Mockups and Prototypes

Slides:



Advertisements
Similar presentations
Design, prototyping and construction
Advertisements

User Interface Structure Design
Cognitive Walkthrough More evaluation without users.
AN OVERVIEW BY JAMIE STARKE The Role of Prototyping.
Human Computer Interaction
Saul Greenberg User Centered Design Why User Centered Design is important Approaches to User Centered Design.
James Tam User Centered Design Why User Centered Design is important Approaches to User Centered Design.
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.
Mid-Term Exam Review IS 485, Professor Matt Thatcher.
User Interface Design Chapter 11. Objectives  Understand several fundamental user interface (UI) design principles.  Understand the process of UI design.
Human Computer Interaction & Usability Prototyping Design & Prototyping HCI Prototyping.
Output and User Interface Design
Guidelines and Prototypes CS774 Human Computer Interaction Spring 2004.
Overview Prototyping and construction Conceptual design
HCI Prototyping Chapter 6 Prototyping. Learning Outcomes At the end of this lecture, you should be able to: –Define the term “prototyping” –Explain the.
Design, prototyping and construction CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11- Interaction Design Text)
UML & Prototyping. What is a prototype? A prototype is a small-scale model. It can be (among other things): a series of screen sketches a storyboard,
Merja & Pauli Rapid prototyping & other stuff.
User-Centered Development Methodology A user interface comprises “ those aspects of the system that the user comes in contact with.” ● Moran [1981]
HCI – Prototyping. Why Prototype?  Prototyping is a well understood and used technique in design engineering where products are tested via a model prototype.
User Interface Structure Design Chapter 11. Key Definitions The user interface defines how the system will interact with external entities The system.
Evaluation of User Interface Design 4. Predictive Evaluation continued Different kinds of predictive evaluation: 1.Inspection methods 2.Usage simulations.
Prototyping. What is a prototype? In other design fields a prototype is a small- scale model: a miniature car a miniature building or town.
Software Design Experiences 2009, adapted from d.school.bootcamp.2008 DP 0 The Wallet Project.
Usability Assessment Methods beyond Testing Chapter 7 Evaluating without users.
Chapter 9 Prototyping. Objectives  Describe the basic terminology of prototyping  Describe the role and techniques of prototyping  Enable you to produce.
1 Human Computer Interaction Week 7 Prototyping. 2 Introduction Prototyping is a design technique where users can be involved in testing design ideas.
Prototyping. REVIEW : Why a prototype? Helps with: –Screen layouts and information display –Work flow, task design –Technical issues –Difficult, controversial,
Begin Class with More Studio. Introduction to Prototyping.
©2001 Southern Illinois University, Edwardsville All rights reserved. Today Wednesday Running A Paper Prototyping Session Paper Prototyping Video: Paper.
Task Analysis Lecture # 8 Gabriel Spitz 1. Key Points  Task Analysis is a critical element of UI Design  It describes what is a user doing or will.
Task Analysis Lecture # 8 Gabriel Spitz 1. Key Points  Task Analysis is a critical element of UI Design  It specifies what functions the user will need.
Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support.
Team Skill 2 Understanding User and Stakeholder Needs Storyboarding (13)
MyTransTracker Lo-fi Prototyping and Usability Testing Joseph Chen John Calhoun Dayne Wagner Drew Bregel.
Design, prototyping and construction(Chapter 11).
CEN3722 Human Computer Interaction Prototyping Dr. Ron Eaglin.
Asking Users and Experts Li Zhang (Jacey) Yuewei Zhou (Joanna)
University of Washington HCDE 418 Wireframes HCDE 418.
 Define Wireframes, Mockups, and Prototypes  Techniques  Low vs. High Fidelity  Sketchy vs. Polished  Exercise: Define the Process.
Digital Media & Interaction Design LECTURE 4+5. Lecture 4+5 Draw requirement + Prototyping.
The aims Show how design & evaluation are brought together in the development of interactive products. Show how different combinations of design & evaluation.
Asking Users and Experts
Digital media & interaction design
Task-Centered Walkthrough
User-centred system design process
Prototyping & Design CS 352.
System Design Ashima Wadhwa.
Lesson 1 James Dyson and the Design Process
Wrapping up prototyping
Prototyping.
Introduction to Prototyping
Evaluation without Users, Part 2
product design challenge
Design AH Computing.
Prototyping.
Design, prototyping and construction
Chapter 11 Design, prototyping and construction 1.
<Application Name>
Human Computer Interface Prototype
DP The Wallet Project d.school.bootcamp.2008.
The Role of Prototyping
PostPC Computing Heuristic Evaluation Prof. Scott Kirkpatrick, HUJI
Prototype using PowerPoint
DESIGN, PROTOTYPING and CONSTRUCTION
Prototyping Sriram Mohan.
Low-Fi Prototype and Testing
Interface Design and Usability
Design, prototyping and construction
COMP444 Human Computer Interaction Prototyping
Presentation transcript:

