DESIGN, PROTOTYPING and CONSTRUCTION

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DESIGN, PROTOTYPING and CONSTRUCTION Chapter 11 DESIGN, PROTOTYPING and CONSTRUCTION

Overview Prototyping Conceptual design Concrete design Using scenarios Generating prototypes Construction www.id-book.com

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 www.id-book.com

What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town the examples here come from a 3D printer www.id-book.com

www.id-book.com

What is a prototype? In interaction design it can be (among other things): 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 www.id-book.com

Why prototype? Evaluation and feedback are central to interaction design Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing Team members can communicate effectively You can test out ideas for yourself It encourages reflection: very important aspect of design Prototypes answer questions, and support designers in choosing between alternatives www.id-book.com

Filtering dimensions of prototyping www.id-book.com

Manifestation dimensions of prototyping www.id-book.com

What to prototype? Technical issues Work flow, task design Screen layouts and information display Difficult, controversial, critical areas www.id-book.com

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’ www.id-book.com

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 www.id-book.com

Example storyboard www.id-book.com

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

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

‘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? www.id-book.com

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 www.id-book.com

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 www.id-book.com

Conceptual design Transform user requirements/needs into a conceptual model A conceptual model is an outline of what people can do with a product and what concepts are needed to understand and interact with it Mood board may be used to capture feel Consider alternatives: prototyping helps www.id-book.com

Is there a suitable metaphor? Interface metaphors combine familiar knowledge with new knowledge in a way that will help the user understand the product. Three steps: understand functionality, identify potential problem areas, generate metaphors Evaluate metaphors: How much structure does it provide? How much is relevant to the problem? Is it easy to represent? Will the audience understand it? How extensible is it? www.id-book.com

Considering interaction and interface types Which interaction type? How the user invokes actions Instructing, conversing, manipulating or exploring Do different interface types provide insight? shareable, tangible, augmented reality, etc. www.id-book.com

Expanding the initial conceptual model What functions will the product perform? - What will the product do and what will the human do (task allocation)? How are the functions related to each other? - Sequential or parallel? - Categorisations, e.g. all actions related to privacy on a smartphone What information is needed? - What data is required to perform the task? - How is this data to be transformed by the system? www.id-book.com

Concrete design Many aspects to concrete design Color, icons, buttons, interaction devices etc. User characteristics and context Accessibility, cross-cultural design Cultural website guidelines successful products “are … bundles of social solutions. Inventors succeed in a particular culture because they understand the values, institutional arrangements, and economic notions of that culture.” www.id-book.com

Using scenarios Express proposed or imagined situations Used throughout design in various ways as a basis for overall design scripts for user evaluation of prototypes concrete examples of tasks as a means of co-operation across professional boundaries Plus and minus scenarios to explore extreme cases www.id-book.com

Generate storyboard from scenario www.id-book.com 25

Generate card-based prototype from use case www.id-book.com 26

Explore the user’s experience Use personas, card-based prototypes or stickies to model the user experience Visual representation called: design map customer/user journey map experience map Two common representations wheel timeline www.id-book.com 27

An experience map drawn as a wheel www.id-book.com 28

An experience map drawn as a timeline www.id-book.com 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 www.id-book.com 30

Physical computing kits www.id-book.com 31

Physical computing kits www.id-book.com 32

Physical computing kits www.id-book.com 33

Construction: SDKs Software Development Kits programming tools and components to develop for a specific platform, e.g. iOS Includes: IDE, documentation, drivers, sample code, application programming interfaces (APIs) Makes development much easier Microsoft’s Kinect SDK has been used in research www.id-book.com 34

Summary Different kinds of prototyping are used for different purposes and at different stages Prototypes answer questions The final product must be engineered appropriately Two aspects of design: conceptual and concrete To generate conceptual design, consider interface metaphors, interaction types and interface types 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 www.id-book.com