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Prototyping in practice

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Context-Aware Photography. Mobile media. Presented at the Dux'03 ... Not only did the paths have a design beauty, but they responded directly to user needs. ... – PowerPoint PPT presentation

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Title: Prototyping in practice


1
Prototyping in practice

2
User-centred design
Analysis of users, tasks and context Identificatio
n of requirements Design Prototyping Testing and
evaluation with users
3
Overview
  • Gathering data analysis Cultural probes,
    Observation and Interviews, Personas
  • Generating design ideas Extreme Characters
  • Different views of prototyping Mock ups,
    Scenarios
  • Evaluating design Placebo project

4
Cultural probes
  • Part of an EU-funded research project looking at
    novel interaction techniques to increase the
    presence of the elderly in three local
    communities
  • a district of Oslo
  • a large planned community near Amsterdam
  • a small village outside Pisa

5
What are they?
  • A kind of gift
  • Packages of maps, postcards, cameras, booklets
    etc (all designed to give a personal and informal
    feeling)
  • a way for us to get to know you better, and for
    you to get to know us

6
What do they do?
  • Designed to provoke inspirational responses from
    (the elderly) people
  • Like astronomic or surgical probes, we left them
    behind when we had gone and waited for them to
    return fragmentary data over time
  • The probes helped the designers understand the
    unfamiliar groups/local cultures
  • Provide a more playful way of collecting data
    (useful when traditional ways might restrain
    rather than stimulate the generation of ideas)

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8
Postcards
  • 8-10 postcards (pre-addressed to Bill Gaver, with
    stamps) with questions concerning the elders
    attitudes towards their lives, cultural
    environments and technology
  • Please tell us a piece of advice or insight that
    has been important to you
  • What do you dislike about Peccioli?
  • What place does art have in your life?
  • Tell us about your favourite device

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10
Maps ( dot stickers)
  • Exploring the elders attitudes toward their
    environment
  • From straightforward to poetic
  • Participants were asked to mark zones on local
    maps, showing where
  • They would go to meet people
  • They would go to be alone
  • They liked to daydream
  • They would like to go but cant
  • if Peccioli were New York

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More
  • Disposable camera with instructions
  • E.g. Your home, What you will wear today,
    Something boring
  • Photo Album
  • use 6-10 pictures to tell us your story
  • Media Diary
  • Record television and radio use including what
    they watched, with whom and when incoming and
    outgoing calls

13
Design as research
  • Artist-design approach to new technologies
    instead of science-engineering based
  • Aesthetic control and an openness towards new
    spaces for design instead of precise analyses
  • Other unscientific sources of inspiration
    informal analyses, chance observations, the
    popular press etc
  • Instead of designing solutions for user needs,
    we work to provide opportunities to discover new
    pleasures, new forms of sociability, and new
    cultural forms

14
Inspiration, not information
  • The artist-designer approach is openly subjective
  • The goal was inspirational data that could
    stimulate imaginations
  • Provoke ideas

15
The returns
16
User-Centred inspiration
  • The cultural probes were successful for the
    designers in trying to familiarise themselves
    with the sites
  • The probes were the designers personal
    communication to the elders, and prompted the
    elders to communication personally in return

17
A more traditional way of gathering data
  • Starting point for us a new technology
    PinPlay
  • Our aim to explore the use of the technology and
    find application areas
  • Draw design implications (requirements) for a
    prototype
  • Build a prototype using the design implications
    test with real users

18
PinPlay
  • A conductive surface serves as a network and
    power source for
  • Interactive pushpins that communicate through the
    surface
  • Supports large-scale networks, e.g. entire walls
  • Combines physical and digital information on
    large surfaces

19
Göteborg Film Festival
  • Annual event showing 500-700 films
  • Collaborative scheduling
  • Scheduling is done by using the surface of two
    rooms as a large notice board
  • Large matrixes display the entire programme on
    coloured paper notes

20
Observations
  • We conducted observations during intense
    scheduling hours interviewed team members
  • The scheduling process was documented with photos
    and field notes
  • We wanted to get an insight into the festival
    teams interaction with large work surfaces and
    paper notes in order to see what works well and
    what does not

21
Implications for design
  • Drawing design implications for a prototype from
    the observations
  • Identifying needs and challenges for both the
    prototype to be built and for the technology

22
Personas
  • User archetype that can guide decisions about
    product features, navigation, instructions,
    visual design
  • Its goals and behavior patterns can be well
    understood.
  • Synthesized from ethnographic interviews with
    real people
  • Sould be a narrative that describe skills,
    attitude environment, etc

23
A different approach on how to use personas in
design
  • Context-Aware Photography
  • Mobile media
  • Presented at the Dux03 Conference

24
Context-Aware Photography How can sensors be
used in combination with digital cameras to
create a new user experience? Maria
Håkansson, Sara Ljungblad Lars Erik
Holmquist Future Applications Lab, Viktoria
Institute, Sweden
25
A brief insight into the history of the
camera - Camera obscura - Late 19th
century George Eastman (box camera flexible
film) - Mid 1990s digital cameras on the market
(Apple Quick Take 100, Kodak DC 40)
26
Right now Megapixel, digital photo albums,
sharing, copying, publishing, editing, after the
picture is taken However, using the digital
camera is still much like using the analog
counterpart We believe the digital technology
has a great potential of adding new exciting
features and dimensions to photography
27
  • The process
  • finding alternative ways of looking at, using
    and relating oneself to photography
  • finding sources of inspiration
  • working closely with focus groups
  • quickly developing a working prototype
  • testing

