Design, prototyping and construction CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11- Interaction Design Text)

Slides:



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

Design, prototyping and construction
Design, prototyping and construction
Rapid Prototyping Dimensions and terminology Non-computer methods
Prototyping JTB October 2004
AN OVERVIEW BY JAMIE STARKE The Role of Prototyping.
Human Computer Interaction
DESIGN, PROTOTYPING and CONSTRUCTION
From requirements to design
Prototyping. Introduction Low-fidelity prototyping High-fidelity prototyping Compromises in prototyping From design to implementation.
1 User-Centered Design and Development Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San Luis Obispo FJK 2005.
Prototyping By Greg Rogers. Agenda For Today  What is a prototype  Why prototype  What to prototype.
ISP 666 Week 6 Prototyping. Design a Solution From task to system From abstract to concrete Task Models UI Presentation evaluation Conceptual Model System.
Prototyping JTB April ISDE Prototyping Preece Chapter 8.
Design, prototyping and construction. What is a prototype? In other design fields a prototype is a small- scale model: a miniature car a miniature building.
SE 555 Software Requirements & Specification 1 SE 555 Software Requirements & Specification Prototyping.
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.
Design, prototyping and construction. Overview Prototyping and construction Conceptual design Physical design Tool support.
Design, Prototyping, and Construction Mohamad Monibi Jonathan Chen.
Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers
Sofia Carlander Kinoshita Laboratory 2004/2005
Human Computer Interaction & Usability Prototyping Design & Prototyping HCI Prototyping.
Chapter 6 Design Thinking.
Gary MarsdenSlide 1University of Cape Town Human-Computer Interaction - 8 Prototyping Gary Marsden ( ) July 2002.
Concepts and Prototypes CS584. Concepts (Conceptual Model) Pre-prototype. Explore how to address some aspect, eg: The interface metaphor (eg, desktop,...)
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.
INSTRUCTIONAL DESIGN JMA Review Principle Review Principle 2. Toolbook (Data) Toolbook (Data) 3. M-Learning M-Learning Objectives.
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,
CSCD 487/587 Human Computer Interface Winter 2013 Lecture 17 Prototypes and Design.
1 Lecture 6 (Ref. Chapter 8) Design, prototyping and construction.
CENG 394 Introduction to Human-Computer Interaction
COMP5047 – Design Prototyping and storyboards Judy Kay CHAI: Computer human adapted interaction research group School of Information Technologies Acknowledgements:
HCI – Prototyping. Why Prototype?  Prototyping is a well understood and used technique in design engineering where products are tested via a model prototype.
Prototyping Universidad de Costa Rica Posgrado en Computación e Informática Diseño de interfaz humano-computador.
Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess CPE/CSC 484: User-Centered Design and.
1 Lecture 16 Prototyping Software Engineering. 2 Outline Definitions Uses of prototyping in the design process Prototyping approaches Prototyping “technologies”
Prototyping & User Manuals “It is often said that users can't tell you what they want, but when they see something and get to use it, they soon know what.
AVI/Psych 358/IE 340: Human Factors Prototyping October 10-13, 2008.
류 현 정류 현 정 User Interface Design Design, prototyping and construction.
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,
Chapter 9 Prototyping. Objectives  Describe the basic terminology of prototyping  Describe the role and techniques of prototyping  Enable you to produce.
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.
Concepts and Prototypes CS352. Announcements Notice upcoming due dates (web page). Where we are in PRICPE: –Predispositions: Did this in Project Proposal.
ICS 463, Intro to Human Computer Interaction Design: 5. Design Processes Dan Suthers.
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.
Design, Prototyping and Construction In “ pure ” waterfall, design begins after requirements development has finished However, in the real world there.
Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support.
Design, prototyping and construction(Chapter 11).
Prototyping Creation of concrete but partial implementations of a system design to explore usability issues.
Digital Media & Interaction Design LECTURE 4+5. Lecture 4+5 Draw requirement + Prototyping.
Design, prototyping and construction
Lecture 2 Supplement - Prototyping
Sampath Jayarathna Cal Poly Pomona
Human Computer Interaction Slide 1
User-centred system design process
Prototyping & Design CS 352.
Prototyping.
Introduction to Prototyping
Prototyping.
Design, prototyping and construction
Chapter 11 Design, prototyping and construction 1.
The Role of Prototyping
DESIGN, PROTOTYPING and CONSTRUCTION
Design, prototyping and construction
Design, prototyping and construction
COMP444 Human Computer Interaction Prototyping
Presentation transcript:

Design, prototyping and construction CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11- Interaction Design Text)

What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town The purpose, typically, is to: Do a proof of concept Especially of some hard part of the system, or Selling the project based on the prototype

What is a prototype in ID? 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 Power Point 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

What else is a prototype? In software development, we prototype for other critical reasons: What are other reasons you might prototype on your project, besides for interaction ID? Question 1

Why prototype in ID? 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

What to prototype in ID? Technical issues Work flow, task design Screen layouts and information display Difficult, controversial, critical areas

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’ Start Question 2 “Pay no attention to the man behind the curtain.” – See Slide 11.

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

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

Card-based prototypes Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development Card-based prototypes can be generated from use cases

‘Wizard-of-Oz’ prototyping The user thinks they are interacting with a computer, but a developer is responding to input rather than the system. Usually done early in design to understand users’ expectations What is ‘wrong’ with this approach? >Blurb blurb >Do this >Why? User Finish Question 2

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. For a high-fidelity ID prototype in software, common environments include Macromedia Director, Visual Basic, and Smalltalk, Interface Builder … Danger that users think they have a full system Question 3

Compromises in prototyping Horizontal Vertical

Construction Product must be engineered Evolutionary prototyping ‘Throw-away’ prototyping What is the danger of using it as a starting point, anyway? Question 4

Conceptual design: from requirements to design Transform user requirements/needs into a conceptual model “an outline of what people can do and how to interact with it” Don’t move to a solution too quickly. Iterate, iterate, iterate Consider alternatives: prototyping helps

Guiding Principles Keep an open mind, but never forget the user Discuss ideas with all stakeholders Low fidelity prototyping Iterate, Iterate, Iterate

Is there a suitable metaphor? We’ll be looking at interface metaphors in more depth, later in the course… A perfect example – Microsoft Excel is an almost exact metaphor for an accounting spread sheet, something that was on paper, and was used since forever in accounting. This made spread sheet programs very understandable! Three steps to considering a metaphor: 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?

Considering interaction types Which interaction type? How the user invokes actions Instructing, conversing, manipulating or exploring  See Ch 2, starting on p. 64 We’ll be spending more time on these later, as well Do different interface types provide insight? WIMP, shareable, augmented reality, etc  See also notes, below Questions 5,6

Expanding the conceptual model What functions will the product perform? How are the functions related to each other? What information needs to be available?