Lecture 4: From Analysis to Design: Sketching and Prototyping

Slides:



Advertisements
Similar presentations
Chapter 11 Design, prototyping and construction 1.
Advertisements

Design, prototyping and construction
Chapter 11 Designing the User Interface
GENERAL USABILITY CONSIDERATIONS. Overview of usability Aspects of usability – Learnability, memorability, efficiency, error reduction Techniques for.
Rapid Prototyping Dimensions and terminology Non-computer methods
Prototypes Low-fidelity prototypes design.org/encyclopedia/contextual_design.html Heim, Chapter 5.3 Lecture 9 Physical Design.
1 Lecture 4: Sketching and Prototyping Brad Myers / / : Introduction to Human Computer Interaction for Technology Executives Fall,
AN OVERVIEW BY JAMIE STARKE The Role of Prototyping.
Human Computer Interaction
1 Lecture 7: Implementing a Prototype: Overview of Using PowerPoint, Flash Catalyst, html, Microsoft Sketchflow/Expression Blend, etc. Brad Myers
1 Lecture 4: From Analysis to Design: Sketching and Prototyping Brad Myers / / : Introduction to Human Computer Interaction for Technology.
ISP 666 Week 6 Prototyping. Design a Solution From task to system From abstract to concrete Task Models UI Presentation evaluation Conceptual Model System.
SIMS 202 Information Organization and Retrieval Prof. Marti Hearst and Prof. Ray Larson UC Berkeley SIMS Tues/Thurs 9:30-11:00am Fall 2000.
Brad A. Myers, CMU Pilot: Exploratory Programming for Interactive Behaviors: Unleashing Interaction Designers’ Creativity Brad Myers, Stephen Oney, John.
CS147 - Terry Winograd - 1 Lecture 9 – Prototyping Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department.
Rapid Prototyping Marti Hearst (UCB SIMS) SIMS 213, UI Design & Development February 25, 1999.
Ch 10 Prototyping page 1 CS 368 Prototyping an initial version of a software system used to demonstrate concepts, compare design alternatives and to explore.
Week 1. Careers in Web Development  How many of you want to go into the field of Web Development or Web Programming? Introduction to Web 2 Web Designer.
Web Design Process CMPT 281. Outline How do we know good sites from bad sites? Web design process Class design exercise.
Sofia Carlander Kinoshita Laboratory 2004/2005
Introduction to Interactive Media 02. The Interactive Media Development Process.
Principles of User Centred Design Howell Istance.
1 Low-fidelity Prototyping. 2 Interface Hall of Shame or Fame? PowerBuilder List of objects with associated properties.
1 DENIM: An Informal Web Site Design Tool Inspired by Observations of Practice CS 376 – Research Topics in HCI 11/01/2005 Tony Tulathimutte.
Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 1 Informatics 121 Software Design I Lecture 12.
Computer –the machine the program runs on –often split between clients & servers Human-Computer Interaction (HCI) Human –the end-user of a program –the.
HCI 특론 (2010 Spring) Low-fi Prototyping. 2 Interface Hall of Shame or Fame? Amtrak Web Site.
Prototyping Creation of concrete but partial implementations of a system design to explore usability issues.
What is a sketch? Chapter 1.2 addendum Sketching User Experiences: The Workbook.
Overview Prototyping and construction Conceptual design
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,
1 Lecture 16 Prototyping Software Engineering. 2 Outline Definitions Uses of prototyping in the design process Prototyping approaches Prototyping “technologies”
Prototyping CSCI 4800 Spring 2007 Kraemer. Learning Goals Understand the uses of different types of prototypes for different kinds of designs and be able.
Prototyping. What is a prototype? In other design fields a prototype is a small- scale model: a miniature car a miniature building or town.
University of Washington HCDE 518 & INDE 545 Lo-Fidelity Prototyping HCDE 518 & INDE 545 Winter 2012 With credit to Jake Wobbrock, Dave Hendry, Andy Ko,
INFO 355Week #71 Systems Analysis II User and system interface design INFO 355 Glenn Booker.
Prof. James A. Landay Computer Science Department Stanford University Spring 2015 CS 377 E : ENGELBART ’ S UNFINISHED LEGACY : DESIGNING SOLUTIONS TO GLOBAL.
Chapter 9 Prototyping. Objectives  Describe the basic terminology of prototyping  Describe the role and techniques of prototyping  Enable you to produce.
Software Engineering User Interface Design Slide 1 User Interface Design.
Prototyping 1. Design Document How express your design ideas. How express your design ideas. Key notions Key notions Cheap, FastCheap, Fast Flexibility.
1 Human Computer Interaction Week 7 Prototyping. 2 Introduction Prototyping is a design technique where users can be involved in testing design ideas.
University of Washington HCDE 518 & INDE 545 Sketching HCDE 518 & INDE 545 Winter 2012 With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns,
Prototyping. REVIEW : Why a prototype? Helps with: –Screen layouts and information display –Work flow, task design –Technical issues –Difficult, controversial,
Design Sketching and Prototyping
1 Lecture 5: Interactive Tools: Prototypers (HyperCard, Director, Visual Basic), Interface Builders Brad Myers Advanced User Interface Software.
SILKWeb: A Sketching Tool for Informal Web Page Design Mark Newman, James Landay, Francis Li, Kalpana Joshi July 9, 1998 C&C Research Labs, NEC
Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support.
What is a sketch? 1 Concepts (and selected visuals) from this slide deck are based on: -Buxton, B. (2007) Sketching User Experiences: Getting the Design.
Team Skill 2 Understanding User and Stakeholder Needs Storyboarding (13)
Design, prototyping and construction(Chapter 11).
Prototyping Creation of concrete but partial implementations of a system design to explore usability issues.
University of Washington HCDE 418 Sketching 1 What is Sketching? HCDE 418.
Digital Media & Interaction Design LECTURE 4+5. Lecture 4+5 Draw requirement + Prototyping.
October 4, 2012.
Lecture 2 Supplement - Prototyping
Sampath Jayarathna Cal Poly Pomona
atlassian
atlassian
User-centred system design process
Prototyping & Design CS 352.
Wrapping up prototyping
Prototyping.
Prototyping.
Design, prototyping and construction
User Interface Prototyping & Interaction Design
Chapter 11 Design, prototyping and construction 1.
Lecture 4: From Analysis to Design: Sketching and Prototyping
DESIGN, PROTOTYPING and CONSTRUCTION
Design, prototyping and construction
Presentation transcript:

