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7 - Terry Winograd - 1 Lecture 9 – Prototyping Terry Winograd CS147 - Introduction to Human- Computer Interaction Design Computer Science Department Stanford University Autumn 2006

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Page 1: CS147 - Terry Winograd - 1 Lecture 9 – Prototyping Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department

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Lecture 9 – Prototyping

Terry WinogradCS147 - Introduction to Human-

Computer Interaction DesignComputer Science Department

Stanford UniversityAutumn 2006

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Learning Goals

• Understand the uses of different types of prototypes for different kinds of designs and be able to choose appropriately

• Know the basic techniques for low-fidelity prototyping

• Be able to determine and apply the relevant techniques for your project

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What is a Prototype?

•A representation of a design before the final artifacts exist

•To evoke reactions from stakeholders in the design process

–Designers

–Users

–Clients

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Uses of Prototypes

• Design by doing– Clarify goals and requirements

– “Reflective conversation with the materials”

• Give users the experience of use– Look and feel

• Test specific aspects– Compare alternatives

– Make changes

• Show feasibility for buy-in– Proof of concept

– Manage expectations

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What to Prototype?

“…Prototypes provide the means for examining design problems and evaluating solutions. Selecting the focus of a prototype is the art of identifying the most important open design questions.”

Houde and Hill – What do Prototypes Prototype?

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Design Process

OBSERVE

VISUALIZE

PROTOTYPEEVALUATE

UNDERSTAND IMPLEMENT

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Iterative Prototyping

• Quality is a function of the number of iterations and refinements a design undergoes before it hits the street.

• To get a good idea, get lots of ideas.

• Enlightened trial and error is better than than the planning of a flawless intellect.

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FAIL EARLY

(Cost of failure vs. project time curve)

From Hans Haenlein, IDEO

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FAIL OFTEN

(Risk vs. iteration curve)From Hans Haenlein, IDEO

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3 stages of prototyping

LOW RESOLUTION

project time

EVOLVE VALIDATE

# of ideas

prototype driven specs → HIGH RESOLUTIONspec driven prototypes

INSPIRE

From Hans Haenlein, IDEO

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Designing the Prototype

•Choose what aspects to prototype for relevance to your project goals

•Identify measurable design goals

•Good enough to provide feedback but flexible enough for significant changes to be made down the line

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• Sketches• Diagrams & Frameworks• Hand Made Constructions• Machined Constructions• Virtual Models• Graphics• Packaging• Spaces• Role Play, Experiences• Video• …

What can be a Prototype?

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Prototypes

• Look like…

• Work like…

• Experience like …..

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PROTOTYPE RAPID

(IDEO “surgical tool”)

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PROTOTYPE ROUGH

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Experience Prototyping

Jane Fulton Suri - IDEO

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From Greenbaum and Kyng, Design at Work 1991

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Early Stage Prototypes

•Low Fidelity (Paper)

–Work with artifacts

•Skits / Informance

–Understand roles and context

Focus on concepts, not detail

Low investment in status quo

Openness to change

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Storyboards

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Paper Prototype

http://www.mindspring.com/~bryce_g/projects/lo_fi.html

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Low-Fidelity Prototype

http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/

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Flipbook

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Flipbook

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Flow Diagrams

From a previous cs147 project…

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Be Clever About Faking It

• Device Mockups

– Palm, Utopia,..

• Device substitution

– PC prototype for small device

– Tethers for wireless

– Pager for defibrillator

– …

• Wizard of Oz techniques

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Wizard of Oz

• Some aspects of interface are implemented

• Operation requires processing that is actually done by a human, not directly visible to the user

• The “wizard” intervention needs to be designed to be believable, both technologically and to the user

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Wizard of Oz for Multimedia Design (Oviatt)

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Fidelity is a Spectrum

•Medium fidelity

–Cleaned up but not decorated

–Wireframes, Blocks, Greeking,…

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Medium Fidelity Prototypes

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High Fidelity Tools

• Web– FrontPage, GoLive, Dreamweaver,…

• Screen mockups– Illustrator, Photoshop, PowerPoint,….

• Clickthroughs– Flash, PowerPoint,…

• Graphic interface builders– Visual Basic, Visual C#, …

– Smalltalk, Lisp,…

– Flash, Director,…

• Graphic toolkits– Java JFC/Swing, TCL/TK, Prefuse,…

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Breadth vs. Depth

•Horizontal Prototype

–Top level

–Basic features

•Vertical Prototype

–Path in depth

–Clickthrough or interactive

•Combinations

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Web prototypes (Van Duyne)

•Industrial strength methods

•Artifacts

–Site maps

–Storyboards

–Schematics