Rapid Prototyping Only got through Topiary. Split into two lectures.

Slides:



Advertisements
Similar presentations
Design, prototyping and construction
Advertisements

Chapter 11 Designing the User Interface
Rapid Prototyping Dimensions and terminology Non-computer methods
Stanford hci group / cs376 Research Topics in Human-Computer Interaction Design Tools 01 November 2005.
ISP 666 Week 6 Prototyping. Design a Solution From task to system From abstract to concrete Task Models UI Presentation evaluation Conceptual Model System.
SIMS 202 Information Organization and Retrieval Prof. Marti Hearst and Prof. Ray Larson UC Berkeley SIMS Tues/Thurs 9:30-11:00am Fall 2000.
2/23/991 Low-fidelity Prototyping & Storyboarding SIMS 213, Spring ‘99 Professor James Landay, EECS Dept. February 23, 1999.
Rapid Prototyping Marti Hearst (UCB SIMS) SIMS 213, UI Design & Development February 25, 1999.
Prototyping Material Drawn from: James Landay, Berkeley Univ. John Kelleher, IT Sligo.
What is a prototype? A prototype is a small scale model of your larger product. Can be a physical object, or a simple software program. Many physical.
Prof. James A. Landay University of Washington Autumn 2006 Rapid Prototyping November 16, 2006.
Prof. James A. Landay University of Washington Autumn 2012 USER INTERFACE DESIGN + PROTOTYPING + EVALUATION Early Stage Prototyping.
1 Damask A Tool for Early-Stage Design and Prototyping of Multi-Device User Interfaces G r o u p f o r User Interface Research University of California.
Low-fi Prototyping. CSE490f - Autumn 2006User Interface Design, Prototyping, and Evaluation2 Hall of Fame or Shame? Password dialog in Eudora Pro for.
1 Low-fidelity Prototyping. 2 Interface Hall of Shame or Fame? PowerBuilder List of objects with associated properties.
Computer –the machine the program runs on –often split between clients & servers Human-Computer Interaction (HCI) Human –the end-user of a program –the.
HCI 특론 (2010 Spring) Low-fi Prototyping. 2 Interface Hall of Shame or Fame? Amtrak Web Site.
Prof. James A. Landay Computer Science Department Stanford University Spring 2015 CS 377 E : ENGELBART ’ S UNFINISHED LEGACY : DESIGNING SOLUTIONS TO GLOBAL.
June 2004 User Interface Design, Prototyping, and Evaluation 1 Outline Low-fi prototyping Wizard of Oz technique Informal UI prototyping tools Hi-fi prototyping.
Rapid Prototyping. 2 Hall of Fame or Shame? 3 Hall of Shame.
Prof. James A. Landay University of Washington Autumn 2008 Rapid Prototyping November 10, 2008.
1 Lecture 16 Prototyping Software Engineering. 2 Outline Definitions Uses of prototyping in the design process Prototyping approaches Prototyping “technologies”
CHAPTER TEN AUTHORING.
Prof. James A. Landay University of Washington Autumn 2008 Low-fi Prototyping November 4, 2008.
Supporting rapid design and evaluation of pervasive application: challenges and solutions Lei Tang 1,2, Zhiwen Yu 1, Xingshe Zhou 1, Hanbo Wang 1, Christian.
Prof. James A. Landay University of Washington Autumn 2008 Video Prototyping October 14, 2008.
INFO 355Week #71 Systems Analysis II User and system interface design INFO 355 Glenn Booker.
Prototyping. REVIEW : Why a prototype? Helps with: –Screen layouts and information display –Work flow, task design –Technical issues –Difficult, controversial,
Stanford hci group / cs376 u Scott Klemmer · 26 October 2006 Design Tools.
Prof. James A. Landay University of Washington Autumn 2007 Rapid Prototyping November 13, 2007.
1 Lecture 5: Interactive Tools: Prototypers (HyperCard, Director, Visual Basic), Interface Builders Brad Myers Advanced User Interface Software.
Prof. James A. Landay University of Washington Spring 2008 Web Interface Design, Prototyping, and Implementation Low-fi Prototyping April 24, 2008.
Paper Prototyping Source: Paper Prototyping a method of brainstorming, designing, creating, testing, refining and communicating.
Low-fidelity Prototyping. Outline Low-fidelity prototyping Wizard of OZ technique Informal user interfaces Sketching user interfaces electronically Informal.
Stanford hci group / cs376 Research Topics in Human-Computer Interaction Design Tools Ron B. Yeh 26 October 2004.
Prof. James A. Landay University of Washington CSE 440 USER INTERFACE DESIGN + PROTOTYPING + EVALUATION February 14, 2013 Early Stage Prototyping.
Prof. James A. Landay University of Washington Autumn 2007 Low-fi Prototyping October 25, 2007.
HCI 특론 (2007 Fall) Low-fi Prototyping. 2 Hall of Fame or Shame? Password dialog in Eudora Pro for Mac.
Low-fi Prototyping. CSE490f - Autumn 2006User Interface Design, Prototyping, and Evaluation2 Hall of Fame or Shame? Password dialog in Eudora Pro for.
Prototyping Creation of concrete but partial implementations of a system design to explore usability issues.
Prof. James A. Landay University of Washington Winter 2007 Video Prototyping January 22, 2007.
Prof. James A. Landay University of Washington Spring 2008 Web Interface Design, Prototyping, and Implementation Ubicomp Design Pre-Patterns May 29, 2008.
Digital Media & Interaction Design LECTURE 4+5. Lecture 4+5 Draw requirement + Prototyping.
Introduction to Visual Basic. NET,. NET Framework and Visual Studio
Lecture 2 Supplement - Prototyping
Sampath Jayarathna Cal Poly Pomona
Software Prototyping.
Mobile Application Test Case Automation
Low-fi Prototyping November 2, 2006
Prototyping.
Introduction to Prototyping
Unit 2 User Interface Design.
ClassLens Hope C. | Amy L. | Yash T..
CHAPTER 8 Multimedia Authoring Tools
Lesson 1: Buttons and Events – 12/18
Low-fidelity Prototyping
Prototyping.
Design, prototyping and construction
Chapter 10 Development of Multimedia Project
Chapter 11 Design, prototyping and construction 1.
Applications Software
Design Tools Jeffrey Heer · 7 May 2009.
Rapid Prototyping Sketches, Storyboards, Mock-Ups and Scenarios
Low-fidelity Prototyping
DESIGN, PROTOTYPING and CONSTRUCTION
Interactive Medium-Fi Prototype
Team #3: Interactive Medium-Fi Prototype
Shane B., Esther K., Curtis S., Jennifer W.
Lesson 2 Prototyping.
Design, prototyping and construction
Presentation transcript:

