prototyping (part 2 )vda.univie.ac.at/teaching/hci/14s/lecturenotes/06_pt_design.pdf ·...
TRANSCRIPT
High-Fidelity Prototypes• Looks & feels like the final product to the user
• Colors, screen layout, fonts, …
• Text used
• Response time and interactive behavior
• The functionality, however, is restricted
• Only certain functions work
• Functionality is targeted towards the tasks (e.g. a search query is predetermined)
• Non-visible issues (e.g. security) are not regarded
• Can be used to predict task efficiency of the product
Full System
Different features
http://www.nngroup.com/articles/guerrilla-hci/
Func
tiona
lity
Horizontal and Vertical Prototyping
Full System
Different features
http://www.nngroup.com/articles/guerrilla-hci/
Func
tiona
lity
Horizontal and Vertical Prototyping
Horizontal PT
Horizontal Prototypes• Demonstrate the feature spectrum of a product
• Allows the user to navigate the system
• The actual functions are not implemented
• Helps to evaluate / test
• Navigation (e.g. finding a specific function or feature)
• Overall user interface concept
• Feature inclusions and placement
• Accessibility
• User preferences
• Often used in early stages
Full System
Different features
http://www.nngroup.com/articles/guerrilla-hci/
Func
tiona
lity
Horizontal and Vertical Prototyping
Vert
ical
PT
Vertical Prototypes• Demonstrate a selected feature of a product
• Allows the user only to use this specific function
• The details of the function/feature are shown/implemented
• Helps to evaluate / test
• The optimal design for a particular function
• Compare different designs of a function
• Optimize the usability of this function
• User performance for this particular function
• Mainly used in high-fidelity prototyping but can be applicable to low-fidelity
The Prototyping “T”
Full System
Different features
Func
tiona
lity
http://www.nngroup.com/articles/guerrilla-hci/
Cheap PT: Scenarios
Full System
Different features
Func
tiona
lity
Scenario
http://www.nngroup.com/articles/guerrilla-hci/
Prototyping: In a nutshell
• Rapid and iterative
• Low-fidelity and high-fidelity
• Horizontal and vertical
• In the beginning: “Keep it ugly”
• Parallel Prototypinghttps://www.cs.cmu.edu/~spdow/files/PrototypingParallel-TOCHI10.pdf
Dow, Steven P., et al. "Parallel prototyping leads to better design results, more divergence, and increased self-efficacy." ACM Transactions on Computer-Human Interaction (TOCHI) 17.4 (2010): 18.
Visual Design• Visual Arts versus Visual Design
• Goal of the artist: to create an observable artifact that provokes an aesthetic response (kind of self-expression)
• Goal of the designer: to find the representation that is best suited to the communication of some specific information (oriented towards the goals of other people)
Visual Design• Visual Arts versus Visual Design
• Graphic Design and Visual Interface Design
• Aesthetic concerns placed within the constraints of a functional framework
• Designers working on interfaces needs to understand
• color, typography, form, composition, ...
• and interaction, behavior, human capabilities, ...
Visual Design• Visual Arts versus Visual Design
• Graphic Design and Visual Interface Design
• Industrial Design and Interface Design
• New relationship coming up as more physical artifacts become software-enabled
• have to work increasingly hand-in-hand
Visual Design• Visual Arts versus Visual Design
• Graphic Design and Visual Interface Design
• Industrial Design and Interface Design
Huge area!
Only some examples today
• Some general principles
• visual design
• interaction design
• Pointers to specific guidelines
Layering
• to emphasize (e.g., deep background)
http://designinginterfaces.com/firstedition/index.php?page=Deep_Background
Few Hues, Many Values• Choose one, two, or at most three major color hues to use
in the interface. Create a color palette by selecting assorted values (brightnesses) from within those few hues.
• http://www.colourlovers.com/
• http://colorbrewer2.org/
http://designinginterfaces.com/firstedition/index.php?page=Few_Hues_Many_Values
• don’t just blindly copy the real world
Affordances (Metaphors)
http://barbarism.net/2010/03/marco-on-overdoing-the-interface-metaphor/
Tradeoff between metaphor and usability
• in web design: people use things based on how they think they work without questioning the idea behind it
Affordances
Direct Manipulation (DM)• Replacement of complex command-
language syntax with direct, visual manipulation of the object of interest.
• Visibility of Object and Actions
• Rapid, reversible, incremental actions
Advantages of DM• Novices can learn the basic functionality quickly
• Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new functions
• Intermittent users can retain operational concepts over time
• Error messages are rarely needed
• Users can immediately see if their actions are furthering their goals and if not do something else
• Users experience less anxiety
• Users gain confidence and mastery and feel in control
Disadvantages of DM• Some people take the metaphor of direct manipulation
too literally
• Example: ejecting a volume in MacOS
• Not all tasks can be described by objects and not all actions can be done directly
• Some tasks are better achieved through delegating
• e.g. spell checking
• Can waste extensive screen space
• Moving a mouse around the screen can be slower than pressing function keys to do the same actions
Specific design guidelines
• e.g. Apple Human Interface Guidelineshttps://developer.apple.com/library/mac/documentation/UserExperience/Conceptual/AppleHIGuidelines/Intro/Intro.html
Specific design guidelines• Web design guidelines
• Links
• Colors
• Search
• Breadcrumbs (Navigation)
• ...
• Homework
• Slides from last year (german)
• online
• http://www.webstyleguide.com/wsg3/index.html
Conceptual Design• Conceptual design
• Transforming user requirements and needs into a conceptual model
• Key guidelines for conceptual design:
• Separate real requirements from solution ideas
• Keep an open mind but never forget the users and their context
• Discuss ideas with other shareholders as much as possible
• Use low-fidelity prototyping to get rapid feedback
• Iterate, iterate, and iterate
Web Design: Summary
• Many general design principles
• visual design: less is more, layering, colors, popout, visual flow, symmetry
• interaction design: affordances, direct manipulation
• Many specific design guidelines
• Get close to the Conceptual Model