Http://www.reddit.com/r/funny/comments/10zcr2/i_just_got_trolled_by_the_iron_man_avengers_usb/ reddit.com.

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Presentation transcript:

http://www.reddit.com/r/funny/comments/10zcr2/i_just_got_trolled_by_the_iron_man_avengers_usb/ reddit.com

Cool video prototype Xkcd

Prototyping 2 CPSC 481: HCI I Fall 2012 Anthony Tang, with acknowledgements to Julie Kientz, Saul Greenberg, Nicolai Marquardt, Ehud Sharlin

Last Time… What are prototypes Why should we use prototypes Two dimensions of prototypes (lo vs. hi fidelity, vertical vs. horizontal)

Hi vs. Lo Fidelity Distinction: is the choice of medium close or far from that of final design? (high = software; low = paper prototype) Hi fidelity Lo fidelity

Pros and Cons Lo-Fi Hi-Fi Advantages Disadvantages Fill it in!

Hi-fi vs. Lo-fi: “From the experts…” Advantages » ***fast*** » cheap » easy – kindergarten skills! » can simulate actual product » great way to get feedback from stakeholders » better sense of finished product » can judge aesthetic appeal » more realistic experience » can evaluate the experience better » probably more convincing for stakeholders Disadvantages » slow response time » can’t get feedback about aesthetics » user may question design quality » users may focus on unnecessary details » takes a lot of time to make » users may lose track of big picture

Hi Fidelity Prototypes: More Big part: prototyping the visual design With the right tools, hi-fi prototypes can be done very nicely Requires very little client imagination Communicates the form very well Very effective in persuasion

Prototyping through Storyboards “comic book” approach, a series of keyframes as sketches—illustrates a sequence originally from film; used to get the idea of a scene snapshots of the interface at particular key points in the interaction users can evaluate quickly the direction the interface is heading

Note use of annotation, both in the keyframe, and around it

Prototyping with PICTIVE PICTIVE: Plastic Interface for Collaborative Technology Initiatives through Video Exploration Designing with customers using office supplies » multiple layers of sticky notes and plastic overlays » different sized stickies represent icons, menus, windows etc. Interaction demonstrated by manipulating notes » new interfaces built on the fly Session videotaped for later analysis » usually end up with mess of paper and plastic!

PICTIVE, designing with office supplies Can pre-make paper interface components buttons menu alert box combo box tabs list box entries

Prototyping with PowerPoint PowerPoint can also be used to simulate very specific interaction scenarios Problem: People give me gifts I don’t want Solution: Maybe a web-based gift-list social networking site could help http://www.boxesandarrows.com/files/banda/interactive/SamplePrototype.ppt

Powerpoint prototype here

Prototyping Functionality: Wizard-of-Oz Common problem: it’s difficult to prototype some piece of functionality Need: test whether it is actually good Solution: fake it! Make the interaction as authentic as possible Key: user has no idea that the interaction is being faked

Wizard of Oz A method of testing a system that does not exist the listening typewriter, IBM 1983 Dear Henry Speech Computer What the user sees

Wizard of Oz A method of testing a system that does not exist the listening typewriter, IBM 1984 Dear Henry Dear Henry Speech Computer What the user sees The wizard

Name Origin: Wizard-of-Oz The Wizard of Oz: book and movie clip

Wizard of Oz: The Point Up until the point the wizard is discovered, the thoughts, feelings, and actions of Dorothy and the others were all genuine They were genuinely experiencing what it would be like to talk to a powerful and terrible wizard

Wizard of Oz: Anti-Gravity Bar http://www.youtube.com/watch?v=DL9cAcQ-gKQd

Prototyping Functionality: Video Prototyping Video prototyping allows you to prototype functionality without needing to be physically present. Paper prototypes and wizard-of-oz require you to be around to simulate functionality. A video prototype frees you from that, but constrains you to a limited scenario. You can also simulate this through a stitched together set of images (slow-mation).

iPhone paper+video prototype http://www.youtube.com/watch?v=6TbyXq3XHSc

Body Centric Interaction New design concept. Realized as a medium-fidelity prototype, and captured as a video prototype. http://grouplab.cpsc.ucalgary.ca/grouplab/uploads/Publications/Publications/2012-BodyCentricInteraction.TEI.mp4

Vertical vs. Horizontal Prototypes Vertical prototype (e.g., photoshop mock up) Scenario Horizontal prototype (e.g., paper prototype) Full interface • Two common types of compromise - horizontal prototype: provide a wide range of functions but with little detail - vertical prototype: provide a lot of detail for only a few functions

Fat-Thumb High fidelity prototype, but very much a vertical one Fat-Thumb video example w/ maps http://grouplab.cpsc.ucalgary.ca/grouplab/uploads/Publications/Publications/2012-FatThumb.MobileHCI.mp4

More specific narrow scenarios VideoDraw

Yet Another Specific Narrow Scenario ClearBoard https://vimeo.com/44544588

Next week Tutorial: storyboards and paper prototypes Monday tutorial students: please go to another tutorial section (preferably with your team) Wednesday: Midterm Friday: Guest lecture (SMART UX team)

Midterm – Wednesday, 10am Coverage: everything up to the end of today Focus: I am mainly interested that you understand the concepts, and can apply them in a logical way. I am not concerned that you memorize everything, but you should be able to explain the main concepts. How to study: re-read notes from lecture, the reading that I assigned you, as well as your assignments. Exam: Closed book. Arrive early. Be concise.

Sketch vs. Prototype Difference is a contrast in purpose (always), and sometimes in form. But, it’s a continuum. sketch prototype

From Sketches to Prototypes Sketches: early ideation stages of design Prototypes: capturing /detailing the actual design Sketches dominate the early part of the design funnel. They have to be cheap and plentiful. Prototypes appear at the latter part (or even during engineering). They are more refined and perhaps appropriate for initial user testing. There are also fewer of them, as they are more expensive. Image from Bill Buxton’s Book Sketching User Experiences (2007) Morgan Kaufmann

Given this context, lets look at the differences.