design, prototyping and construction readings: id-book, chap. 11 (through 11.3) also, prototyping...

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Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers http://doi.acm.org/10.1145/175276.175288 Also, Java.net article (from 2003), Six Signs That You Should Use Paper Prototyping

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Page 1: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Design, prototyping and construction

Readings: ID-book, Chap. 11 (through 11.3)

Also, Prototyping for Tiny Fingers http://doi.acm.org/10.1145/175276.175288

Also, Java.net article (from 2003), Six Signs That You Should Use Paper Prototyping

Page 2: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Four Old Slides

• For review• Remember these ideas?

Page 3: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

A model for interaction design

Evaluate

(Re)Design

Identify needs/ establish

requirements

Build an interactive version

Final product

Page 4: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

What is User-Centered Design?

• An approach to UI development and system development.

• Focuses on understanding:– Users, and– Their goals and tasks, and– The environment (physical, organizational,

social)

• Pay attention to these throughout development

Page 5: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

ISO on User-centered Design

• ISO 13407 describes human-centered design processes for interactive systems

• Principles of human-centered design:– Active involvement of users– Appropriate allocation of function between

user and system– Iteration of design solutions– Multidisciplinary design teams

Page 6: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

ISO on User-centered Design (2)

• Essential activities in human-centered design:– Understand and specify the context of use– Specify the user and organizational

requirements– Produce design solutions (prototypes)– Evaluate designs with users against

requirements

Page 7: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers
Page 8: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

What is a prototype?

• What do you think of when you hear “prototype”?

• What kinds of prototypes have you seen anywhere?– in other fields or disciplines?– on television?

• What are they “for”?

Page 9: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

What is a prototype?• In other design fields a prototype is a

small-scale model:a miniature cara miniature building or town

• Exists for some purpose– Show the “concept” to some

stakeholders– Get feedback about some aspect– Test somehow

• E.g. a wing in a wind-tunnel

Page 10: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Prototyping and Software

• Do software companies do this?– Sometimes do it well– But sometimes the prototype is…

Version 1.0!

• Constantine and Lockwood:“Software is the only engineering field that throws together prototypes and then attempts to sell them as delivered goods.”

Page 11: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

What is a prototype for us?In HCI / interaction design it can be (among other things):

a series of screen sketchesa storyboard, i.e. a cartoon-like series of scenes a Powerpoint slide showa video simulating the use of a systema lump of wood (e.g. PalmPilot)a cardboard mock-upa piece of software with limited functionality written in the target language or in another language

Page 12: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Why prototype in general?• Evaluation and feedback are central to interaction design• Developers can test feasibility of ideas with team, users• Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing• Team members and users can communicate effectively• To validate existing / other requirements• It encourages reflection: very important aspect of design • Prototypes answer questions, and support designers in choosing between alternatives

Page 13: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

What to Prototype and Why• Prototyping reduces uncertainty

– It can be a major tool for risk management– Apply on whatever you might be uncertain

about!

• Prototyping technical issues– E.g. run-time issues

• Prototyping to establish requirements– Users “see” functionality

• Prototyping for usability concerns– Our concern in this course

Page 14: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

When and at What Level

• For SW, you might prototype at various times in the lifecycle– Different goals, different techniques

• Conceptual Design• Interaction Design• Screen Design

Page 15: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Benefits of Prototyping Early

• Exploration and evaluation of different design options

• Increase communication among users and developers– Rapid feedback on ideas and changes

• Identify problems and issues before construction (expensive)

Page 16: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Prototyping: Conceptual Design

• Early in development• Explore high-level issues

– Different conceptual models– Interaction styles– User needs and characteristics– Usability goals

• High-level representations– Far from final code or GUIs

Page 17: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Prototyping: Interaction Design• Later in development• Focus on user work-flows

– Tasks and scenarios you’ve identified• Might focus at the screen (or page) level.

