Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess CPE/CSC 484: User-Centered Design and.

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Presentation transcript:

Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess CPE/CSC 484: User-Centered Design and Development

© Franz J. Kurfess Copyright Notice These slides are a revised version of the originals provided with the book “Interaction Design” by Jennifer Preece, Yvonne Rogers, and Helen Sharp, Wiley, I added some material, made some minor modifications, and created a custom show to select a subset.  Slides added or modified by me use a different style, with my name at the bottom

© Franz J. Kurfess 484-W09 Quarter The slides I use in class are in the Custom Show “484-W09”. It is a subset of the whole collection in this file. Week 5 contains slides from Chapters 8 and 9 of the textbook. The original slides are a bit of a mess, and I cleaned up various issues – outline view didn’t show body text – quite a bit of “manual” formatting (bulleted/numbered lists) – in the end, I modified all of the slides to some degree; only the ones where I made significant changes are initialed FJK 2005

4 © Franz J. Kurfess 484-W10 Quarter ❖ The set of slides I use in class is close to the one in the PowerPoint Custom Show “484-W09”. Since I’m using mostly Keynote now, I use the “Skip” feature to achieve a similar result.

5 © Franz J. Kurfess Logistics ❖ Senate appearance by the instructor  during the first half of the lab period ❖ Assignments  A3 - Storyboards deadline Thu, May 3 ❖ Term Project  mid-quarter project displays Thu, May 3  allocation of display stations  external visitors anticipated  don’t reveal confidential information  e.g. names of collaboration partners

©2011 Design, prototyping and construction Chapter 11

© Franz J. Kurfess Chapter 8 Designing and Prototyping FJK 2005

©2011 Overview Prototyping and construction Conceptual design Physical design Generating prototypes Support for design

© Franz J. Kurfess Chapter Overview Prototyping and Construction Conceptual Design Physical Design

© Franz J. Kurfess Motivation the design of products usually involves several intermediate stages especially for interaction aspects, early feedback is critical prototypes are frequently used for validation and the elicitation of feedback conceptual design identifies the most important aspects of the product physical design considers the tools, methods, and materials used for the final product

© Franz J. Kurfess Objectives be aware of the purpose and value of creating prototypes consider the importance of early feedback for interaction design identify interaction aspects critical for the physical design of the product select the appropriate tools and methods to provide interactivity

©2011 Prototyping and construction What is a prototype? Why prototype? Different kinds of prototyping low fidelity high fidelity Compromises in prototyping vertical horizontal Construction

©2011 What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town the example here comes from a 3D printer

©2011 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

©2011 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

©2011 Filtering dimensions of prototyping

©2011 Manifestation dimensions of prototyping

©2011 What to prototype? Technical issues Work flow, task design Screen layouts and information display Difficult, controversial, critical areas

©2011 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’

©2011 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

©2011 Sketching Sketching is important to low-fidelity prototyping Don’t be inhibited about drawing ability. Practice simple symbols

©2011 Card-based prototypes Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development

©2011 ‘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? >Blurb blurb >Do this >Why? User

24 Activity: ‘Wizard of Oz’ Problems identify some problematic aspects with this approach –for novice users of the system –for experienced users of the system –for the developer providing the system’s responses FJK 2005

©2011 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 software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk. Danger that users think they have a full system…….see compromises

©2011 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

©2011 Construction Taking the prototypes (or learning from them) and creating a whole Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc Product must be engineered Evolutionary prototyping ‘Throw-away’ prototyping

©2011 Conceptual design: from requirements to design Transform user requirements/needs into a conceptual model “a description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended” Don’t move to a solution too quickly. Iterate, iterate, iterate Consider alternatives: prototyping helps

©2011 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?

©2011 Considering interaction types Which interaction type? How the user invokes actions Instructing, conversing, manipulating or exploring Do different interface types provide insight? WIMP, shareable, augmented reality, etc

©2011 Expanding the 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 telephone memory storage What information needs to be available? What data is required to perform the task? How is this data to be transformed by the system?

©2011 Using scenarios in conceptual design Express proposed or imagined situations Used throughout design in various ways 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

©2011 Generate storyboard from scenario

©2011 Generate card-based prototype from use case

©2011 Support for design Patterns for interaction design individual patterns pattern languages pattern libraries Open source systems and components Tools and environments

©2011 Summary Different kinds of prototyping are used for different purposes and at different stages Prototypes answer questions, so prototype appropriately Construction: the final product must be engineered appropriately Conceptual design (the first step of design) Consider interaction types and interface types to prompt creativity Storyboards can be generated from scenarios Card-based prototypes can be generated from use cases