Prototyping Sketches storyboards and other prototypes Agenda l
Prototyping Sketches, storyboards, and other prototypes
Agenda l l l l Questions? Finish Pen Input Prototyping Storyboards Interface Prototypes Exercise if we have time Next time: Design of Everyday Things
Free-form Ink l Ink is the data, take as is l Human is responsible for understanding and interpretation Often time-stamped Applications l l – – Signature verification Notetaking Electronic whiteboards Sketching
Electronic whiteboards l l l Smartboard and Mimio Can integrate with projection Large surface to interact with – Issues? http: //www. mimio. com/ http: //www. smarttech. com/
Touch tables l l l Which techniques might be similar to smaller touchscreens? Which would differ? How similar and different from interactive white boards? Microsoft Surface
Real paper l l Anoto digital paper and pen technology (http: //www. anoto. com/) Other pens available: http: //www. logitech. com/ http: //www. epos-ps. com/ l Issues?
General Issues – Pen input l l l l Initial training required Learning time to become proficient Speed of use Generality/flexibility/power Special skills - typing Screen space required Computational resources required
Other interesting interactions l Gesture input – – l Wii Lots of other specialized hardware for tracking 3 D interaction – – Stereoscopic displays Virtual reality l l Augmented reality – l Immersive displays such as glasses, caves Head trackers and vision based tracking Tangible interaction – Use physical objects to express input
Dilemma l You can’t evaluate a design until it’s built – But… l After building, changes to the design are difficult l Simulate the design, in low-cost manner
Design Artifacts l Expressing design ideas: – – l Make it fast!!! Allow lots of flexibility for radically different designs Make it cheap Promote valuable feedback Facilitate iterative design and evaluation
Prototype representation l How to represent the prototype? – – – Mockup Storyboard Sketches Scenarios Screenshots Functional interface
Example project
Next steps: interactive prototype
Prototype scope l How much to represent? – Horizontal - “Broad” prototyping l – Show much of the interface, but in a shallow manner Vertical - “Deep” prototyping l Show only portion of interface, but large amount of those portions
Prototype maturation l Low fidelity vs. High fidelity l Amount of polish should reflect maturity of the prototype Why? l
Design Description l Can simply have a textual description of a system design – – – Obvious weakness is that it’s so far from eventual system Doesn’t do a good job representing visual aspects of interface Good for accompanying visual description in report (*hint*)
Scenarios l l Fictional stories with characters, products, events and environments. Typically narratives, but can be videos, simulations Jane likes to take walks every morning. This morning, as she places her hand on the door, she hears “ 75% chance of rain, better bring your umbrella. ” Thankful for the notice, she grabs her umbrella and heads out for her morning walk.
More detailed scenario l Jane’s class just got out and she wants to know whether to take the shuttle or walk back to her dorm. She opens her cell phone and starts the web browser. She opens her bookmarks and clicks on the bus location page. The page displays a list of the shuttle lines on campus. She selects the Nugget. The next page is a list of bus stops. She scrolls down and selects Woodward Hall. The page then displays that the next shuttle should arrive in 2 minutes. Jane leaves the building to head down to the bus stop to wait for the shuttle.
Scenario Utility l l l Engaging and interesting Another person’s shoes Present to different people Facilitates feedback and opinions Explore errors or mistakes Good for accompanying sketches, mockups, etc. (*hint, hint*)
Storyboard l l A story with visuals Visuals can be almost anything: – – – l Advantages: – – l Hand drawn with people and environment Screenshots of a system Combination… Provides additional details over scenario Can be easier to digest Disadvantages: – – Story must be concise and clear Visuals must be developed
Storyboard l Determine the story – – l l l A very iterative process through a lot of initial drafts Includes a lot of brainstorming Sketch on pen + paper Generate more polished art for presentation Develop
Use taglines / captions l Keep it short: show as much as necessary but not more
Drawing is hard… l But it doesn’t have to be
Drawing is hard… l It doesn’t have to be drawings. .
Remember… l Different presentation format means you can do more! l Think about how long you have a captive audience Think about how much you want to tell Think about options for presenting sequences of drawing l l
Sketches l Generally for depicting physical aspects of system Taken from Builder Bobs team project Summer 04
Mockups / Wireframes l l l Good for brainstorming Focuses people on high-level design notions Not so good for illustrating flow and the details
Paper prototyping l “Paper prototyping is a variation of usability testing where representative users perform realistic tasks by interacting with a paper version of the interface that is manipulated by a person ‘playing computer, ’ who doesn’t explain how the interface is intended to work. ” Taken from Paper Prototyping by Carolyn Snyder http: //www. paperprototyping. com/ The "Computer" highlights the item the user has just selected. A member of the development team observes and takes notes. (Photo courtesy of Timo Jokela. )
Draw/Paint programs Draw each screen, good for look IP Address OK Cancel Photo. Shop, Paint, . . . Thin, horizontal prototype
Simulations l l Put storyboard-like views down with (animated) transitions between them Can give user very specific script to follow Often called chauffeured prototyping Examples: Power. Point, Hypercard, Macromedia Director, HTML
Interface Builders l Tools for laying out windows, controls, etc. of interface – – l Easy to develop & modify screens Supports type of interface you are developing Good look and feel Can add back-end functionality Examples: Visual Basic, . NET, many apps for various languages
Visual Basic UI Controls Design area Control properties
Macromedia Director l l Combines various media with script written in Lingo language Concerned with place and time – – l l Objects positioned in space on “stage” Objects positioned in time on “score” Easy to transition between screens Can export as executable or as Web Shockwave file
Specialized l SILK (Sketching Interfaces Like Krazy) / DENIM – – – l Sketch-based GUI builder http: //dub. washington. edu/denim/ http: //www. openvideo. org/details. php? videoid=5018 by James Landay’s and his former group at UC Berkeley
Prototyping Technique l Wizard of Oz - Person simulates and controls system from “behind the scenes” – – Use mock interface and interact with users Good for simulating system that would be difficult to build Can be either computer-based or not
Wizard of Oz l Method: – – l Behavior should be algorithmic Good for voice recognition systems Advantages: – – Allows designer to immerse oneself in situation See how people respond, how specify tasks
Review Medium-fidelity Low-fidelity Sketches, mock-ups Slide shows High-fidelity System prototypes Scenarios Storyboards Simulations For more: take ITIS 3150 Rapid Prototyping and Interface Building Offered next fall
Assignment: Storyboard l l Due Oct. 15 Create a storyboard for your project – – l This CAN be about a potential design 4 to 6 panels is sufficient Bring to class on paper if you do not have access to a scanner
Crazy design time Remember all the ways of doing interaction? Voice, pen, gesture, and even ways we didn’t talk about Come up with a design idea for a system at bus or train stops. Should allow you to do useful or entertaining things – perhaps buy tickets, check on schedules, get maps, tell you about the area, etc. . . Be a little crazy – think of the user, but don’t just do the plain and expected kiosk. Express your design ideas with low fidelity prototypes. Sketch. Storyboard. Scenario.
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