Possibly like this:– identify screens, pages, activities– Organize these in groups– Define flows or transitions between them

• Involve users in evaluation• Representations

– Still probably not much like final code or GUIs

Page 18: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Prototyping: Screen Design

• Before development• Define and refine screens (pages)

– Blue-prints for final physical design

• User evaluation– Both achieving tasks and navigation, and

other usability criteria (as we’ve studied)

• Representations– Low-fidelity or high-fidelity prototypes

Page 19: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Low-fidelity Prototyping•Uses a medium which is unlike the final medium, e.g. paper, cardboard

•Is quick, cheap and easily changed

•Examples:sketches of screens, task sequences, etc‘Post-it’ notesstoryboards

Page 20: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Storyboards

•Often used with scenarios, bringing more detail, and a chance to role play

•It is a series of sketches showing how a user might progress through a task using the device

•Used early in design

Page 21: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Sketching

• Sketching is important to low-fidelity prototyping

• Don’t be inhibited about drawing ability. Practice simple symbols

• Can use post-its, photo-copied widgets, etc.

Page 22: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

•Index cards, post-its•Index cards (3 X 5 inches) •Each card represents one screen•Often used in website development

Using Office Supplies

Page 23: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Using Office Supplies

• Post-its, index cards– Can represent one screen, one page– Color coded– Draw on them– Group them– Put them on a wall or whiteboard,

connect them with string or lines• Write-on tape, clear film• And so on… See Rettig’s article

Page 24: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Rettig’s “Prototyping for Tiny Fingers”

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

• Problems with hi-fi prototyping:– too easy to focus on “fit and finish”– developers resist changing software– SW prototype sets expectations– Bug in SW prototype kills an evaluation

Page 25: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Storyboards

• Storyboards are:– a low fidelity visual representation where– steps or actions represented by panels,

like a comic book

• Goals are to– flesh out the scenarios in an interaction

design– effectively communicate with users or

stakeholders

Page 26: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Principles and Variations

• (As usual in HCI) storyboards should be “real” and “representational” rather than “abstract” or “complete”

• Used in different ways at different phases– Early: focus on user tasks, work-flow, context,

etc.– Later: lo-fi drawing of screens, menus, etc.

• Principles:– Describe a scenario -- focused on interaction– Contains explanations, notes, etc.

Page 27: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

• Example from UIDE book, p. 119

• Shows– workflow of mail

merging– who’s involved,

responsibilities, etc.

Page 28: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

• This shows high-level of view of users involved in other storyboards

From: Usability Case Studies, http://ucs.ist.psu.edu

Page 29: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

• Lo-fi interface sketches– Annotated with scenario/execution info

From: Usability Case Studies, http://ucs.ist.psu.edu

Page 30: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

• Storyboard for a website– for

photographers

• Sequence of pages– based on clicks

• Explanations / annotations

From book: Designing Interactive Systems, 2005

Page 31: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

High-fidelity prototyping•Uses materials that you would expect to be in

the final product.

•Prototype looks more like the final system

than a low-fidelity version.

•For a high-fidelity software prototype

common environments include Macromedia

Director, Visual Basic, and Smalltalk.

•Danger that users think they have a full

system…….see compromises

Page 32: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

High-fidelity Prototyping

• Benefits– More realistic– Closer to final product

• Good for developers and users

– Can collect metrics• Limitations

– More expensive, less rapid– Reluctance to change– See Rettig’s list

Page 33: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Compromises in prototyping

•All prototypes involve compromises•For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality? •Two common types of compromise

• ‘horizontal’: provide a wide range of functions, but with little detail• ‘vertical’: provide a lot of detail for only a few functions

•Compromises in prototypes mustn’t be ignored. Product needs engineering

Page 34: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

Possible Problems with Prototyping

• Pressure to enhance prototype to become delivered system– From client– From management

• Both see code, see almost-working “system”

• Why not use the prototype?• Prototype built for quick updates, so...

– No design, so hard to maintain– Ugly code, no error checking– Wrong environment

Page 35: Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers

And then… Construction •Taking the prototypes (or learning from them) and creating a final product

•Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc

•Product must be engineered

Evolutionary prototyping

‘Throw-away’ prototyping