Mockups and Prototypes PostPC Computing Mockups and Prototypes Prof. Scott Kirkpatrick, HUJI Amnon Dekel, Bezalel 12/10/2018

From Analysis to Design Creating rough mockups and prototypes 12/10/2018

What is a Mockup? A mockup is an easily made and changeable draft of at least part of design. Mockups range from extremely low-fidelity sketches to extremely high fidelity interactive simulations. Types: Sketches Sketches with movable objects Computer made graphic sketches Computer based linear GUI presentations (PPT, etc) Computer based GUI simulations (Director, Supercard, Toolbook, VB) (*): Some see only this as a prototype. 12/10/2018

Why Prototype? Saves money Moves ideas in the realm of the concrete Fosters alternatives and alterations Allows the user to insert real input at the design stage 12/10/2018

Where to Start? Your focus may be on : The flow of screens for major tasks The overall metaphor and how it will be carried out. The screen layout of the basic task screen. The screen layouts for all screens. Alternative metaphors and other alternative design ideas. 12/10/2018

Paper Prototypes Set up a grid. Consistency Coherency Different parts of the application might need different grids. Try to be consistent across grids. Don’t insert all details at first. 12/10/2018

Evaluating Prototypes Does the prototype: Convey a consistent conceptual model? Match the users’ mental model? Use the users’ vocabulary? Cover the tasks that users expect to be able to do with the product? Streamline the task for the users? Divide the work well between the user and computer? Maintains consistency in look and feel across screens? Maintains consistency in button, icon, and navigational element location across screens? Maintains consistency in vocabulary across screens? 12/10/2018

Walking through the Prototype Take a brief scenario or use flow and go through the design step by step. Look for potential problems: Illogical design. Misleading design. Steps that cannot be accomplished. Processes that require too many steps. You want to see if users will be able to accomplish the tasks easily and quickly given your design. 12/10/2018

User Testing a Prototype It is beneficial to do in-team walkthroughs often to see if you aren’t missing something. But only doing it with users will give you real answers. A basic method is for you to act as the computer. You act as computer. User uses "Talking out loud method" Ask questions to get clear answers: e.g. What would you do? How would you move to the next field? Would you press a key? Which key? Would you use the mouse? What would you do with the mouse? Etc… 12/10/2018

Testing Alternative Designs Using the paper prototypes you can quickly test alternative designs. Instead of arguing which design is better, test it. Testing Navigation Schemes and Hierarchies: Make sure the users can: Find what they need. Understand what they find. Know where they are. Know where they came from. Know how to get back. 12/10/2018

Iterate towards completion! We have seen that running tests on paper prototypes can help you gather a wealth of information on where your design is succeeding and where it might need redesign. Creating higher fidelity prototypes helps you gather clearer usability feedback. A simulation will generate the most information regarding the usability of a design since it is closest to the final product. 12/10/2018

Some Important Points Demo’s are NOT usability tests. Looking good is not the same as being useful and usable. Users may not be able to predict the problems they will have. Users don’t know what they don’t know. 12/10/2018

Initial Grid design (Photoshop) Example- PSUM Initial Grid design (Photoshop) 12/10/2018

Example- PSUM Initial VB design 12/10/2018

Example- PSUM Initial VB design 12/10/2018

Example- PSUM Initial VB design 12/10/2018

Example- PSUM Final Max design 12/10/2018

Example- PSUM Final Max design 12/10/2018

Example- PSUM Final Max design 12/10/2018