Rapid Prototyping Only got through Topiary. Split into two lectures

Hall of Fame or Shame? CSE490f - Autumn 2006

Hall of Shame CSE490f - Autumn 2006

Interesting Survey Results... In 1997, Harris Research found that employees who use PCs can lose up to 3 weeks/year tackling technology problems. Why? Learning/installing new systems each employee lost 100 minutes a week in the 1st month a new system was introduced Dealing with PC/software malfunction or misuse http://www.cs.washington.edu/education/courses/cse490f/CurrentQtr/readings_files/harris-research-survey.htm CSE490f - Autumn 2006

Who Adapts to Who? “It is far better to adapt the technology to the user than to force the user to adapt to the technology.” Larry Marine, Intuitive Design CSE490f - Autumn 2006

Rapid Prototyping

Outline Review lo-fi prototyping Informal prototyping tools Why build hi-fi prototypes? Hi-fi prototyping tools Widgets What prototyping tools lack CSE490f - Autumn 2006

Lo-fi Testing Review Low-fi testing allows us to quickly iterate. The advantage of this is? get feedback from users & change right away What are the other advantages of only requiring the skills of “tiny fingers”? non-programmers can fully participate CSE490f - Autumn 2006

Problems with Low-fi Prototypes “Computer” inherently buggy Slow compared to real app timings not accurate Hard to implement some functionality pulldowns, feedback, drag, viz … Won’t look like final product sometimes hard to recognize widgets End-users can’t use by themselves not in context of user’s work environment CSE490f - Autumn 2006

Problems with Low-fi Prototypes? CSE490f - Autumn 2006

Problems with Low-fi Prototypes? Doesn’t map well to what will actual fit on the screen Couldn’t hold in your hand – different ergonomics from target device Timing in real-time hard to do (slooooow computer) Some things could not be simulated (highlighting) Writing on paper not the same as writing on target device Appearance unrealistic Dynamic widgets hard to simulate (pop-ups) Some items had to be static! Dragging hard to simulate CSE490f - Autumn 2006

Problems with Low-fi Prototypes? Couldn’t measure realistic I/O mouse (can’t sketch the same way) slow response Lack of interactive feedback button highlights “Computer” has to keep track of a lot of paper Hard to draw well (recognition of elements) Users wouldn’t criticize UI Can’t get accurate time measurement Couldn’t give proper affordance that something wasn’t selectable CSE490f - Autumn 2006