28
What delights a traditional photographer? -
Interest in traditional process rather than new
digital possibilities - Taking the perfect
picture
29
Lomographers amateur photographers with a Dont
think, just shoot mentality Explorative,
spontaneous, open-minded Special cameras Focus
group of three Lomographers
30
  • The approach
  • how can similar thrilling experiences be
    achieved with digital cameras?
  • capturing the invisible can other parameters
    than light, speed focus influence the image?
  • solutioncontext awareness using sensors
  • focusing on the moment of capturing an image,
    rather than after

31
  • Context-Aware Photography
  • create real-time visual effects based on sensor
    input (contextual information)
  • digital filters
  • things that can be sensed
  • movements, sound, temperature, pollution, smell,
    location, electromagnetic fields and more
  • different visual output alternatives
  • interpretable vs merely visual

32
  • The current prototype
  • handheld computer digital camera
  • simulated sensors for rapid testing
  • real-time digital filters hue, saturation
    value (correlated)

Basic interface for testing
The effects of the sensor input can be seen in
real-time
33
The visual effects Hue, saturation value (e.g.
affected by temperature, pollution and sound)
Traditional camera vs prototype
34
A scenario Following Lady in red Different
context gives different effects
35
Future work Letting Lomographers and others test
the prototype Developing the prototype further -
adding real sensors Exploring new interaction
possibilities Getting away from the analog style
of pressing a button
36
www.viktoria.se/fal
37
Generating ideas
  • Interaction Relabelling/ Extreme Characters,
  • Encyclopedia
  • Constraints as a trigger
  • Technology
  • User (e.g. Personas)
  • More
  • Body storming (IDEO)

38
Parallell thinking Thinking Hats
  • The White Hat calls for information known or
    needed. "The facts, just the facts."
  • The Yellow Hat symbolizes brightness and
    optimism. Under this hat you explore the
    positives and probe for value and benefit
  • The Black Hat is judgment - the devil's advocate
    or why something may not work. Spot the
    difficulties and dangers where things might go
    wrong. Probably the most powerful and useful of
    the Hats but a problem if overused.
  • The Red Hat signifies feelings, hunches and
    intuition. When using this hat you can express
    emotions and feelings and share fears, likes,
    dislikes, loves, and hates.
  • The Green Hat focuses on creativity the
    possibilities, alternatives, and new ideas. It's
    an opportunity to express new concepts and new
    perceptions.
  • The Blue Hat is used to manage the thinking
    process. It's the control mechanism that ensures
    the Six Thinking Hats guidelines are observed

39
Now Hands on
  • with Extreme Characters

40
Prototyping
  • Conceptual design
  • Physical design
  • Starting from scratch or modifying the existing
  • (J. Preece)

41
  • "A leading architect once built a cluster of
    office buildings set in a central green. The
    landscape crew asked him where he wanted the
    sidewalks between the buildings. His reply 'Just
    plant grass between the buildings.' By late
    summer the new lawn was laced with pathways of
    trodden grass. The paths followed the most
    efficient line between the points of connection,
    turned in easy curves rather than at right angles
    and were sized according to traffic flow. In the
    fall the architect simply paved in the pathways.
    Not only did the paths have a design beauty, but
    they responded directly to user needs."
  • Christopher
    Williams, "Origins of Form

42
What is a prototype?
  • Etymology from Greek prototypon archetype
    prototypos original, primitive
  • an original model on which something is
    patterned archetype, pattern
  • an individual that exhibits the essential
    features of a later individual or species
    precursor
  • a standard or typical example of the essential
    features of a group or type exemplar

43
Prototyping
  • Building a scaled-down version of an
    interactive system to collect information to
    guide its construction (C. Pomm)
  • Limited representation of a design that allows
    users to interact with it and explore its
    suitability (J. Preece)

44
Last time Maria went through
  • Low-fidelty prototyping
  • Mock ups
  • Storyboarding
  • Sketching
  • Wizard of Oz
  • High-fidelity prototyping

Mixers, Ramia Maze
45
Early design
Late design
46
Why prototype?
  • Prototyping as a method to involve the user in
    the design process (identify user needs)
  • Software design in multi-competence teams
  • Prototypes as artifacts for communication between
    HCI designers and
  • Users
  • Clients
  • Software design team, Electric engineering,
    mechanical engineering
  • Graphic design team
  • Management
  • Other HCI designers

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49
One does not fit all
  • Central role of prototypes in communication and
    coordination
  • Different team members ? different roles ?
    different activities ? focus on different aspects
    of a prototype
  • Appropriate prototype representation for
  • Audience
  • Design phase (C. Pomm)

50
What do prototypes prototype?
Look and Feel
  • A different view

Role
Implementation
(S. Houde, C. Hill, 1997)
51
Scenarios
  • Describes in detail how a user is intended to
    interact with the system
  • Richer than step-by-step descriptions of tasks
  • Can be used for both existing and konceptual
    product

52
Scenarios
  • Informal
  • Narrative
  • Simple
  • Natural
  • Personal
  • Not general

53
Scenarios
  • Can serve as a base for
  • Identifying criterias on interaction
  • Design of interaction
  • Discussion with users
  • Evaluation of a product

54
Scenario examples
  • Lalyas Sonic City
  • Mixers, Ramia Maze Video Scenarios
  • Wendy Mackay Video Scenarios
  • Acting out

55
Use Case/ Task description
  • A use case specifies a sequence of actions,
    including alternatives of the sequence that the
    system can perform, interacting with actors of
    the system
  • Jacobson, Booch, Rumbaugh, 1999

56
Use Case
  • Focus on the interaction, not the users goals.
  • Description from the users point of view
  • A case has an actor in a specific situation.

57
Time for more hands on
58
Evaluating design
  • The Placebo project
  • Conceptual design into everyday life
  • Eight prototypes adopted by different homes

59
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