Low-fidelity Prototyping

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Presentation transcript:

Low-fidelity Prototyping CS 160 Professor John Canny 9/20/2018

Outline Review of project ideas Low-fidelity prototyping/WoZ technique User Testing Sketching user interfaces electronically 9/20/2018

Top 10(+1) project ideas that didn’t make it Some very creative project ideas (one from each group) that you may not see again, at least not in this course… 9/20/2018

Restaurant Pre-order Don’t wait to arrive at the restaurant, download the menu and order before you get there… (G10) 9/20/2018

Carpool Co-ordinator Carpools often require last-minute coordination, and route re-planning. A good location-based mobile app. (G6) 9/20/2018

Soccer Mom Alert “Practice is Over” alert. Another useful LBS application (G11) 9/20/2018

Party Finder Another hard coordination task is hooking up with friends on the weekend at multiple parties – people start at one, end up somewhere else – great for LBS on mobile devices. (G3) 9/20/2018

Your boss is coming… Usually people think about managers tracking employees, but the opposite is just as useful. Boss tracking can enhance sense of security and reduce stress at work… (G9) 9/20/2018

Location-Based Coupons Coupon capture with Bluetooth is a great way for vendors to track user behavior, and users get to control privacy by deciding whether to use them… (G2) 9/20/2018

Hum-based music retrieval If you remember the tune, but not the song name or performer, hum it to search. Mobile phone lets you do this whenever you remember the tune. (G8) 9/20/2018

“I’m Feeling Hungry” Rather than tracking your meals, this app. orders a random meal and surprises you. Very good way add balance and variety to a diet with a simple design. (G1) 9/20/2018

Pet Interpreter About 60% of American households contain a non-English speaker… because they are a cat or a dog. Dogs and cats make distinctive sounds and use posture to communicate, so you could build an “interpreter” (G7). * There is at least one device on the market, the “Bow-lingual” that claims to “translate” 178 dog barks. 9/20/2018

Wingman/Lose-a-Creep Service Unfortunately, dating and bar-hopping can be hazardous (especially if your mobile dating/matching app. goes wrong). This service finds local guardians who will help drive nightmare dates away… (G4) 9/20/2018

Animal Safari Language learning is a great application in developing regions like India and Africa. Game-like design can make learning fun and compelling. In Safari Game: (G5) Users take pictures of animals, and say or type their name into the phone. Users run away from animals while describing them: huge teeth, thunderous growl, 50 mph speed bursts… 9/20/2018

Outline Review of project ideas Low-fidelity prototyping/WoZ technique User Testing Sketching user interfaces electronically 9/20/2018

Why Do We Prototype? Get feedback on our design faster Experiment with alternative designs Fix problems before code is written Keep the design centered on the user 9/20/2018

Fidelity in Prototyping Fidelity refers to the level of detail High fidelity Prototypes look like the final product Low fidelity Look like a sketch with many details missing 9/20/2018

Low-fidelity Sketches 9/20/2018

Scenarios For the current assignment, you will create some scenarios. A scenario is a particular sequence of steps that achieves a task. 9/20/2018

Low-fidelity Scenario 9/20/2018

Low-fi Storyboards Where do storyboards come from? Film & animation Give you a “script” of important events Scene changes and important story events In UI design, the storyboard is non-linear to support user action choices. Warning: You can also “storyboard” a linear scenario, and this term is used somewhat inconsistently. 9/20/2018

Storyboards Color Coding Black: page content Red: page titles Green: annotations Blue: links 9/20/2018

Low-fi Prototype Advantages Traditional methods take too long Can simulate the prototype Cards + sketches = prototypes Designer + WoZ method = simulator Kindergarten implementation skills Allows non-programmers to participate in the design process – participatory design 9/20/2018

Hi-fi Prototype Dis-Advantages: Distort perceptions of the tester Formal representation indicates “finished” nature People comment on color, fonts, and alignment Discourages major changes Testers don’t want to change a “finished” design Time is lost on details Discussion tends to be swallowed up on details, not the big-picture issues that matter most. 9/20/2018

Hi-fi Prototype Dis-Advantages: Using hi-fi tools, you need to specify a string, the font, the style, the size, etc. Black found designers will push one design too far -- tunnel vision Testers focus on unimportant low-level details Testers give more “useful” comments on sketches than on finished-looking interfaces 70 seconds for ONE screen in a design of many screens 9/20/2018