Informal UI Prototyping Tools Outpost Denim Suede Topiary Activity Designer DaPPLE We don’t have the tried and true theories of other fields. Can’t follow a book, build it, and expect it to work. The best tools let you enter a design, create an interactive prototype, & support testing it This is the philosophy that our work supports! CSE490f - Autumn 2006

Informal UI Prototyping Tools Support advantages of low-fi paper prototypes brainstorming consider different ideas rapidly do not require specification of details incomplete designs need not cover all cases, just illustrate important examples Add advantages of electronic tools evolve easily support for “design memory” transition to other electronic tools allow end-user interaction work with real devices Unlike designing a computer program, you do not need to consider all cases this early. present several designs to give the client an idea of what I as the designer am thinking about. CSE490f - Autumn 2006

Designers’ Outpost: A Tangible Interface for Designing Information Architectures Combines physical & virtual physical post-its, virtual feedback Supports existing practice affordances of paper collaboration large, persistent representation Adds advantages of e-media editing, reuse, distribution hand-off later to other tools two cameras: one high res for ink, one behind for tracking to avoid occlusion by users Informal UI means it stays OUT of the designers’ way CSE490f - Autumn 2006

DENIM: Designing Web Sites by Sketching Early-phase navigation & interaction design Integrates multiple views site map – storyboard – page sketch Follows Outpost CSE490f - Autumn 2006

Low-fi Prototyping & Testing Travelshare CSE490f - Autumn 2006

SUEDE: Informal Prototyping for Speech-based UIs Read my important email Support design practice example scripts Wizard of Oz (WoZ) built-in iterative design design – test – analysis Fast & fluid design no speech recognition or synthesis need not be programmer CSE490f - Autumn 2006

TOPIARY: Informal Prototyping for Location-enhanced UIs Create location-based scenarios place people, places, & things on map Use scenarios as conditions on storyboard transitions Iterative design Wizard of Oz (WoZ) Place Lab Wi-fi location sensor Fast & fluid design no GPS or other special hardware required need not be programmer CSE490f - Autumn 2006

Activity Designer: Informal Prototyping for Activity-based UIs Create activity-based scenes actions in a particular situation (e.g., running in the park at lunch) Visually create status properties & visual feedback number of times someone ran Use scenes & properties as conditions on storyboard transitions Iterative design Wizard of Oz (WoZ) Test in field w/ actual devices Fast & fluid design no special hardware required need not be programmer CSE490f - Autumn 2006

Augmented User Study/Design Tools discover stakeholders & actions performed for activities e.g., elders share info differently based on receiver’s role People who would be good to be in your fitness group???? augmenting ESM Can also use this to give labels back to improve the modeling augmenting web-logs with user’s context expand scope of understanding from logs automatic Lag Sequential Analysis track activity w/o cameras & manual coding apply anomaly detection & statistical diagnosis techniques use those problems to iteratively fix problems & run traditional studies to find out more which participants? which situations? which devices? we can use ESM and our modeling work to learn labels for those anomaly & see if they are real anomaly or something that we yet don't have models for help determine how a potential app can fit into activities (tool mediation) a cell phone showing how many steps a person has walked or an ambient display CSE490f - Autumn 2006

Visual Language for Property Computation discover stakeholders & actions performed for activities e.g., elders share info differently based on receiver’s role People who would be good to be in your fitness group???? augmenting ESM Can also use this to give labels back to improve the modeling augmenting web-logs with user’s context expand scope of understanding from logs automatic Lag Sequential Analysis track activity w/o cameras & manual coding apply anomaly detection & statistical diagnosis techniques use those problems to iteratively fix problems & run traditional studies to find out more which participants? which situations? which devices? we can use ESM and our modeling work to learn labels for those anomaly & see if they are real anomaly or something that we yet don't have models for help determine how a potential app can fit into activities (tool mediation) a cell phone showing how many steps a person has walked or an ambient display CSE490f - Autumn 2006

Testing Prototypes in Situ & with Wizard of Oz discover stakeholders & actions performed for activities e.g., elders share info differently based on receiver’s role People who would be good to be in your fitness group???? augmenting ESM Can also use this to give labels back to improve the modeling augmenting web-logs with user’s context expand scope of understanding from logs automatic Lag Sequential Analysis track activity w/o cameras & manual coding apply anomaly detection & statistical diagnosis techniques use those problems to iteratively fix problems & run traditional studies to find out more which participants? which situations? which devices? we can use ESM and our modeling work to learn labels for those anomaly & see if they are real anomaly or something that we yet don't have models for help determine how a potential app can fit into activities (tool mediation) a cell phone showing how many steps a person has walked or an ambient display CSE490f - Autumn 2006

