introduction to prototyping: what, why, how

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Intelligent Interactive Systems (2012-2013): Introduction to Prototyping: what, why, how Abdallah ‘Abdo’ El Ali http://staff.science.uva.nl/~elali/ Some slides taken and adapted from Interac3on Design: Beyond HumanComputer Interac3on” (Ch. 11) hCp://www.idbook.com/

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My introductory slides on interaction design and the basics of prototyping for the Intelligent Interactive Systems master's Information Science course given at the University of Amsterdam.

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Page 1: Introduction to Prototyping: What, Why, How

Intelligent Interactive Systems (2012-2013): Introduction to Prototyping: what, why, how!

Abdallah  ‘Abdo’  El  Ali   http://staff.science.uva.nl/~elali/

Some  slides  taken  and  adapted  from  “Interac3on  Design:  Beyond  Human-­‐Computer  Interac3on”  (Ch.  11)  hCp://www.id-­‐book.com/  

Page 2: Introduction to Prototyping: What, Why, How

Outline!

1.  What  is  Interac3on  Design?  2.  Prototyping:      what      why    how  

3.  Group  exercise:      sketching  interac3on  with  ING’s  ATM  

4.  Group  presenta3ons  

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Good Design!

  Need  to  take  into  account:    Who  the  users  are,  their  needs,  and  their  past  experiences    What  ac3vi3es  are  being  carried  out  (e.g.,  speaking,  making  a  phone  

call,  moving  cursor,  etc.),  and  their  granularity    Where  the  interac3on  is  taking  place  

  Consider:  calling  from  cell  phone  vs.  calling  from  phone  booth  

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What is this?!

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Juicy  Salif  (Philip  Starck,  1990)  

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What is Interaction Design?!

  Designing  interac3ve  products  to  support  the  way  people  communicate  and  interact  in  their  everyday  and  working  lives  

  Sharp,  Rogers  and  Preece  (2007)  

 Goals:  1.  Develop  usable  products  

  Usability  means  easy  to  learn,  effec3ve  to  use  and  provide  an  enjoyable  experience  

2.  Involve  users  in  the  design  process  

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Page 8: Introduction to Prototyping: What, Why, How

Prototyping: what!

  In  interac3on  design  it  can  be:    a  series  of  screen  sketches    a  storyboard,  i.e.  a  cartoon-­‐like  series  of  scenes    

  a  Powerpoint  slide  show    a  video  simula3ng  the  use  of  a  system    a  lump  of  wood  (e.g.  PalmPilot)    […]  

  In  prac3ce,  designers  prototype:      Technical  issues    Work  flow,  task  design    Screen  layouts  and  informa3on  display    Difficult,  controversial,  cri3cal  areas    

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Page 9: Introduction to Prototyping: What, Why, How

Prototyping: why!

  Prototyping:    allows  evalua3on  and  feedback    allows  stakeholders  to  see,  hold,  interact  with  a  prototype  more  easily  than  a  document  or  a  drawing  

  allows  team  members  to  communicate  effec3vely    lets  you  test  out  ideas  for  yourself      encourages  reflec3on  

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Page 10: Introduction to Prototyping: What, Why, How

Prototyping: how!

  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  and  task  sequences  using  ‘Post-­‐it’  notes,  

Storyboards  

  Storyboards    Ogen  used  with  scenarios,  bringing  more  detail,  and  a  chance  to  role  play    Series  of  sketches  used  early  in  design  showing  how  a  user  might  progress  

through  a  task  using  the  device    

  Sketching    Important  for  low-­‐fidelity  prototyping  

  Don’t  be  inhibited  by  drawing  ability    

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Storyboard Example!

 Goal:  design  a  rich  content  experience  for  a  mobile  telecoms  operator  company  

     Macro      vs.    micro  view  

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Sketching Exercise (1)!  Design  Scenario:    You  are  being  asked  to  come  up  with  a  new  design  for  the  ING  ATM  machines.  Their  main  goal  is  to  improve  their  customer  experience  of  drawing  out  money  on  a  day-­‐to  day  basis.  To  do  that,  they  would  like  to  have  their  en3re  ATM  interface  redesigned.    

