today: id chapter 11 – design, prototyping, and construction also please read: “prototyping for...

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Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of the web site.

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Page 1: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Today:

ID Chapter 11 – Design, Prototyping, and Construction

Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of the web site.

Page 2: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Chapter 11Design, prototyping, and constructionCommunicating a proposed design with textual specifications

or a diagrammed model has several drawbacks:

• Features tend to be presented in isolation (e.g., bullet items), inhibiting the achievement of a global vision.

• Text and work models tend to be abstract, making them difficult for users to relate to their actual work experience.

• These approaches are not event-driven, which can prevent users from envisioning the planned dynamics of the proposed system.

A preferred approach for communicating the design is prototyping, modeling a reasonably close facsimile of the final product.

Page 3: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

The Advantages of Prototyping

• Prototyping provides a tool with which designers can validate the usability of their proposed system.

• Prototyping provides an effective means of communication between designers and users, ensuring a common understanding of what will and will not be accomplished with the proposed system.

• Prototyping affords opportunities to clarify misconceptions between designers and users before the investment in time and resources becomes too great.

Page 4: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Low-Fidelity PrototypingA low-fidelity prototype is sketchy and incomplete, and has some characteristics of the target product but is otherwise simple, usually in order to quickly produce the prototype and test broad concepts.

Advantages• Fast - no coding required• Quickly identifies basic design flaws• Refines GUI pre-implementation• Allows multidisciplinary participation• Encourages ideas from designers &

users

Disadvantages• Produces no code• Doesn’t find all GUI problems• Incompatible with mere upgrades• May seem unprofessional to users• May be overwhelming for large

systems

Page 5: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

High-Fidelity PrototypingA high-fidelity prototype is quite close to the final product, with lots of detail and functionality.

Advantages• No delays for test users• Superior control over what the user can

see• Resetting or undoing actions is possible &

easy• Particularly useful for upgrading existing

softwareDisadvantages• Curtails major changes• Not conducive to large design teams• Tends to make users feel that design is

complete• Requires all designers to have technical

backgrounds

Page 6: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Paper PrototypingOne low-fidelity prototyping technique is the use of paper

prototypes, in which Post-It notes, poster board, glue sticks, etc., are used to produce a modifiable sketch of an interface.

Pre-printed kits of standard interface

components (dialog boxes, textboxes, buttons, etc.) can facilitate the paper

prototyping process.

When aligned and printed on labels,

these components streamline dynamic design.

Page 7: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Running a Paper Prototyping SessionTeam Member Role: Facilitator

The interviewer who leads the user through the walkthroughs, answering questions but not actually helping the user traverse the interface!1. Start with an introduction, giving a general idea of what the user

will be doing. Do not provide the user with an overall guide to the application.

2. Instruct the user to “think out loud”. Gently remind them of this during the session if necessary.

3. Begin with an easy task or two to put the user at ease.

4. If the user sees something unexpected, ask what the user did expect.

5. Do not help the user, unless the user gets completely lost! The point of the session is to determine if the user can make sense of the design.

6. Ask follow-up questions about encountered problems.

7. Solicit suggestions and recommendations.

8. Graciously keep things moving, adopting the attitude that the user can do nothing wrong or right.

Page 8: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

The extremely well-prepared designer who updates the paper prototype interface in response to the user’s actions.

1.Be organized, always prepared to change the paper interface, even in unexpected ways.2.Don’t panic! This is a relatively informal exercise that can be mastered with experience.3.Remember that the time spent revising the “screen” while the user and facilitator wait usually seems longer to the HC than it does to them (but don’t forget - they are waiting!)

Running a Paper Prototyping SessionTeam Member Role: “Human Computer”

4.Focus on the computer role, anticipating the user’s next action and preparing the appropriate response. Pay particular attention to the user’s eyes and hands.

5.Respond only when the user does something (i.e., don’t over-anticipate).

