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Design and Prototyping II

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A prototype in interaction design can be (among other things): a series ... questions, and support designers in choosing between ... emerging ideas ... – PowerPoint PPT presentation

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Title: Design and Prototyping II


1
Design and Prototyping -- II
  • Victor Kaptelinin
  • November 8, 2006

2
Overview
  • Prototyping
  • Prototypes and scenarios in conceptual design
  • Physical design
  • Design principles
  • Reflecting on design and prototyping

3
Prototyping
  • A prototype in interaction design 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

4
Why prototype?
  • Evaluation and feedback are central to
    interaction design
  • Stakeholders can see, hold, interact with a
    prototype more easily than a document or a
    drawing
  • Team members can communicate effectively
  • You can test out ideas for yourself
  • It encourages reflection very important aspect
    of design
  • Prototypes answer questions, and support
    designers in choosing between alternatives

5
Low-fidelity prototypes
  • Use a medium which is unlike the final medium,
    e.g. paper, cardboard
  • They are quick, cheap and easily changed
  • Examples
  • Sketches of screens, task sequences, etc
  • Post-it notes
  • Storyboards (series of sketches showing how a
    user might progress through a task using the
    device)
  • Index cards
  • Wizard-of-Oz

6
Hi-fidelity prototypes
  • Use 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

7
Scenarios and prototypes in conceptual design
  • Scenarios
  • Express proposed or imagined situations
  • Used throughout design in various ways
  • scripts for user evaluation of prototypes
  • concrete examples of tasks
  • as a means of co-operation
  • Plus and minus scenarios to explore extreme cases
  • Prototypes
  • Allow evaluation of emerging ideas
  • Low-fidelity prototypes used early on,
    high-fidelity prototypes used later

8
Physical design
  • Considers more concrete, detailed issues of
    designing the interface
  • Different kinds of widgets (dialog boxes,
    toolbars, icons, menus etc)
  • menu design
  • icon design
  • screen design
  • information display
  • Iteration between physical and conceptual design
  • Guidelines for physical design

9
Design principles (from PRS ch. 1, pp. 21-26)
  • Visibility
  • A function should be visible
  • Feedback
  • Sending information back to the user about what
    has been done. Includes sound, highlighting,
    animation, etc.
  • Constraints
  • Restricting the possible actions that can be
    performed. Helps prevent user from selecting
    incorrect options
  • Three main types (Norman, 1999) physical,
    cultural, logical
  • Mapping
  • Relationship between controls and their movements
    and the results in the world

10
Design principles (contd)
  • Consistency
  • Design interfaces to have similar operations and
    use similar elements for similar tasks
  • Internal and external
  • Affordance
  • Refers to an attribute of an object that allows
    people to know how to use it (e.g. a mouse button
    invites pushing, a door handle affords pulling)

11
Example Firefly
  • http//www.fireflymobile.com/
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