Lo-Fi Prototyping Basic Materials Large, heavy, white paper (11 x 17) 5x8 in. index cards Tape, stick glue, correction tape Pens & markers (many colors & sizes) Overhead transparencies (for small items) Scissors, X-acto knives, etc. Sources: Office Depot, “The Art Store”,… 9/20/2018

Constructing the Model Draw a window frame on large paper Put different screen regions on cards Anything that moves, changes, appears or disappears Use greek-ing for text if needed Squiggles stand for text not written yet Use photocopier to make many versions 9/20/2018

Prepare Scenarios Prepare scenarios for each task you’re going to support. Check that the prototype supports at least these. Practice, but don’t assume the user executes perfectly. 9/20/2018

Making it interactive For Wizard-of-Oz simulation, you need: Every menu and dialog for the tasks All the buttons a user might press Remember help and cancel functions Practice! You’re supposed to be simulating a 2 GHz computer, so avoid long “thinking” pauses when you do the experiment, and especially “bugs” in the system. 9/20/2018

Wizard of Oz Tips Rehearse your actions Stay “in role” For a complicated UI, make a flowchart which is hidden from the user Make list of legal words for a speech interface Stay “in role” You are a computer, and have no common sense, or ability to understand spoken English. Facilitator can remind user of the rules if the user gets stuck 9/20/2018

Outline Review of project ideas Low-fidelity prototyping/WoZ technique User Testing Sketching user interfaces electronically 9/20/2018

Preparing for a Test Create “informed consent” forms: Explain who you are, and what the goal of your experiment is. Include phrases like: This is not part of your (class or job) evaluation You can quit at any time Your name will not be included in any reports Identifying data will be anonymized Participation is voluntary… 9/20/2018

Conducting a Test Four testers (minimum) Typical session is 1 hour 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 9/20/2018

Conducting a Test (cont.) Greet Get forms filled, assure confidentiality, etc. Test Facilitator hands written tasks to the user Facilitator keeps getting output from participant “What are you thinking right now?”, “Think aloud” Observers record what happens Avoid strong reactions: shaking head, frowning, laughing, impatience – biases the test 9/20/2018

Conducting a Test (cont.) Debrief afterwards: Do a post-evaluation questionnaire Ask questions about parts you saw problems on Gather impressions Get suggestions for improvements/new features Give thanks 9/20/2018

Evaluating Results Sort & prioritize observations What was important? What parts of the design had problems? Create a written report on findings Gives agenda for meeting on design changes Make changes & iterate 9/20/2018

Break 9/20/2018

Outline Review of project ideas Low-fidelity prototyping/WoZ technique User Testing Sketching user interfaces electronically 9/20/2018

Research on UI Design tools: Design Exploration Brainstorming Put promising design ideas in a tangible form Consider/test design ideas rapidly Incomplete designs You don’t need to cover all cases Support important tasks only Present several designs to client Early feedback Helps clarify their needs 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. 9/20/2018

Goal of Research in Informal UI Design Tools Allow designers to Quickly sketch interface ideas Test these ideas with users Transform to a more finished design without reprogramming 9/20/2018

Drawbacks of Current Tools Examples: Visual Studio Java IDEs Viseo Flash designers must bridge gap between how they think and specialization for the tool, for example, a designer may decide they need some informative text. Using the tool they need to specify a string, the font, the style, the size, etc. force designers to concentrate on the wrong elements (e.g., color, alignment, fonts), -> Black found they will push one design too far -- tunnel vision evaluators to focus on unimportant low-level details, Anecdotal evidence has shown that evaluators give more “useful” comments on electronic sketches than on more finished-looking interfaces (mention Yin-Yin and Architects) 70 seconds for ONE screen in a design of many screens 9/20/2018

