design, prototyping & construction -...
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![Page 1: Design, Prototyping & Construction - UVic.cawebhome.cs.uvic.ca/~gtzan/seng310/lectures/design.pdf · Different kinds of prototyping are used for different purposes and at different](https://reader034.vdocuments.us/reader034/viewer/2022042321/5f0acdc07e708231d42d6bc3/html5/thumbnails/1.jpg)
Based on the slides available at www.idbook.com
Design, Prototyping & Construction
![Page 2: Design, Prototyping & Construction - UVic.cawebhome.cs.uvic.ca/~gtzan/seng310/lectures/design.pdf · Different kinds of prototyping are used for different purposes and at different](https://reader034.vdocuments.us/reader034/viewer/2022042321/5f0acdc07e708231d42d6bc3/html5/thumbnails/2.jpg)
Based on the slides available at www.idbook.com
Overview
● Prototyping & construction ● Conceptual design● Physical design● Tool support
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Based on the slides available at www.idbook.com
Prototyping & construction
● What is a prototype ? ● Why prototype ? ● Different kinds of prototyping
– Low fidelity – High fidelity
● Compromises in prototyping– Vertical – Horizontal
● Construction
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Based on the slides available at www.idbook.com
What is a prototype ?
● In other design fields a prototype is a small scale model: – A miniature car– A miniature building or town
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Based on the slides available at www.idbook.com
What is a prototype in HCI ?
● It can be (among other things): – A series of screen sketches– A storyboard i.e a cartoon like sequence of
scenes– Slideshow– Video simulating the use of the system – A lump of wood (Palm Pilot) – A cardboard mockup – A piece of software with limited functionality
written in the target language or another language
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Based on the slides available at www.idbook.com
Why prototype ?
● Evaluation and feedback are central to ID● Stakeholders can see, hold, interact with a
prototype more easily than a document or a drawing
● Team members can communicate effectively
● You can test out ideas for yourself● It encourages reflection – very important ● Prototypes answer questions and support
designer in choosing between alternatives
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Based on the slides available at www.idbook.com
What to prototype ?
● Technical issues● Work flow, task design● Screen layouts and information display● Difficult, controversial, critical areas
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Based on the slides available at www.idbook.com
Low Fidelity Prototyping
● Uses a medium that is unlike the final medium e.g paper, cardboard
● Is quick, cheap and easily changed ● Examples
– Sketches of screens, task sequences etc– Postit notes – Story boards– Wizard of Oz
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Based on the slides available at www.idbook.com
The Palm Pilot story
● “Less is more”● 1996: 0.5 million units in the first 7 months● Apple Newton
– Elegant, powerful– Failure
● Jeff Hawkins (founder) – Walked around with a block of wood in his
pocket ● Concentrate on usability & essential
functionality – every pixel counts ● No save button – 1 application at a time
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Based on the slides available at www.idbook.com
Storyboards & sketching
● Storyboards– Often used with scenarios, bringing more detail,
and a chance to roleplay– It is a series of sketches showing how a user
might progress through a task using the device– Used early in the design
● Sketching – Important to low fidelity prototyping– Don't be inhibited about drawing ability.
Practice simple symbols
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Based on the slides available at www.idbook.com
Storyboard
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Based on the slides available at www.idbook.com
Participatory case study
● Automatic library checkout system – Lookup book on computer – Note down the locator – Scan barcode of book – Green light indicates book has been scanned
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Based on the slides available at www.idbook.com
Using index cards
● Index cards (3x5 inches) ● Each card represents one screen ● Often used in website development
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Based on the slides available at www.idbook.com
“Wizard of Oz” prototyping
● The user thinks they are interacting with a computer, but a developer is responding to output rather than the the system
● Usually done early in design to understand users expectations
● Applications ? ● Cons ?
> Blurb blurb> Do t his> W hy?
User
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Based on the slides available at www.idbook.com
Highfidelity prototyping
● Uses materials that you would expect to be in the final product
● Prototype looks more like the final system than a lowfidelity version
● For a highfidelity software prototype common environments include: Macromedia Director, Visual Basic, Smalltalk
● Danger that users think they have a full system ... compromises
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Based on the slides available at www.idbook.com
Vertical vs Horizontal Prototyping
● Where the compromises are made ? ● For softwarebased prototyping maybe
there is a slow response ? sketchy icons ? limited functionality ?