Lecture 4: From Analysis to Design: Sketching and Prototyping Brad Myers 05-863 / 08-763 / 46-863: Introduction to Human Computer Interaction for Technology Executives Fall, 2010, Mini 2

Happy Halloween!

New Third TA Kevin Yeh kyeh@andrew.cmu.edu Office hour: Every Friday, 3-4pm NSH 3001

Homeworks Homework 1 due before class today in hardcopy Start on Homework 2

Going From Analysis To Design Analysis produces lists of issues/problems = requirements Requirements also from elsewhere – e.g., marketing Text (ch. 5) discusses requirements specifications How deduce the requirements themselves Vague vs. specific requirements “User Friendly” vs. “ENTER key should work in all text fields” How to write up the specifications Not further covered in this course – ref. software engineering But not necessarily how to address those requirements Tradeoffs between conflicting goals Gap between Analysis and Design Note: design of UI, not design of the software

Facets of Design

Design Design is Creative Informed Respectful Responsible

Tradeoffs Time-to-market vs. good design Cost “Curse of individuality” Has to be different Legal considerations When usability is not desired Uncomfortable chairs, exit here Client isn’t the user Market Forces: Creeping Featurism / “Bloat” Games

How Design? Don’t know up front exactly what to design Don’t know real requirements Don’t know appropriate designs Can’t get perfect information from users Very little of the software is independent of the user interface Database design, data structures, architecture http://www.cs.cmu.edu/~bej/usa/ So need to build and test = Iterative Design But too expensive to build the real system and test it Too hard to redesign Too much is already unchangeable

Low Level vs. High Level Need to design at multiple levels High level: High level: Overall metaphors, styles, approaches Low level: Detailed interactions and content High level: Conceptual Models, Mental Models, Mappings Designer’s vision of the system Overall metaphors and organization Often inspired by other designs, e.g. “Folders like Outlook” (vs. Gmail’s search, later tags) “Scrolling like iPhone”

Encourage Accurate User Model User’s model Design model Designer User System

Norman’s Refrigerator pp. 14-15

Low Level Design How the specific Interactions work Widget Choice E.g., many types of menus Pull-down Cascading Tear off Pop-up menus Context menus Physical buttons

“Affordances” “Perceived and actual properties of the thing, primarily those fundamental properties that determine how the thing could possibly be used.” (Norman book, p. 9) “When affordances are taken advantage of, the user knows what to do just by looking”

Incorrect assessments Three Mile Island Incorrect meaning of indicator light that a valve was closed, when it really meant that the valve was told to close There was no actual indicator of the status of the valve Aegis: Ascent vs. Descent  Provide accurate and appropriate feedback

Answer: Sketching and Early Prototypes Sketch – used to decide what to design “Prototype” – Simulation of interface Buxton differentiates: Getting the right design, vs. Getting the design right Quick and cheap to create

Sketches & Ideation Designers invent while sketching Don’t have design in their head first and then transfer it to paper Aristotle: “The things we have to learn before we do them, we learn by doing them” Sketching aids the process of invention Ideation -- Coming up with ideas to help solve the design problems Everyone sketches Whiteboards, paper For collaboration and private investigations Don’t have to be “artistic” Be creative!

