AVI/Psych 358/IE 340: Human Factors Prototyping October 10-13, 2008.

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
Alternate Software Development Methodologies
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.
Identifying needs and establishing requirements Task Descriptions.
1 PrototypingPrototyping CSSE 371 Software Requirements and Specification Mark Ardis, Rose-Hulman Institute September 28, 2004.
SE 555 Software Requirements & Specification 1 SE 555 Software Requirements & Specification Prototyping.
Objectives By the end of class, you will be able to… Explain why prototyping is an important phase of design. Create and test paper prototypes. Explain.
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 Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers
CMSE323 HUMAN COMPUTER INTERACTION CHAPTER IV on LOW FIDELITY PROTOTYPING HUMAN FACTORS IN INTERFACE DESIGN DR. ADNAN ACAN.
Sofia Carlander Kinoshita Laboratory 2004/2005
Human Computer Interaction & Usability Prototyping Design & Prototyping HCI Prototyping.
Gary MarsdenSlide 1University of Cape Town Human-Computer Interaction - 8 Prototyping Gary Marsden ( ) July 2002.
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.
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,
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
Chapter 11 Design, prototyping, and construction.
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.
COMP 5620/6620/6626 Chapter 8: Design, Prototyping and Construction
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.
1 Human Computer Interaction Week 7 Prototyping. 2 Introduction Prototyping is a design technique where users can be involved in testing design ideas.
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.
1 ISDE Revision Topics 2012 Compiled by Sheila Cassidy-Allan using J Burns slides.
Design, Prototyping and Construction In “ pure ” waterfall, design begins after requirements development has finished However, in the real world there.
Prototyping. Objectives By the end of class, you will be able to… Explain why prototyping is an important phase of design. Create and test paper prototypes.
© 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1 Prototyping.
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.
Wrapping up 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:

AVI/Psych 358/IE 340: Human Factors Prototyping October 10-13, 2008

2 Prototyping and construction (1/2) What is a prototype? Why prototype? Different kinds of prototyping low fidelity high fidelity

3 Prototyping and construction (2/2) Compromises in prototyping vertical horizontal Construction

4 What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town

5 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

6 Why prototype? (1/2) 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

7 Why prototype? (2/2) 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

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

9 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 ‘Wizard-of-Oz’ storyboards

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

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

12 Example (1/2)

13 Example (2/2)

14 ‘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

15 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

16 Scenario for holiday planner “The Thomson family enjoy outdoor activity holidays and want to try their hand at sailing this year. There are four members of the family: Sky who is 10 years old, Eamonn who is 15 years old, Claire who is 35, and Will who is 40. While out on a shopping trip they call by at the travel agents in their local town to start exploring the possibilities... The travel organizer is located in a quiet corner of the agents’ office, where there are comfortable seats and play things for young children. They all gather around the organizer and enter their initial set of requirements—a sailing holiday for four novices. The stand-alone console is designed so that all members of the family can interact easily and comfortably with it. The system’s initial suggestion is that they should consider a flotilla holiday, where several novice crews go sailing together and provide mutual support for first-time sailors…”

17 Generate storyboard from scenario

18 In-class activity on storyboarding While Jim is walking to class, he uses his cell phone to access the syllabi for today’s classes. The phone automatically pulls the syllabi for that day and alerts Jim of a scheduled quiz later that afternoon in his class. Jim initially sighs but is relieved to know that he can study for the quiz after his morning class. - Develop a storyboard for the above scenario (NOTE: if you want to modify the scenario to be more creative, please do so!)

19 Advantages Lower development cost Evaluate multiple design concepts Useful communication device Proof-of-concept

20 Disadvantages Limited error checking Poor detailed specifications to code to Facilitator-driven Limited utility after requirements have been established

21 High-fidelity prototyping (1/2) Uses materials that you would expect to be in the final product Prototype looks more like the final system than a low-fidelity version

22 High-fidelity prototyping (2/2) For a high-fidelity software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk Danger that users think they have a full system Form, Fit and Function

23 High-fidelity prototyping Advantages? Disadvantages?

24 Advantages Complete functionality Fully interactive User-driven Use for exploration and test Look and feel of final product Marketing and sales tool

25 Disadvantages More expensive to develop Time-consuming to create Inefficient for proof-of-concept designs Not effective for requirements gathering

26 Compromises in prototyping (1/2) All prototypes involve compromises For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality?

27 Compromises in prototyping (2/2) 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 must not be ignored Fine line between what is technically feasible and what is not!

28 From design to implementation You have a prototype - now what???

29 Construction (1/2) 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

30 Construction (2/2) Product must be engineered: Evolutionary prototyping ‘Throw-away’ prototyping

31 Activity: What prototyping techniques will you use for the following? Redesigning a cell phone Creating a new e-commerce website for stock trading Making an artificial heart valve

32 Conceptual design: from requirements to design (1/2) 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”

33 Conceptual design: from requirements to design (2/2) Don’t move to a solution too quickly. Iterate toward a solution Consider alternatives

34 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?

35 Summary (1/2) 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

36 Summary (2/2) Conceptual design and functional requirements (the first step of design) Storyboards can be generated from scenarios