Low-fi Prototyping November 2, 2006

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Presentation transcript:

Low-fi Prototyping November 2, 2006 About 5 minutes over – cut 2 or 3 repetitive slides -- cut Outpost video? November 2, 2006

User Interface Design, Prototyping, and Evaluation Hall of Fame or Shame? Password dialog in Eudora Pro for Mac CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Hall of Fame! Password dialog in Eudora Pro for Mac Most passwords are mixed case caps lock often leads to failure to authenticate Good idea to inform user that Caps Lock is on Flashing and “!” unnecessary CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Low-fi Prototyping November 2, 2006

User Interface Design, Prototyping, and Evaluation Outline Web design patterns Low-fi prototyping Wizard of Oz technique Informal UI prototyping tools Hi-fi prototyping What prototyping tools lack CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Design Patterns Review Which patterns do you see? CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation SHOPPING CART (F3) CROSS-SELLING & UP-SELLING (G2) SITE BRANDING (E1) HIGH VISIBILITY ACTION BUTTON (K5) CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Quick-Flow Checkouts QUICK-FLOW CHECKOUT (F1) PROCESS FUNNEL (H1) SITE BRANDING (E1) HIGH VISIBILITY ACTION BUTTON (K5) PROGRESS BAR (H13) CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Why Do We Prototype? Experiment with alternative designs Get feedback on our design faster fix problems before code is written saves money Keep the design centered on the user must test & observe ideas with users CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Fidelity in Prototyping Fidelity refers to the level of detail High fidelity? prototypes look like the final product Low fidelity? artists renditions with many details missing CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Low-fi Sketches & Storyboards CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Low-fi Sketches & Storyboards Where do storyboards come from? film & animation Give you a “script” of important events leave out the details concentrate on the important interactions CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Ink Chat

Why Use Low-fi Prototypes? Traditional methods take too long sketches -> prototype -> evaluate -> iterate Can instead simulate the prototype sketches -> evaluate -> iterate sketches act as prototypes designer “plays computer” other design team members observe & record Kindergarten implementation skills allows non-programmers to participate CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Hi-fi Prototypes Warp Perceptions of the tester/reviewer representation communicates “finished” comments focus on color, fonts, & alignment Time encourage precision specifying details takes more time Creativity lose track of the big picture CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation The Basic Materials Large, heavy, white paper (11 x 17) 5x8 in. index cards Post-its Tape, stick glue, correction tape Pens & markers (many colors & sizes) Overhead transparencies Scissors, X-acto knives, etc. CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

from “Prototyping for Tiny Fingers” by Rettig

ESP

Constructing the Model Set a deadline don’t think too long - build it! Draw a window frame on large paper Put different screen regions on cards anything that moves, changes, appears/disappears Ready response for any user action e.g., have those pull-down menus already made Use photocopier to make many versions CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Constructing the Model CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Constructing the Model CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Constructing the Model CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Constructing the Model CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Constructing the Model CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Preparing for a Test Select your users understand background of intended users use a questionnaire to get the people you need don’t use friends or family I think “customers” are OK (Rettig disagrees) Prepare scenarios that are typical of the product during actual use make prototype support these (small, yet broad) Practice to avoid “bugs” CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Conducting a Test Four testers (minimum) greeter – puts users at ease & gets data facilitator – only team member who speaks gives instructions & encourages thoughts, opinions computer – knows application logic & controls it always simulates the response, w/o explanation observers – take notes & recommendations Typical session is 1 hour preparation, the test, debriefing Read the paper we handed out for details on conducting a test CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Conducting a Test CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Evaluating Results Sort & prioritize observations what was important? lots of problems in the same area? Create a written report on findings gives agenda for meeting on design changes Make changes & iterate CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Advantages of Low-fi Prototyping Takes only a few hours no expensive equipment needed Can test multiple alternatives fast iterations number of iterations is tied to final quality Almost all interaction can be faked CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Wizard of Oz Technique Faking the interaction. Comes from? the film “The Wizard of OZ” “the man behind the curtain” Long tradition in computer industry e.g., prototype of a PC w/ a VAX behind the curtain Much more important for hard to implement features speech & handwriting recognition CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

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 User Interface Design, Prototyping, and Evaluation

Informal UI Prototyping Tools Outpost Denim Suede 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 User Interface Design, Prototyping, and Evaluation

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 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 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation 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 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

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

User Interface Design, Prototyping, and Evaluation Video mention Chris Long’s GDT for designing gestures CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

Low-fi Prototyping & Testing Travelshare CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Denim Demo mention Chris Long’s GDT for designing gestures CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

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 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

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 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Video mention Chris Long’s GDT for designing gestures CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Summary Low-fi testing allows us to quickly iterate get feedback from users & change right away Informal prototyping tools bridge the gap between paper & high-fi tools High-fi UI tools good for testing more developed UI ideas generally ignore the “insides” of application CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

User Interface Design, Prototyping, and Evaluation Next Time Midterm Start next project assignment this week CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation

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 User Interface Design, Prototyping, and Evaluation