Anatomy of Prototypes By: Mark Gruszecki.

Slides:



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

Chapter 5 Development and Evolution of User Interface
Design, prototyping and construction
Chapter 11 Designing the User Interface
Auditory scene analysis 2
CS3773 Software Engineering Lecture 01 Introduction.
III. Magnetism Fields produced mostly by moving charges acting on moving charges.
Framework is l Reusable Code, often domain specific (GUI, Net, Web, etc) l expressed as l a set of classes and l the way objects in those classes collaborate.
CASE Afternoon Primer Session Topics of Discussion July 22, 2013 FINAL DRAFT.
Human Computer Interaction
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Adrian Ilie COMP 14 Introduction to Programming Adrian Ilie July 8, 2005.
& Sara Johansson, Fredrik Nilsson, Pär Stenberg, Paula Thorin IT University of Göteborg Mapping Fabrics to Music: Lessons Learned Sus Lundgren Interactive.
What is an object? Your dog, your desk, your television set, your bicycle. Real-world objects share two characteristics: They all have state and behavior;
Software Engineering General Project Management Software Requirements
Usability 2004 J T Burns1 Usability & Usability Engineering.
© Lethbridge/Laganière 2001 Chapter 7: Focusing on Users and Their Tasks1 7.1 User Centred Design (UCD) Software development should focus on the needs.
Knowledge Representation Reading: Chapter
Life Cycles Birth to death! i.e what happens to a piece of software from the first appearance of the need for it to the time when it is finally retired.
Frequently asked questions about software engineering
INTRODUCTION. Concepts HCI, CHI Usability User-centered Design (UCD) An approach to design (software, Web, other) that involves the user Interaction Design.
Administrative: “Create New Game” Project (1) 1-Page describing game proposal: September 25 th or earlier Apply the principles of Iterative Design –First.
Computer-Aided Design (CAD) + Computer-Aided Manufacturing (CAM)
Chapter 1- Introduction
IT 244 Database Management System Data Modeling 1 Ref: A First Course in Database System Jeffrey D Ullman & Jennifer Widom.
People: Usability IS 101Y/CMSC 101Y November 5, 2013 Marie desJardins Amanda Mancuso University of Maryland Baltimore County.
People: Usability COMP 101 November 12, 2014 Carolyn Seaman Amanda Mancuso Susan Martin University of Maryland Baltimore County.
“A ‘Physics’ of Notations”? Ideas of Daniel L. Moody Presented by J. David Andrews Ph.D. Candidate School of Computing.
1 ISA&D7‏/8‏/ ISA&D7‏/8‏/2013 Systems Development Life Cycle Phases and Activities in the SDLC Variations of the SDLC models.
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,
User-Centered Development Methodology A user interface comprises “ those aspects of the system that the user comes in contact with.” ● Moran [1981]
Putting together a complete system Chapter 10. Overview  Design a modest but complete system  A collection of objects work together to solve a problem.
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
University of Virginia Software Development Processes (CS340 John Knight 2005) 1 Software Development Processes.
MULTIMEDIA DEFINITION OF MULTIMEDIA
1 SWE Introduction to Software Engineering Lecture 4.
Software Engineering Prof. Ing. Ivo Vondrak, CSc. Dept. of Computer Science Technical University of Ostrava
Chapter 7 Interactive Design and Prototyping Human Performance Engineering Robert W. Bailey, Ph.D. Third Edition.
1 Human Computer Interaction Week 7 Prototyping. 2 Introduction Prototyping is a design technique where users can be involved in testing design ideas.
1 Capturing Requirements As Use Cases To be discussed –Artifacts created in the requirements workflow –Workers participating in the requirements workflow.
SOFTWARE ENGINEERING MCS-2 LECTURE # 4. PROTOTYPING PROCESS MODEL  A prototype is an early sample, model or release of a product built to test a concept.
Objective Our goal is to create a radically inexpensive spectrometer for educational purposes using a Raspberry Pi. The prototype is housed in a black.
Rational Unified Process Fundamentals Module 7: Process for e-Business Development Rational Unified Process Fundamentals Module 7: Process for e-Business.
CS5103 Software Engineering Lecture 02 More on Software Process Models.
Use Case Textual Analysis
Chapter 5 System Modeling. What is System modeling? System modeling is the process of developing abstract models of a system, with each model presenting.
©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 4 Slide 1 Software Processes.
Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support.
HCI Meeting 1 Thursday, August 26. Class Activities [1] Student questionnaire Answer the following questions: 1.When and where was the computer mouse.
Object Oriented Programming. OOP  The fundamental idea behind object-oriented programming is:  The real world consists of objects. Computer programs.
Administrative: “Create New Game” Project Apply the principles of Iterative Design –First run of games in class: March 28 th in class Short document describing:
Design, prototyping and construction(Chapter 11).
High Level Design Use Case Textual Analysis SE-2030 Dr. Mark L. Hornick 1.
Prototypes, Storyboards, and Flowcharts Ike Choi.
Chapter 5 – System Modeling Lecture 1 1Chapter 5 System modeling.
Testing and delivery Web design principles. Web development is software development.
Process 4 Hours.
Chapter 1- Introduction
Digital media & interaction design
Complexity Time: 2 Hours.
What are the key components of your robot?
Iterative design and prototyping
Prototyping.
Prototyping.
Frequently asked questions about software engineering
Chapter 11 Design, prototyping and construction 1.
CSc4730/6730 Scientific Visualization
Usability Techniques Lecture 13.
Fundamentals of Human Computer Interaction (HCI)
DESIGN, PROTOTYPING and CONSTRUCTION
2P13 Week 7.
Presentation transcript:

