Design, prototyping and construction - PowerPoint PPT Presentation

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Design, prototyping and construction

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Low-fidelity Prototyping. Does not look very much like the final product ... High-fidelity prototype - limited error checking - navigational and flow limitations ... – PowerPoint PPT presentation

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Title: Design, prototyping and construction


1
Design, prototyping and construction
  • By
  • Anupa Mogili
  • Arun Muralidharan

2
Agenda
  • Prototyping and Construction
  • Conceptual Design
  • Physical Design

3
Prototyping and Construction
  • What is a prototype?
  • Why prototype?
  • Different kinds of prototyping
  • low fidelity
  • high fidelity
  • Compromises in prototyping
  • vertical (deep)
  • horizontal (shallow)
  • Construction

4
What 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

5
Why 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

6
What to prototype?
  • Technical issues
  • Work flow, task design
  • Screen layouts and information display
  • Difficult, controversial, critical areas

7
Low-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.

8
Examples of Low-fidelity prototyping
  • Storyboards
  • Sketching
  • Index cards
  • Wizard of Oz

9
Storyboard
  • 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

10
Storyboard example 1
11
Storyboard example 2
12
Sketching
  • Drawing skills are not critical
  • symbols to indicate tasks, activities, objects
  • flowcharts for time-related issues
  • block diagrams for functional components

13
Sketching example
14
Index 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

15
Index card example (screen 1)
16
Screen 2(next index card)
17
Wizard-of-Oz prototyping
  • Simulated interaction
  • The user thinks they are interacting with a
    computer, but a developer is providing output
    rather than the system.

18
High-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

19
Low-fidelity prototype
Difference
High-fidelity prototype
20
Advantages/Disadvantages
21
Compromises 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

22
Construction
  • 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

23
Design 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)

24
Definition 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.

25
Conceptual Design
  • Transformation of user requirements/needs into a
    conceptual model
  • Stepwise refinement
  • iterate, iterate and then iterate some more
  • Consideration of alternatives
  • prototyping scenarios

26
Three 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

27
Interaction 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)

28
Three perspectives for a conceptual model
  • Interaction mode
  • Metaphor
  • Interaction paradigm

29
Metaphors
  • 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

30
Evaluation 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

31
Three perspectives for a conceptual model
  • Interaction mode
  • Metaphor
  • Interaction paradigm

32
Interaction 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

33
Three perspectives for a conceptual model
  • Interaction mode
  • Metaphor
  • Interaction paradigm

34
Expanding 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

35
Scenarios 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

36
Prototypes 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

37
Physical 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

38
Physical design for Computer Interaction
  • Different kinds of widgets
  • dialog boxes, toolbars, icons, menus, etc
  • Emphasis
  • Menu design
  • Icon design
  • Screen design
  • Information display

39
Menu 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

40
Activity 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

41
Physical Design - Emphasis
  • Menu Design
  • Icon Design
  • Screen Design
  • Information Display

42
Icon 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

43
Physical Design - Emphasis
  • Menu Design
  • Icon Design
  • Screen Design
  • Information Display

44
Screen 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

45
Splitting 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

46
Individual 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

47
Physical Design - Emphasis
  • Menu Design
  • Icon Design
  • Screen Design
  • Information Display

48
Information 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

49
Physical Design - Emphasis
  • Menu Design
  • Icon Design
  • Screen Design
  • Information Display

50
Summary
  • 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
  • Thank You !
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