CS298: HCI Design Clinics Paper Prototyping 03/01/10 Berkel ey UNIVERSITY OF CALIFORNIA.

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Presentation transcript:

CS298: HCI Design Clinics Paper Prototyping 03/01/10 Berkel ey UNIVERSITY OF CALIFORNIA

Topics 1.Intro to Paper Prototyping 2.Testing with Paper Prototypes 3.From Paper to Video Prototypes

Paper Prototyping

Why Do We Prototype? Get feedback on our design faster Saves money Experiment with alternative designs Fix problems before code is written Keep the design centered on the user Design Prototype Evaluate

Fidelity in Prototyping Fidelity refers to the level of detail High fidelity ? Prototypes look like the final product Low fidelity ? Artists renditions with many details missing

Hi-Fi Disadvantages Distort perceptions of the tester Formal representation indicates “finished” nature People comment on color, fonts, and alignment Discourages major changes Testers don’t want to change a “finished” design Designers don’t want to lose effort put into creating hi-fi design

Materials Large, heavy, white paper (11 x 17) 5x8 in. index cards Post-it notes Tape, stick glue, correction tape Pens & markers (colors & sizes) Transparencies (including colored) Colorforms (toy stores) Scissors, X-acto knives, etc.

Interface Elements

Nielsen/Norman Video I showed 10 minutes from the Nielsen Norman Group’s Paper Prototyping: A How-To Training Video

Constructing the Prototype Set a deadline Don’t think too long - build it! Draw a window frame on large paper Draw at a large size, but use correct aspect ratio Put different screen regions on cards Anything that moves, changes, appears/disappears Use greeking to indicate text if necessary Ready response for any user action e.g., Have those pull-down menus already made Use photocopier to make many versions

Paper Prototype Testing SIMS 213 Project: Telebears redesign

User “Computer” Observer (or video camera) Interface Interface elements

Conducting a Test Three or Four testers (preferable) Greeter - Puts users at ease & gets data Facilitator - only team member who speaks Gives instructions & encourages thoughts, opinions Computer - knows application logic & controls it Always simulates the response, w/o explanation Observer(s) - Take notes & recommendations Typical session should be approximately 1 hour Preparation, the test, debriefing

Conducting a Test (cont.) Greet Get forms filled, assure confidentiality, etc. Test Facilitator explains how test will work Performs a simple task Facilitator hands written tasks to the user Must be clear & detailed Facilitator keeps getting “output” from participant “What are you thinking right now?”, “Think aloud” Observers record what happens Avoid strong reactions:, frowning, laughing, impatience – biases the test Designers should not lead participants Let users figure things out themselves as much as possible Only answer questions if user remains stuck for a long time

Conducting a Test (cont.) Debrief Fill out post-evaluation questionnaire Ask questions about parts you saw problems on Gather impressions Give thanks

Preparing for a Test Select your participants Understand background of intended users Use a questionnaire to get the people you need Don’t use friends or family Prepare scenarios that are Typical of the product during actual use Make prototype support these (small, yet broad) Practice running the computer to avoid “bugs” You need every menu and dialog for the tasks All widgets the user might press Remember “help” and “cancel” buttons WOZ is different from pre-built/canned functionality

Tips Rehearse your actions Make a flowchart which is hidden from the user Make list of legal words for a speech interface Stay “in role” You are a computer, and have no common sense, or ability to understand spoken English. Facilitator can remind user of the rules/think- aloud approach if the user gets stuck

Advantages of Low-Fi Prototyping Takes only a few hours No expensive equipment needed Can test multiple alternatives Fast iterations Number of iterations is tied to final quality Can change the design as you test If users are trying to use the interface in a way you didn’t design it – go with what they think! Adapt! Especially useful for hard to implement features Speech and handwriting recognition

Drawbacks of Lo-Fi Prototyping Evolving the prototype requires redrawing Can be slow (but reprogramming usually slower) Lack support for “design memory” Force manual translation to electronic format Do not allow real-time end-user interaction

Summary Informal prototypes allow you to design (and test!) before writing code. Rapid evolution and elimination of many problems happens in this phase. Paper+ink is the traditional tool

Video Prototyping

Forms of Video Prototypes Build on paper prototypes Use existing software & images of real settings Narration optional (but required for your assignment!) Explain events while others move images/illustrate interaction With good storyboards, should be able to create video prototype in 1 hour

CSE440 - Autumn 2008User Interface Design, Prototyping, and Evaluation24

CSE440 - Autumn 2008User Interface Design, Prototyping, and Evaluation25 Creating a Video Prototype 1)Review field data about users & work practices 2)Review ideas from video brainstorm 3)Create use scenario in words 4)Develop storyboard of each action/event with annotations explaining the scene. Put each element on a card. 5)Shoot a video clip for each storyboard card Avoid editing in the camera – just shoot in storyboard order Hold last frame of a section/shot for 1s 6) Use title cards to separate clips (keep it onscreen for 3s) if you make an error, rewind to last title card & reshoot

Andy Hou and Kevin Chiu: Univ. of Washington Cluster

CSE440 - Autumn 2008User Interface Design, Prototyping, and Evaluation27 Tips & Tricks Add structure to better explain context begin with a title follow with an “establishing shot” create series of closeup & mid-range shots, interspersed with title cards place a final card with credits at the end Use colored paper title cards -- aids edit/search of video Stop-motion lets images appear & disappear based on interaction e.g., illustrate pop-up menu by recording clip of user pressing button, pause camera, add menu, restart camera Be careful about taking video out of the original design setting for ethical reasons (context matters)

Your Turn… Form teams (2-4 students) You have 1 hour to create a stop-motion animated video prototype Show&Tell at 5:45pm