  Task:    Reflect  on  the  basic  opera3ons  of  the  ATM,  the  seing,  and  how  a  typical  person  interacts  with  the  machine,  and  sketch  out  the  interac3on.  

  How  can  you  embed  intelligent  techniques  in  the  process?  E.g.,  context-­‐awareness,  vision-­‐sensing,  speech-­‐recogni3on,  etc.    

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Sketching Exercise (2)!

 Work  in  groups  of  X,  order  s3cky  post-­‐its  on  an  interac3on  3meline  

  Blue  post-­‐its:  what  the  person  is  doing      Pink  post-­‐its:  what  the  ATM  is  doing  

  Yellow  post-­‐its:  other  relevant  factors  

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Group Presentations (3 min. elevator pitch!)

1 positive point1 negative point(from audience)!

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Questions?!

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References!

Sharp,  H.,  Y.  Rogers  and  J.  Preece.  (2007).  Interac(on  Design:  Beyond  Human−Computer  Interac(on.  New  York:  John  Wiley  and  Sons,  second  edi3on,  chapter  11.  

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Intelligent Interactive Systems (2012-2013): Brainstorming!

Abdallah  ‘Abdo’  El  Ali   http://staff.science.uva.nl/~elali/

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Outline!

1.  PLEX  cards  exercise  

2.  Group  presenta3ons  

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Topics!

  Context-­‐awareness  &  Ambient  Intelligence  

  Speech    Vision    Biometrics    

  Home  Systems  (e.g.,  interac3ve  TVs)  

  Public  Displays    Robo3cs    Affec3ve  Compu3ng   Wearables  

 Mobile  

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PLEX Brainstorming Cards!

  Developed  by  Nokia  Research  Center  Finland  (Espoo)  

  PLEX:  Playful  Experiences  Framework  

  Design  for  playfulness  in  interac3ve  systems  

  Target:  researchers,  designers,  stakeholders  

  Deck  of  22  cards  

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Page 21: Introduction to Prototyping: What, Why, How

PLEX Exercise: Rules!

  Each  group  receives  3  random  PLEX  cards.  

  Player  1  starts  by  placing  her  card  face  up  on  the  table,  and  then  explores  an  idea  related  to  both  the  topics  and  the  card.  

  Player  2  and  player  3  listen  carefully  and  engage  in  discussion.  When  one  of  them  feels  his/her  card  is  relevant  to  the  discussion,  s/he  places  her  card  on  the  table.    

  Record  your  ideas.  

  CONTEXT:  interac3ve  system  for  your  final  report  

  You  have  20-­‐25  min.  

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Page 22: Introduction to Prototyping: What, Why, How

Issues to Consider (Always…!)!  Usability    Feasibility  (cost,  effort)    Robustness  (can  withstand  different  condi3ons)    Scalability  (can  change  in  size  or  scale)    Privacy    Security    Safety  (health)    Maintainability    Durability    Trust    Playfulness    Originality    Transparency    Intelligibility    Extensibility    Likeability    Enjoyability    Collabora3ve    Compe33ve    […]  22

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PLEX Exercise: System Design!

  Work  in  your  chosen  group  (USE  ONLY  ONE  COLOR)  

  Blue  post-­‐its:  user(s)  interac3on    Yellow  post-­‐its:  system(s)  interac3on    Pink  post-­‐its:  nuts  n’  bolts  (technology:  algorithms,  mechanisms)  –  use  your  search  engines!  

  Orange  post-­‐its:  Perceived  design  improvements  (at  least  1!)    Red  post-­‐its:  Perceived  design  boCle-­‐necks  (at  least  1!)    Green  post-­‐its:  other  relevant  factors  (social  context,  climate,  etc.)  

  Use  ac3on  or  state  keywords  where  applicable  

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Group Presentations

Elevator pitch (3 min.)

(at least)1 positive point1 negative point!

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Questions?!

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