Title: Special Research Activity Reminder
1Special 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)
2What 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.
3Lecture 8 Prototyping(Preece 8)
4Lecture Overview
- Part I Prototyping (Video!)
- Part II Conceptual Design (Revisited)
- Part III Physical Design
- Part IV Participatory Design
5Part I Prototyping OverviewLow-FidelityHigh-
Fidelity
6What 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
7Why 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)
8What 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
9What 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)
10Low 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
11Low 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
12Example 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.
13High 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
14Comparison of Low and High Fidelity Prototypes
15Compromises 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
16Compromises 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
17Nielsen/Norman Video on Prototyping
18Part II Conceptual Design
19Conceptual 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)
20For 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)
21Transforming 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?
22Using 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
23Using 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
24Part III Physical Design
25Physical 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!
26General 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
27Widget Design
- Menus
- Place most commonly used functions on top
- Menu titles should be action verbs denoting core
functionality groups - Logically group menu items
28Widget 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
29Widget 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
30Tool 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!)
31Using WOZ Pro to Create Low Fidelity Prototypes
- Pedros PC Example
- (WOZ Pro Tutorial Available off of schedule page)
32Part IV Participatory Design
33Participatory 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
34Aspects 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
35Summary
- 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
36Please 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