Testing Prototypes in Situ discover stakeholders & actions performed for activities e.g., elders share info differently based on receiver’s role People who would be good to be in your fitness group???? augmenting ESM Can also use this to give labels back to improve the modeling augmenting web-logs with user’s context expand scope of understanding from logs automatic Lag Sequential Analysis track activity w/o cameras & manual coding apply anomaly detection & statistical diagnosis techniques use those problems to iteratively fix problems & run traditional studies to find out more which participants? which situations? which devices? we can use ESM and our modeling work to learn labels for those anomaly & see if they are real anomaly or something that we yet don't have models for help determine how a potential app can fit into activities (tool mediation) a cell phone showing how many steps a person has walked or an ambient display CSE490f - Autumn 2006

DaPPLE: Tool for Designing & Prototyping Pervasive Computing Environments Create storyboards in designer’s language Extract & specify events & desired UI actions Build prototypes spanning lo-fi to medium-fi Test with Wizard of Oz or on real ubicomp technology e.g., RFID readers, handheld devices, displays, etc. CSE490f - Autumn 2006

Why Build Hi-fi Prototypes? Must test & observe ideas with customers Paper mock-ups don’t go far enough how would you show a drag operation? not realistic of how interface will be used Building final app. now is a mistake (?) changes in the UI can cause huge code changes need to convince programmer & hope they get it right takes too much time what did Cooper say it is harder than???? changing a 1000 square foot slab of concrete drag & drop prototyping tool appropriate but only after we have iterated on design Why is Cooper against prototyping? sees prototyping as programming (above problems) advocates paper (which I still consider prototyping) CSE490f - Autumn 2006

Why Use Tools (rather than code)? Faster Easier to incorporate testing changes Multiple UIs for same application Consistent user interfaces Easier to involve variety of specialists Separation of UI code from app. code easier to change and maintain More reliable bugs found in the tool are fixed for all applications CSE490f - Autumn 2006

Prototyping Tools (historical) HyperCard for Macintosh – built by Bill Atkinson metaphor: card transitions on button clicks comes with widget set drawing & animation limited Director still commonly used by designers intended for multimedia -> originally lacked interface widgets or controls good for non-widget UIs or the “insides” of app Flash may replace Director for prototyping Both have “scripting” languages CSE490f - Autumn 2006

HyperCard Tool palettes CSE490f - Autumn 2006

Director Cast Basic objects used in interface Mainly multimedia in nature images, audio, video, etc. synchronize with cue points CSE490f - Autumn 2006

Director Score Overview of events in time CSE490f - Autumn 2006

Director Behavior Inspector Connect events to actions Drag & drop CSE490f - Autumn 2006

UI Builders Visual Basic lots of widgets (AKA controls) simple language slower than other UI builders MS Visual Studio .NET, JBuilder, PowerBuilder... widgets sets easily connect to code via “callbacks” “commercial” strength languages CSE490f - Autumn 2006

What’s the Difference? Performance Widgets Insides of application prototyping tools produce slow programs UI builders depend on underlying language Widgets prototyping tools may not have complete set UI builders have widget set common to platform Insides of application UIBs do little, prototypers offer some support Final product generally use UI builders, though occasionally see things created in a prototyping tool (multimedia) CSE490f - Autumn 2006

Widgets Buttons (several types) Scroll bars and sliders Pulldown menus CSE490f - Autumn 2006

Widgets (cont.) Palettes Dialog boxes Windows and many more... CSE490f - Autumn 2006

What is Missing? Support for the “insides” of applications CSE490f - Autumn 2006

Summary Informal prototyping tools bridge the gap between paper & high-fi tools High-fi UI tools good for testing more developed UI ideas Two styles of tools “Prototyping” vs. UI builders what is the difference? Both types generally ignore the “insides” of application  this is research CSE490f - Autumn 2006

Further Reading Prototyping Books Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces, by Carolyn Snyder, Morgan Kaufmann, 2003 Articles “Prototyping for Tiny Fingers” by Marc Rettig, in Communications of the ACM, 1994 “Using Paper Prototypes to Manage Risk” by Carolyn Snyder, http://world.std.com/~uieweb/paper.htm “The Perils of Prototyping” by Alan Cooper, http://www.chi-sa.org.za/Documents/articles/perils.htm Web Sites Group for User Interface Research, for DENIM & SUEDE downloads, http://guir.berkeley.edu InfoDesign Toolkit, http://www.infodesign.com.au CSE490f - Autumn 2006