Drawbacks of Current Tools Require specification of lots of detail They are hi-fi so require lots of choices: e.g., widgets, fonts, alignments, colors Designers put most of their attention on these unimportant details Take much longer to use Poor support for iterative design Sketched interface took 5 times longer with traditional tools designers must bridge gap between how they think and specialization for the tool, for example, a designer may decide they need some informative text. Using the tool they need to specify a string, the font, the style, the size, etc. force designers to concentrate on the wrong elements (e.g., color, alignment, fonts), -> Black found they will push one design too far -- tunnel vision evaluators to focus on unimportant low-level details, Anecdotal evidence has shown that evaluators give more “useful” comments on electronic sketches than on more finished-looking interfaces (mention Yin-Yin and Architects) 70 seconds for ONE screen in a design of many screens 9/20/2018

Paper Sketches Advantages Drawbacks Support brainstorming Do not require specification of details Designers feel comfortable sketching Drawbacks Do not evolve easily Lack support for “design memory” Force manual translation to electronic format Do not allow real end-user interaction (need WoZ) 1) Sketch rough pictures of screen layouts. Initial goal is to work on the overall layout and structure 3) Many UI designers have a graphic design or art background (over half) Disadvantages: 1) need to often throw away sketches and start over. 2) hard to visualize the different decision points of the design process. Design history and annotations are often more valuable to the client than the design itself. 3) manual translations may need to occur several times as we iterate 4) must have a human “play computer” to test the design. this is often unrealistic 9/20/2018

Sketching Interfaces Like Krazy What is SILK???? Interaction is what computers can give us. So I have built a tool named SILK. The idea of SILK is to support the conceptual phases of design without the limitations we have seen for paper and existing electronic tools 9/20/2018

Quickly Sketch this... Quickly sketch a design idea Work on overall layout and structure (NOT look) Iterate on the design rapidly with design team 9/20/2018

Add Behavior... This is NOT just a sketching program. We also want behavior! 9/20/2018

Designing Interfaces with SILK Designer sketches ideas rapidly with electronic pad and pen SILK recognizes widgets Easy editing with gestures Designer or end-user tests interface Widgets behave Specify additional behavior visually Automatically transforms to a “finished” UI Although this isn’t necessarily the way to go… SILK will blend the advantages of both paper-based sketching and traditional user interface builders, yet will avoid many of the limitations of these approaches. Widgets behave: e.g., the “elevator” of the sketched scrollbar can be dragged up & down. The designer may need to specify additional behavior to illustrate the sequencing between widgets. Transformation requires some guidance to finalize details of the UI (e.g., textual labels, colors) At this point, programmers can add callbacks and constraints that include the application-specific code to complete the application. 9/20/2018

Designing Interfaces with SILK Behavior of widgets takes over some of the tedious aspects of Woz: Recognizing and reacting to commands Moving dialog boxes around Following a script/flowchart SILK will blend the advantages of both paper-based sketching and traditional user interface builders, yet will avoid many of the limitations of these approaches. Widgets behave: e.g., the “elevator” of the sketched scrollbar can be dragged up & down. The designer may need to specify additional behavior to illustrate the sequencing between widgets. Transformation requires some guidance to finalize details of the UI (e.g., textual labels, colors) At this point, programmers can add callbacks and constraints that include the application-specific code to complete the application. 9/20/2018

DENIM: Designing Web Sites by Sketching Early-phase information & navigation design Supports informal interaction sketching, pen-based interaction Available and used by CS160 project groups: http://guir.berkeley.edu/projects/denim/ Sketch-based tool for information and navigation design for the early phase of web site design. REVIEW this slide. 9/20/2018

DENIM: Designing Web Sites by Sketching DENIM’s features are based on interviews with many designers. Sketch-based tool for information and navigation design for the early phase of web site design. REVIEW this slide. 9/20/2018

DENIM: Designing Web Sites by Sketching DENIM supports navigation between pages, at both page and anchor level. It has multiple “scale” views for the entire site, part of the site, a pair of pages, a single page, or part of a page. Sketch-based tool for information and navigation design for the early phase of web site design. REVIEW this slide. 9/20/2018

Caveats There is a down-side to the informal design approach: Often hard to involve paying clients as subjects – they treat the fidelity of the interface as a sign of development effort. Mitigators: involve them early and often, correspond with the same people, explain the process up front (set expectations). 9/20/2018

Summary Informal prototypes allow you to design (and test!) before writing code. Rapid evolution and elimination of many problems happens in this phase. Paper+ink is the traditional tool Some emerging research tools (SILK, DENIM) also support informal design. 9/20/2018