Title: Prototyping in practice
1Prototyping in practice
2User-centred design
Analysis of users, tasks and context Identificatio
n of requirements Design Prototyping Testing and
evaluation with users
3Overview
- 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
4Cultural 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
5What 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
6What 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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8Postcards
- 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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10Maps ( 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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12More
- 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
13Design 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
14Inspiration, not information
- The artist-designer approach is openly subjective
- The goal was inspirational data that could
stimulate imaginations - Provoke ideas
15The returns
16User-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
17A 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
18PinPlay
- 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
19Göteborg 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
20Observations
- 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
21Implications 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
22Personas
- 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
23A different approach on how to use personas in
design
- Context-Aware Photography
- Mobile media
- Presented at the Dux03 Conference
24Context-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
25A 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)
26Right 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
28What delights a traditional photographer? -
Interest in traditional process rather than new
digital possibilities - Taking the perfect
picture
29Lomographers 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
33The visual effects Hue, saturation value (e.g.
affected by temperature, pollution and sound)
Traditional camera vs prototype
34A scenario Following Lady in red Different
context gives different effects
35Future 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
37Generating ideas
- Interaction Relabelling/ Extreme Characters,
- Encyclopedia
- Constraints as a trigger
- Technology
- User (e.g. Personas)
- More
- Body storming (IDEO)
38Parallell 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
39Now Hands on
40Prototyping
- 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
42What 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 -
43Prototyping
- 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)
44Last time Maria went through
- Low-fidelty prototyping
- Mock ups
- Storyboarding
- Sketching
- Wizard of Oz
- High-fidelity prototyping
Mixers, Ramia Maze
45Early design
Late design
46Why 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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49One 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)
50What do prototypes prototype?
Look and Feel
Role
Implementation
(S. Houde, C. Hill, 1997)
51Scenarios
- 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
52Scenarios
- Informal
- Narrative
- Simple
- Natural
- Personal
- Not general
53Scenarios
- Can serve as a base for
- Identifying criterias on interaction
- Design of interaction
- Discussion with users
- Evaluation of a product
54Scenario examples
- Lalyas Sonic City
- Mixers, Ramia Maze Video Scenarios
- Wendy Mackay Video Scenarios
- Acting out
55Use 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
56Use 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.
57Time for more hands on
58Evaluating design
- The Placebo project
- Conceptual design into everyday life
- Eight prototypes adopted by different homes
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