high-fidelity prototypes
- slow response
- sketchy icons
- limited functionality available
- 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
22Construction
- Creation, manufacturing of the final system
- based on experiences and feedback gathered from
the prototypes - Development philosophy
- evolutionary prototyping involves evolving a
prototype into the final product. - throw-away prototyping used as a stepping stone
towards final design. Prototype is thrown away
and the final system is built from scratch. - Quality
- Although prototypes have undergone extensive
user evaluation the - final product still has to be subjected to
rigorous quality testing - for the following
- reliability, robustness, maintainability,
integrity, portability, efficiency
23Design Objectives
- Identify critical interaction aspects of the
product (Conceptual Design) - Select the appropriate tools and methods to
provide interactivity (Physical Design) - Realize that design of products usually involves
several intermediate stages - Consider the importance of early feedback for
interaction design (Prototypes and Scenarios)
24Definition Conceptual Design
- A description of the proposed system in terms of
a set of integrated ideas and concepts about what
it should do, behave and look like, that will be
understandable by the users in the manner
intended.
25Conceptual Design
- Transformation of user requirements/needs into a
conceptual model - Stepwise refinement
- iterate, iterate and then iterate some more
- Consideration of alternatives
- prototyping scenarios
26Three perspectives for a conceptual model
- Interaction mode
- Metaphor
- Interaction paradigm
- Running Example
- Shared Calendar Used in a corporate environment
for employees to maintain their schedule and
organize meetings based on that
27Interaction Mode
- How the user invokes actions
- activities by the user and the systems responses
- Activity-based
- instructing, conversing, manipulating and
navigating, exploring and browsing - Object-based
- structured around real-world objects
- Process-oriented
- support work processes (e.g. financial software)
- Product-oriented
- develop products that users create, modify and
maintain (e.g. Microsoft Excel, Word)
28Three perspectives for a conceptual model
- Interaction mode
- Metaphor
- Interaction paradigm
29Metaphors
- Interface Metaphors
- partial mapping of the software to a real object
- combine familiar knowledge with new knowledge
- help the user understand the product
- Three-step process for choosing a good metaphor
- understand system functionality,
- identify potential problem or complicated/critical
areas, - generate metaphors
30Evaluation of a metaphor
- How much structure does it provide?
- requires a sound and familiar structure
- How relevant is it to the problem?
- reduce confusion and false expectations
- Is it easy to represent?
- visual and audio elements combined with words
- Will the audience understand it?
- How extensible is it?
- extra aspects that can be useful later on
31Three perspectives for a conceptual model
- Interaction mode
- Metaphor
- Interaction paradigm
32Interaction Paradigm
- Coherent collection of interaction methods
- Addresses environmental requirements
- Desktop paradigm
- WIMP interface (windows, icons, menus and
pointers) - Ubiquitous computing
- Pervasive computing
- Wearable computing
- Mobile devices
33Three perspectives for a conceptual model
- Interaction mode
- Metaphor
- Interaction paradigm
34Expanding the conceptual model
- Functionality
- task allocation
- What will the product do and what will the human
do? - Relationship of subtasks
- categorizations
- all actions related to one particular aspect
- temporal associations (sequential or parallel)
- e.g. CASE tools
- Information
- data required to perform the task
- transformation of data by the system
35Scenarios in Conceptual Design
- Express proposed or imagined situations
- Used throughout the design process in various
ways - scripts for user evaluation of prototypes
- concrete examples of tasks
- as a means of co-operation across professional
boundaries (shared understanding of the system) - sell ideas to users and potential customers
- Plus and Minus scenarios
- exploration of extreme cases
36Prototypes in Conceptual Design
- Evaluation of emerging ideas
- user feedback, feasibility
- choice of methods and materials
- Continuous prototyping
- low-fidelity prototypes early on
- high-fidelity prototypes later
- Evolutionary prototyping
- early prototypes are gradually enhanced and
augmented - appearance
- functionality
37Physical Design
- Concrete, detailed issues of designing the
interface - although inaccurate, the term is also used for
software-based systems - Pervasive physical/conceptual design
- Guidelines for physical design
- Nielsens heuristics
- Shneidermans eight golden rules
- Style guides commercial/corporate purposes
- collection of design rules and principles
- decide look and feel
38Physical design for Computer Interaction
- Different kinds of widgets
- dialog boxes, toolbars, icons, menus, etc
- Emphasis
- Menu design
- Icon design
- Screen design
- Information display
39Menu Design
- Arrangement
- number of menus
- length
- order of items
- Grouping
- categorization
- visual division (colours, dividing lines)
- Structure
- sub-menus, dialog boxes
- Terminology
- Constraints
- screen size, input method
- Context
- applicability of entries
40Activity Menu Design
- Compare the menu systems used on
- a digital camera
- a cell phone
- a digital music player (e.g. iPod)
- Criteria
- Functionality
- number of functions, categories
- Usability
- frequency of use, importance, consequences
- Constraints
- space, input methods
41Physical Design - Emphasis
- Menu Design
- Icon Design
- Screen Design
- Information Display
42Icon design
- Good icon design is difficult
- has to be widely acceptable
- meaning must be readily perceivable
- distinguishable from each other
- Meaning of icons
- cultural and context sensitive
- Practical tips
- always draw on existing traditions or standards
- concrete objects or things are easier to
represent than actions
43Physical Design - Emphasis
- Menu Design
- Icon Design
- Screen Design
- Information Display
44Screen design
- Splitting functions across screens
- moving around within and between screens
- how much interaction per screen
- serial or workbench style
- Individual screen design
- white space
- balance between information/interaction and
clarity - grouping of items
- separation with boxes, lines, colors
45Splitting Functions across Screens
- Task analysis as a starting point
- each screen should contain a single simple step
- user frustration
- too many simple screens
- Context
- all pertinent information must be made available
at relevant times - multiple screens open at once
46Individual Screen Design
- User attention
- directed to salient point
- e.g. via colour, motion, etc
- animation is very powerful but can be distracting
- Organization
- Grouping
- physical proximity, colour, shape,
- Structure
- connections between related items
- Trade-off
- sparse population vs. overcrowding
47Physical Design - Emphasis
- Menu Design
- Icon Design
- Screen Design
- Information Display
48Information display
- Context
- relevant information is available at all times in
the most efficient format for the specific task - Types of information
- imply different kinds of display
- alpha-numerical, chart, graphs
- Consistency
- paper display and screen data entry
- different screens with similar information
(customisable) - information content vs. presentation
49Physical Design - Emphasis
- Menu Design
- Icon Design
- Screen Design
- Information Display
50Summary
- Different kinds of prototyping is used for
different purposes and at different stages - Construction Make sure the final product is
engineered appropriately - Conceptual design (the first step of design)
- Physical design e.g. menus, icons, screen
design, information display - Prototypes and scenarios are used throughout
design as well
51