6.Before the session, organize by event rather than type of component (e.g., place one screen’s components together rather than placing the textbox components for all screens together).7.Have plenty of appropriately sized blank post-it strips,

post-it notes, and sheets available, in case the prepared components are damaged or the user does something unexpected.8.Keep a brief reminder sheet handy for before and

during the session.

Page 9: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Running a Paper Prototyping SessionTeam Member Role: Observer

• Take notes during the session, highlighting potential points of discussion that the team will need afterwards.

• Monitor the VCR and the camera, ensuring that all relevant information is being recorded for later reference.

The note-taker & video recording monitor.

After Each Prototyping Session...• Hold a post-mortem meeting to discuss the areas where

the user had problems or made suggestions.

• Review what happened in chronological order, objectively gathering observations, identifying the larger design issues and then prioritizing.

• After identifying and prioritizing the design issues, discuss possible changes, but use a rat-hole watcher to circumvent overdoing the debate.

Page 10: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Design Changes After The Session

Use iterative refinement, making design changes or changes to the walkthrough scenarios prior to the next session.

After later sessions, err on the side of making changes of smaller scope, since it may be impractical to pursue solutions to large problems at this stage.

After early sessions, err on the side of making broad changes from which more can be learned. Your team can always revert to an earlier design.

Page 11: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Recap – comparing Hi-Fi to Lo-Fi prototyping

Page 12: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Why Prototype?Why Prototype? A tool to validate the user interface is usable and reveals the structure

clearly

Provides a structure that fits the user’s work model

A tool for communication between the design team and the user

User’s vocabulary

User becomes a co-designer

Iterative refinement

Page 13: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Prototyping MediumPrototyping Medium High Fidelity Prototypes

A.K.A. Hi-fi, Rapid Prototyping Tools Examples

VB, Python, … HTML, AJAX Powerbuilder

Black Box Coding

Page 14: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Prototyping MediumPrototyping Medium

Low Fidelity Prototypes

A.K.A. Lo-fi, Paper Prototyping

Examples Paper Post-it’s Tape Glue

Play Computer

Page 15: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Lo-fi vs. Hi-fiLo-fi vs. Hi-fi

Time to Build

Lo-fi: Quick to build2 to 3 hours depending on number of screens

and complexity

Hi-fi: Screen quick, but black boxing can take a

significant time commitment2 to 3 weeks depending on complexity and

team size

Score Board

Page 16: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Lo-fi vs. Hi-fiLo-fi vs. Hi-fiScore Board

Quality of Feedback

Lo-fi: Maintains focus on work structure and

interface elements

Hi-fi: Reviewers tend to focus on finishing touch

issuesFonts, alignment, colors

Page 17: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Lo-fi vs. Hi-fiLo-fi vs. Hi-fiScore Board

Changeability

Lo-fi: Invites changeBecause it is easy to change, changes can be

made on the fly

Hi-fi: Developers resistant to changeToo much time and effort invested – feeling

of ownership

Page 18: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Lo-fi vs. Hi-fiLo-fi vs. Hi-fiScore Board

Feature Creep

Lo-fi: Gives the impression that development is still

in design

Hi-fi: Gives the false impression of being done

Page 19: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Lo-fi vs. Hi-fiLo-fi vs. Hi-fiScore Board

Program bugs Lo-fi:

No program bugs – no problem Hi-fi:

Single bug can bring prototype session to a halt (or kill a project)

Users as Co-Designers Lo-fi:

Invites the user to provide suggestions Hi-fi:

Gives the impression of being done

Page 20: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

Lo-fi vs. Hi-fiLo-fi vs. Hi-fi

Timing Studies Lo-fi:

Cannot be done Hi-fi:

Can be done

Animation Lo-fi:

Cannot be done Hi-fi:

Can be done, but sometimes complicated

Score Board

Page 21: Today: ID Chapter 11 – Design, Prototyping, and Construction Also please read: “Prototyping for Tiny Fingers”, get it from the bibliography section of

And the Winner Is . . . And the Winner Is . . .

Lo-fi!

Final ScoreFinal Score

Score Board

Lo-fi Hi-fi