● Horizontal – Wide range of function but with little detail
● Vertical – A lot of detail for only a few functions
● Compromises can't be ignored – importance of engineering
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Based on the slides available at www.idbook.com
Construction
● Taking the prototypes (or learning from them) and creating a whole
● From design to implementation– Evolutionary prototyping – Throwaway prototyping
● Quality must be attended to: usability, reliability, robustness, maintenability, integrity portability, efficiency
● “Software is the only engineering field that throws together prototypes and then attempts to sell them as delivered goods” Constantine & Lockwood 1999
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Based on the slides available at www.idbook.com
Conceptual Design: from requirements to design
● Transform user needs/requirements into a conceptual model
● “a description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended”
● Don't move to a solution too quickly – Iterate, Iterate, Iterate
● Consider alternatives: prototyping helps
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Based on the slides available at www.idbook.com
Three perspectives for a conceptual model
● Which interaction mode ? ● How the user invokes actions
– Activitybased: instructing, conversing, manipulating and navigating, exploring and browsing
– Objectbased: structured around real world objects
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Based on the slides available at www.idbook.com
Three perspectives for a conceptual model
● Which interaction paradigm ? – Desktop paradigm with WIMP interface
(windows, icons, menus, pointer)– Ubiquitous computing– Pervasive computing– Wearable computing– Mobile devices – ....
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Based on the slides available at www.idbook.com
Three perspectives for a conceptual model
● Is there a suitable metaphor ? – Interface metaphors combine familiar
knowledge with new knowledge in a way that will help the user understand the product
– Three steps: understand functionality, identify potential problem areas, generate metaphors
– Evaluate metaphors ● How much structure does it provide ? ● How is it relevant to the problem ? ● Is it easy to represent ? ● Will the audience understand it ? ● How extensible is it ?
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Based on the slides available at www.idbook.com
Expanding the conceptual model
● What functions will the product perform ? ● What will the product do and what will the
human ? (task allocation) ● How are functions related to each other
– Sequential or parallel ? – Categorizations, e.g all functions related to
editing ● What information needs to be available ?
– What data is required to perform the task ? – How is this data transformed/represented by
the system ?
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Based on the slides available at www.idbook.com
Using scenarios in conceptual design
● Express proposed or imagined situations● Used throughout design in various ways:
– Scripts for user evaluation of prototypes– Concrete examples of tasks– As a means of cooperation across professional
boundaries ● Plus and minus scenarios to explore
extreme cases – Everything great – Everything goes wrong
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Based on the slides available at www.idbook.com
Using prototypes in conceptual design
● Allow evaluation of emerging ideas● Low fidelity prototypes used early on, high
fidelity prototypes used later
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Based on the slides available at www.idbook.com
Physical Design
● Considers more concrete, detailed issues of designing the interface
● Iteration between conceptual and physical design
● Guidelines for physical design – Nielsen's heuristics– Shneiderman's eight golden rules– Style Guides: commercial, corporate
● Decide “look & feel” for you● Widgets prescribed e.g icons, toolbar
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Based on the slides available at www.idbook.com
Physical Design
● Different kinds of widgets (dialog boxes, toolbars, icons, menus etc) – Menu design – Icon design – Screen display– Information display
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Based on the slides available at www.idbook.com
Menu Design
● How long is the menu to be ? ● In what order will the items appear ? ● How is the menu to be structured, e.g when
to use submenus, dialog boxes ? ● What categories will be used to group menu
items ?
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Based on the slides available at www.idbook.com
Menu Design
● How will division into groups be denoted, e.g different colors, dividing lines ?
● How many menus will there be ? ● What terminology to use ? (results of the
requirements activity will indicate this) ● How will any physical constraints be
accomodated e.g mobile phone ?
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Based on the slides available at www.idbook.com
Icon design
● Good icon design is difficult ● Meaning of icons is cultural and context
sensitive ● Some tips:
– Always draw on existing traditions or standards
– Concrete objects or things are easier to represent than actions
– From clip art, what do these mean to you ?
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Based on the slides available at www.idbook.com
Screen Design
● Two aspects: – How to split across screens
● Moving around within and between screens● How much interaction per screen ? ● Serial or workbench style ?
– Individual screen design ● White space: balance enough
information/interaction and clarity ● Grouping items together: separation with boxes ?
Lines ? Colors ?
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Based on the slides available at www.idbook.com
Screen Design: Splitting functions across screens
● Task analysis as starting point● Each screen contains a single, simple step ? ● Frustration if too many simple screens ● Keep information available: multiple screen
open at once
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Based on the slides available at www.idbook.com
Screen Design: Individual Screen Design
● Draw user attention to salient point, e.g. color, motion, boxing
● Animation is very powerful but can be distracting
● Good organization helps: grouping, physical proximity
● Tradeoff between sparse population and overcrowding
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Based on the slides available at www.idbook.com
Information Display
● Relevant information available at all times● Different types of information imply
different types of display● Consistency between paper display and
screen data entry (calendar, watch examples)
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Based on the slides available at www.idbook.com
Tool Support
● Help design interface given specification● Help implement interface given specification● Create easy to use interfaces ● Allow designer to rapidly investiagate different
designs ● Allow nonprogrammers to design and implement
user interfaces ● Automatically evaluate the interface and propose
improvements ● Allow the end user to customize the interface ● Provide portability ● Be easy to use
Myers, 1995
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Based on the slides available at www.idbook.com
Successes of UI tools
● Window managers and toolkits● Event languages ● Interface builders (Visual Basic) ● Component systems (Direct X, JavaBeans● Scripting languages (Python, Perl) ● Hypertext and markup languages XML ● Objectoriented programming
Myers, 2000
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Based on the slides available at www.idbook.com
Failures of UI tools ● User interface management tools:
– Abstract away from manipulation of interface elements
● Formal language based tools – Statetransition diagrams, contextfree
grammars– Better for dialogbased systems not direct
manipulation● Constraints
– Too difficult to setup, maintain● Modelbased and automatic techniques
– Generate interface – only work in specific domains
Myers, 2000
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Based on the slides available at www.idbook.com
Summary
● Different kinds of prototyping are used for different purposes and at different stages
● Prototypes answer questions, so prototype appropriately
● Construction: the final product must be engineered appropriately
● Conceptual design (the first step of design) ● Physical design (e.g. Menus, icons, screen
design, information display) ● Prototypes and scenarios are used
throughoutdesign
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Based on the slides available at www.idbook.com
The design challenge
● Much good design evolves ● Craftspeople – folk objects
– Hand tools– Musical Instruments – Chairs – Any other examples ?
