Design prototyping and construction CSSE 371 Steve Chenoweth
- Slides: 20
Design, prototyping and construction CSSE 371 Steve Chenoweth and Chandan Rupakheti (Chapter 11 - Interaction Design Text)
What is a prototype? In other design fields a prototype is a small-scale model: • a miniature car • a miniature building or town The purpose, typically, is to: • Do a proof of concept • Especially of some hard part of the system, or Selling the project based on the prototype
What is a prototype in ID? In interaction design it can be (among other things): • a series of screen sketches • • • a storyboard, i. e. a cartoon-like series of scenes a Power Point slide show a video simulating the use of a system a lump of wood (e. g. Palm. Pilot) a cardboard mock-up a piece of software with limited functionality written in the target language or in another language
What else is a prototype? In software development, we prototype for other critical reasons: • What are other reasons you might prototype on your project, besides for interaction ID? Question 1
Why prototype in ID? • Evaluation and feedback are central to interaction design • 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 aspect of design • Prototypes answer questions, and support designers in choosing between alternatives
What to prototype in ID? • Technical issues • Work flow, task design • Screen layouts and information display • Difficult, controversial, critical areas
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’ notes storyboards ‘Wizard-of-Oz’ “Pay no attention to the man behind the curtain. ” – See Slide 11. Start Question 2
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
Sketching • Sketching is important to low-fidelity prototyping • Don’t be inhibited about drawing ability. Practice simple symbols
Card-based prototypes • • Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development Card-based prototypes can be generated from use cases
‘Wizard-of-Oz’ prototyping • The user thinks they are interacting with a computer, but a developer is responding to input rather than the system. • Usually done early in design to understand users’ expectations • What is ‘wrong’ with this approach? User >Blurb blurb >Do this >Why? Finish Question 2
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 ID prototype in software, common environments include Macromedia Director, Visual Basic, and Smalltalk, Interface Builder … • Danger that users think they have a full system Question 3
Compromises in prototyping • Horizontal • Vertical
Construction • Product must be engineered Evolutionary prototyping ‘Throw-away’ prototyping • What is the danger of using it as a starting point, anyway? Question 4
Conceptual design: from requirements to design • Transform user requirements/needs into a conceptual model “an outline of what people can do and how to interact with it” • Don’t move to a solution too quickly. Iterate, iterate • Consider alternatives: prototyping helps
Guiding Principles • • Keep an open mind, but never forget the user Discuss ideas with all stakeholders Low fidelity prototyping Iterate, Iterate
Is there a suitable metaphor? • We’ll be looking at interface metaphors in more depth, later in the course… • A perfect example – • Microsoft Excel is an almost exact metaphor for an accounting spread sheet, something that was on paper, and was used since forever in accounting. • This made spread sheet programs very understandable! • Three steps to considering a metaphor: • understand functionality, • identify potential problem areas, • generate metaphors
Evaluate metaphors • • • How much structure does it provide? How much is relevant to the problem? Is it easy to represent? Will the audience understand it? How extensible is it?
Considering interaction types • Which interaction type? How the user invokes actions Instructing, conversing, manipulating or exploring See Ch 2, starting on p. 64 We’ll be spending more time on these later, as well • Do different interface types provide insight? WIMP, shareable, augmented reality, etc See also notes, below Questions 5, 6
Expanding the conceptual model • What functions will the product perform? • How are the functions related to each other? • What information needs to be available?
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