PostPC Computing - PowerPoint PPT Presentation

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PostPC Computing

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Mockups range from extremely low-fidelity sketches to ... How would you move to the next field? Would you press a key? Which key? Would you use the mouse? ... – PowerPoint PPT presentation

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Title: PostPC Computing


1
PostPC Computing
  • Mockups and Prototypes

Prof. Scott Kirkpatrick, HUJI Amnon Dekel,
Bezalel
2
From Analysis to Design
  • Creating rough mockups and prototypes

3
What is a Mockup?
  • A mockup is an easily made and changeable draft
    of at least part of design.
  • Mockups range from extremely low-fidelity
    sketches to extremely high fidelity interactive
    simulations.
  • Types
  • Sketches
  • Sketches with movable objects
  • Computer made graphic sketches
  • Computer based linear GUI presentations (PPT,
    etc)
  • Computer based GUI simulations (Director,
    Supercard, Toolbook, VB) () Some see only this
    as a prototype.

4
Why Prototype?
  • Saves money
  • Moves ideas in the realm of the concrete
  • Fosters alternatives and alterations
  • Allows the user to insert real input at the
    design stage

5
Where to Start?
  • Your focus may be on
  • The flow of screens for major tasks
  • The overall metaphor and how it will be carried
    out.
  • The screen layout of the basic task screen.
  • The screen layouts for all screens.
  • Alternative metaphors and other alternative
    design ideas.

6
Paper Prototypes
  • Set up a grid.
  • Consistency
  • Coherency
  • Different parts of the application might need
    different grids.
  • Try to be consistent across grids.
  • Dont insert all details at first.

7
Evaluating Prototypes
  • Does the prototype
  • Convey a consistent conceptual model?
  • Match the users mental model?
  • Use the users vocabulary?
  • Cover the tasks that users expect to be able to
    do with the product?
  • Streamline the task for the users?
  • Divide the work well between the user and
    computer?
  • Maintains consistency in look and feel across
    screens?
  • Maintains consistency in button, icon, and
    navigational element location across screens?
  • Maintains consistency in vocabulary across
    screens?

8
Walking through the Prototype
  • Take a brief scenario or use flow and go through
    the design step by step.
  • Look for potential problems
  • Illogical design.
  • Misleading design.
  • Steps that cannot be accomplished.
  • Processes that require too many steps.
  • You want to see if users will be able to
    accomplish the tasks easily and quickly given
    your design.

9
User Testing a Prototype
  • It is beneficial to do in-team walkthroughs often
    to see if you arent missing something. But only
    doing it with users will give you real answers.
  • A basic method is for you to act as the computer.
  • You act as computer.
  • User uses "Talking out loud method"
  • Ask questions to get clear answers e.g.
  • What would you do? How would you move to the next
    field? Would you press a key? Which key?
  • Would you use the mouse? What would you do with
    the mouse?
  • Etc

10
Testing Alternative Designs
  • Using the paper prototypes you can quickly test
    alternative designs.
  • Instead of arguing which design is better, test
    it.
  • Testing Navigation Schemes and Hierarchies Make
    sure the users can
  • Find what they need.
  • Understand what they find.
  • Know where they are.
  • Know where they came from.
  • Know how to get back.

11
Iterate towards completion!
  • We have seen that running tests on paper
    prototypes can help you gather a wealth of
    information on where your design is succeeding
    and where it might need redesign.
  • Creating higher fidelity prototypes helps you
    gather clearer usability feedback.
  • A simulation will generate the most information
    regarding the usability of a design since it is
    closest to the final product.

12
Some Important Points
  • Demos are NOT usability tests.
  • Looking good is not the same as being useful and
    usable.
  • Users may not be able to predict the problems
    they will have.
  • Users dont know what they dont know.

13
Example- PSUM
Initial Grid design (Photoshop)
14
Example- PSUM
Initial VB design
15
Example- PSUM
Initial VB design
16
Example- PSUM
Initial VB design
17
Example- PSUM
Final Max design
18
Example- PSUM
Final Max design
19
Example- PSUM
Final Max design
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