● Hill climbing – evolution ● Natural design doesn't work always
– Why ?
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Based on the slides available at www.idbook.com
Forces that work against evolutionary design
● Time ● Complexity ● Forces of competitive market ● Lack of feedback mechanisms● Pressure to be different ● Curse of individuality
– Folk tales vs best sellers ● Telephone
– Handset, microphone, crank– Robust, welldesigned buttons – Bell labs vs free market
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Based on the slides available at www.idbook.com
Typewriter
● “Qwerty”, Charles Sholes 1870 ● Early layouts – alphabetical ordering
– Circular, pianobar● Solve mechanical problem – too fast typing
resulted into jamming ● 1877 – blind typing ● Good enough inertia ● Dvorak – founders of industrial engineering
– Much better 10% faster typing ● Court stenographers – chord keyboards
– Syllables instead of letters
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Based on the slides available at www.idbook.com
Why designers go astray ?
● Putting aesthetics first ● Seattle – employees designed
– 7% improvement in rated job performance– But no award
● Los Angeles – just the architects – Lot's of awards – nobody liked it
● Example of good design – Exploratorium in San Francisco
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Based on the slides available at www.idbook.com
Designers are not typical users
● Designers often think they are typical users– They are not
● Designers are expert in using device they are designing
● Users are expert in doing task they are trying to perform with device
● Engineers, managers – Argue forever never ask the actual users
● Innocence lost is not easily regained
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Based on the slides available at www.idbook.com
Designer's clients are not users
● Purchasing departments● Managers● Landlords● Factors
– PRICE, size, appearance, almost never usability ● Designers must fight to get access to the
actual users ● Design process is captive of corporate
bureucracy ● Gulf of evaluation
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Based on the slides available at www.idbook.com
The complexity of the design process
● “Design is the succesive application of constraints until only a unique product is left”
● Check Norman for faucet example ● Variety of possible solutions is enormous ● Incredible amount of details
![Page 45: Design, Prototyping & Construction - UVic.cawebhome.cs.uvic.ca/~gtzan/seng310/lectures/design.pdf · Different kinds of prototyping are used for different purposes and at different](https://reader034.vdocuments.us/reader034/viewer/2022042321/5f0acdc07e708231d42d6bc3/html5/thumbnails/45.jpg)
Based on the slides available at www.idbook.com
Designing for special people
● There is no average person ● US 250 million – 5% is 12.5 million ● Physical anthropometry ● Adjustments ● Lefthand vs righthand ● Design for flexibility
![Page 46: Design, Prototyping & Construction - UVic.cawebhome.cs.uvic.ca/~gtzan/seng310/lectures/design.pdf · Different kinds of prototyping are used for different purposes and at different](https://reader034.vdocuments.us/reader034/viewer/2022042321/5f0acdc07e708231d42d6bc3/html5/thumbnails/46.jpg)
Based on the slides available at www.idbook.com
Selective attention – focus
● Toaster – knife example ● Fleeing a fire push door instead of pulling ● Helmets strapped on their bike, not their
head ● Forcing functions
– Turn car lights of when key is removed – No access to bread until toaster is turned off
![Page 47: Design, Prototyping & Construction - UVic.cawebhome.cs.uvic.ca/~gtzan/seng310/lectures/design.pdf · Different kinds of prototyping are used for different purposes and at different](https://reader034.vdocuments.us/reader034/viewer/2022042321/5f0acdc07e708231d42d6bc3/html5/thumbnails/47.jpg)
Based on the slides available at www.idbook.com
Two deadly temptations
● Creeping featurism – Adding more features than necessary – Everything: constraints, affordances, mappings
disappear in order to make room for more features
– Avoidance – restraint – Modularization
● Worshipping of false images – Appearance of technical sophistication – The “nerd” factor
● Instead explorable systems