Lecture 2 Supplement - Prototyping

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Presentation transcript:

Lecture 2 Supplement - Prototyping Sampath Jayarathna Cal Poly Pomona Based on slides created by Preece (Interaction Design)

Prototyping What is a prototype? Why prototype? Different kinds of prototyping - Low fidelity - High fidelity Compromises in prototyping - Vertical - Horizontal Final product needs to be engineered

What is a prototype? a series of screen sketches a storyboard, i.e. a cartoon-like series of scenes a PowerPoint slide show a video simulating the use of a system a lump of wood (e.g. PalmPilot) a cardboard mock-up a piece of software with limited functionality written in the target language or in another language

What to prototype? 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’

Sketching Sketching is important to low-fidelity prototyping Don’t be inhibited about drawing ability. Practice simple symbols 14

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

Generate storyboard from scenario 25

Card-based prototypes Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development 15

Card-based prototype from use case 26

‘Wizard-of-Oz’ prototyping The user thinks they are interacting with a computer, but a developer is responding to output 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?

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 High-fidelity prototypes can be developed by integrating existing hardware and software components Danger that users think they have a complete system…….see compromises

Low-fidelity vs High-fidelity Prototypes

Compromises in prototyping All prototypes involve compromises For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality? Two common types of compromise horizontal: provide a wide range of functions, but with little detail vertical: provide a lot of detail for only a few functions Compromises in prototypes mustn't be ignored. Product needs engineering

Explore the user’s experience Use personas, card-based prototypes or stickie's to model the user experience Visual representation called: design map customer/user journey map experience map Two common representations wheel timeline 27

An experience map drawn as a wheel 28

An experience map drawn as a timeline 29

Construction: physical computing Build and code prototypes using electronics Toolkits available include Arduino LilyPad (for fabrics) Senseboard MaKey MaKey Designed for use by wide range of people 30

Physical computing kits 31

Physical computing kits 32

Physical computing kits 33

Summary Different kinds of prototyping are used for different purposes and at different stages Prototypes answer questions The final product must be engineered appropriately Storyboards can be generated from scenarios Card-based prototypes can be generated from use cases Physical computing kits and SDKs facilitate transition from design to construction