Anatomy of Prototypes By: Mark Gruszecki

What is a prototype? A prototype is a specific kind of design object. Most think of a prototype as an iterative object that evolves to help elicit requirements. Can there be more than one prototype for a particular project?

Dimensions of Prototypes Prototypes should be developed to test and develop a specific piece of the system. GUI, User Interaction, Data Functions, Integration of Components, etc.

Prototypes as Filters When a prototype is used to test a specific aspect of the system, it essentially filters the other aspects out. This allows designers to test and evolve the design on one aspect of a system without affecting the other aspects.

How should prototypes as filters be made? “The most efficient prototype is the most incomplete one that still filters the qualities of interest to the designer.” The incompleteness of a prototype serves as a strength because it let’s us test aspects of our final product without actually building the final product.

Example of Prototype as Filtering In order to test the Buttons on the phone out, a prototype with actual buttons must be developed. Another prototype to test the GUI out should be developed separately. Another prototype should be developed to test the functionality of the phone, and so on. Each prototype tests different aspects of the final product, but that doesn’t mean each prototype is independent. There is always overlap. For instance, in order to test how the GUI works, the speed of the functional components of the phone come into play. If the phone is operating slow, the GUI will also move slowly.

Prototypes as Manifestations of Design Ideas “designs are constituted through iterated interaction with external design manifestations.” “externalization of thought gives rise to new perceptual and cognitive operations that allow for reflection, critique, and iteration.”

Example of externalization of design ideas. Notice how the artist develops multiple images to figure out which he likes best. This same idea applies to software engineering and prototyping.

Prototypes as Manifestations of Design Ideas These manifestations can take almost any form based on time, cost, and material. In the field of computing, these manifestations are especially interesting because the design idea’s are manifested on a computer. That is, the material they are manifested on is a material with no limits.

Anatomy of Prototypes Fundamental Prototyping Principle: “The purpose of designing a prototype is to find the manifestation that, in it’s simplest form, will filter the qualities in which the designer is interested without distorting the understanding of the whole.”

Anatomy of Prototypes Filtering Dimensions Manifestation Dimensions Appearance Dimension Data Dimension Functionality Dimension Interactivity Dimension Structure Dimension Materials by which the prototype is manifested Level of fidelity of the prototype Completeness of the prototype

Real World Example 2d Image 3d Image

Reference(s) The Anatomy of Prototypes: Prototypes as Filters, Prototypes as Manifestations of Design Ideas. By Youn-Kyung, Erik Stolterman, and Josh Tenenberg. ACM Transactions, July 2008

Questions?