Properties of Sketches From Buxton’s article and book Quick: to produce, so can do many Timely: provided when needed, done “in the moment” Inexpensive: so doesn’t inhibit exploration early in the design process. Disposable: no investment in the sketch itself Plentiful: both multiple sketches per idea, and multiple ideas Clear vocabulary: informal, common elements Distinct Gesture: open, free, “sketchy” Constrained Resolution: no higher than required to capture the concept Appropriate Degree of Refinement: don’t imply more finished Ambiguity: can be interpreted in different ways, and new relationships seen within them, even by the person who drew them. Suggest & explore rather than confirm: foster collaborative exploration

Multiple Sketches, Annotations Linus Pauling: “The best way to a good idea is to have lots of ideas” In our new survey, over 90% of designers explore multiple designs Annotations are important for understanding intent, differences

Examples of Sketches

“Storyboards” Multiple sketches of a behavior = “storyboards” Comic strip of what happens Example: from M-HCI project on a photo browser

More Examples From SRI M-HCI project

Movie Ticket Kiosk, 1 3 different example designs

Movie Ticket Kiosk, 2

Movie Ticket Kiosk, 3

Sketches vs. Prototypes Different purposes: Sketch for ideation, refinement Prototypes for evaluation, usability Prototypes: more investment, more “weight” More difficult to change, but still much easier than real system

Sketches vs. Prototypes Differences in intent and purpose Sketch Prototype Evocative Didactic Suggest Describe Explore Refine Question Answer Propose Test Provoke Resolve Tentative Specific Noncommittal Depiction

Prototypes Don't worry about efficiency, robustness Fake data Might not need to implement anything – fake the system (no “back end”) May not use "real" widgets Just show what looks like Storyboard of screens Some support for behavior: typically changing screens Like a movie of the interaction Goal: see some of interface very quickly (hours)

Types of Prototypes Paper “Wizard of Oz” Implemented Prototype Increasing fidelity Paper “Low fidelity prototyping” Often surprisingly effective Experimenter plays the computer Drawn on paper  drawn on computer “Wizard of Oz” User’s computer is “slave” to experimenter’s computer Experimenter provides the computer’s output “Pay no attention to that man behind the curtain” Especially for AI and other hard-to-implement systems Implemented Prototype Visual Basic Adobe (MacroMind) Flash and Director Visio PowerPoint Web tools (even for non-web UIs) Html Scripting (no database) Real system Better if sketchier for early design Use paper or “sketchy” tools, not real widgets People focus on wrong issues: colors, alignment, names Rather than overall structure and fundamental design

Types of Prototypes Fewer features = Vertical Horizontal Prototype Vertical Prototype Real System Fewer features = Vertical Realistic on part Less Level of functionality = Horizontal Overview of all

Uses of Prototypes What questions will the prototype help you answer? Is this approach a good idea? Usually only need to test a few people for test: Most results with first 3 people Can refine interface after each test Look what a cool design we have! Transfer design from UI specialists to programmers Often better than written specifications Design A versus Design B Rare, except in academic environments What are the real requirements and specifications? As a basis for “Participatory Design” Involve users in the design process, not just the evaluation

Example of Full Prototype Prototype of interface for controlling the paths of a robot

Resulting Prototype and Final Design

Default->Temperature->Level->Mode Another Example From Jingjing Xia in a previous year’s class: washing machine done in PowerPoint (one of 7 screens) Please contact 1-800-JNJ-WASH for any questions or feedbacks. Default->Temperature->Level->Mode Do you want to use the default settings? Water Temperature: Cold 10 ̊C Water Level: Low 1/3 Wash Mode: Delicate Make sure you loaded clothes and added detergent. BACK Tech Support Change Settings Yes START

Another example Video of the process (audio in Dutch)

Evolve Sketches into Working Prototypes Make the controls actually work “Wireframe” prototype Just the outlines of the controls, not the “real look” But not the “back end” Use prototyping tools HTML Visual Basic PowerPoint Special-purpose tools: Axure, etc. Also, prototype final looks, graphics, design elements Often using Photoshop, etc. Handoff prototypes as part of the specification to implementation team

Hand-off to Implementers Annotated screenshots from prototype as specification