Acknowledgements: Most of this course is based on the excellent course offered by Prof. Kellogg Booth at the British Columbia University, Vancouver, Canada.

Slides:



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

Design, prototyping and construction
Miguel Tavares Coimbra
Acknowledgements: Most of this course is based on the excellent course offered by Prof. Kellogg Booth at the British Columbia University, Vancouver, Canada.
Rapid Prototyping Dimensions and terminology Non-computer methods
CPSC 481 Week 2 Fateme Rajabiyazdi. What are we doing today  Presentations – 8 minutes each team  Talk about project - phase 3 and 4  Library example.
Prototypes Low-fidelity prototypes design.org/encyclopedia/contextual_design.html Heim, Chapter 5.3 Lecture 9 Physical Design.
AN OVERVIEW BY JAMIE STARKE The Role of Prototyping.
ISE554 Human Computer Interaction Design 2.3 Principled Methods for Design.
Human Computer Interaction
User Centered Design and Prototyping
Prototyping Techniques
Saul Greenberg Prototyping techniques Learning different techniques for rapid prototype development.
Prototyping. Introduction Low-fidelity prototyping High-fidelity prototyping Compromises in prototyping From design to implementation.
Concepts and Prototypes
Prototyping. Horizontal Prototyping Description of Horizontal Prototyping A Horizontal, or User Interface, Prototype is a model of the outer shell of.
1 CS 544 Prototyping Low and Medium Fi Prototyping Acknowledgement: Some of the material in these lectures is based on material prepared for similar courses.
ISP 666 Week 6 Prototyping. Design a Solution From task to system From abstract to concrete Task Models UI Presentation evaluation Conceptual Model System.
James Tam User Centered Design And Prototyping Why User Centered Design is important Approaches to User Centered Design Rapid prototype techniques.
Prototyping Strategies
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.
Human Computer Interaction & Usability Prototyping Design & Prototyping HCI Prototyping.
Gary MarsdenSlide 1University of Cape Town Human-Computer Interaction - 8 Prototyping Gary Marsden ( ) July 2002.
1 Low-fidelity Prototyping. 2 Interface Hall of Shame or Fame? PowerBuilder List of objects with associated properties.
What is a sketch? Chapter 1.2 addendum Sketching User Experiences: The Workbook.
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.
Fall 2002CS/PSY Rapid Prototyping Sketches, Storyboards, Mock-Ups and Scenarios Agenda Dimensions and terminology Non-computer methods Computer methods.
HCI – Prototyping. Why Prototype?  Prototyping is a well understood and used technique in design engineering where products are tested via a model prototype.
AVI/Psych 358/IE 340: Human Factors Prototyping October 10-13, 2008.
Prototyping. What is a prototype? In other design fields a prototype is a small- scale model: a miniature car a miniature building or town.
Wizard of Oz Prototyping + Making Video Scenarios HCC 729 4/17/14.
Chapter 9 Prototyping. Objectives  Describe the basic terminology of prototyping  Describe the role and techniques of prototyping  Enable you to produce.
Prototyping What prototyping is The benefits of prototyping Low-fidelity and high-fidelity prototypes, and the advantages of each How to build paper prototypes.
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.
Prototyping. A software requirements prototype is a mock-up or partial implementation of a software system – Helps developers, users, and customers better.
Prototyping. REVIEW : Why a prototype? Helps with: –Screen layouts and information display –Work flow, task design –Technical issues –Difficult, controversial,
Design, Prototyping and Construction In “ pure ” waterfall, design begins after requirements development has finished However, in the real world there.
Acknowledgements: Most of this course is based on the excellent course offered by Prof. Kellogg Booth at the British Columbia University, Vancouver, Canada.
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.
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.
James Tam User Centered Design And Prototyping Rapid prototyping techniques Why User Centered Design is important Approaches to User Centered Design.
CEN3722 Human Computer Interaction Prototyping Dr. Ron Eaglin.
Lecture 2 Supplement - Prototyping
Prototyping 2 CPSC 481: HCI I Fall 2014
Prototyping & Design CS 352.
Wrapping up prototyping
Prototyping.
Introduction to Prototyping
Miguel Tavares Coimbra
Prototyping.
Design, prototyping and construction
Chapter 11 Design, prototyping and construction 1.
The Role of Prototyping
Rapid Prototyping Sketches, Storyboards, Mock-Ups and Scenarios
DESIGN, PROTOTYPING and CONSTRUCTION
Miguel Tavares Coimbra
Miguel Tavares Coimbra
Miguel Tavares Coimbra
Miguel Tavares Coimbra
Miguel Tavares Coimbra
Design, prototyping and construction
COMP444 Human Computer Interaction Prototyping
Presentation transcript:

Acknowledgements: Most of this course is based on the excellent course offered by Prof. Kellogg Booth at the British Columbia University, Vancouver, Canada. Please acknowledge the original source when reusing these slides for academic purposes. IPM 15/16 – T2.1 Prototyping Miguel Tavares Coimbra

Summary What is a prototype? When, what and how to prototype Types of prototypes IPM 15/16 - T2.1 - Prototyping

What is a prototype? And what is it for?

What is a prototype? Can take many forms: –cardboard, foam, software, video, –clay, paper, hidden people, website, –sketches, scripts, index cards etc. The point: make ideas real: –Limited representation of design for users (and designers, and other stakeholders) to interact with 4 designs: image-enhanced planner IPM 15/16 - T2.1 - Prototyping

Why prototype? Communication: discuss ideas with stakeholders –“Where’s the ON button?” Develop requirements and/or specifications –“Uh-oh, here’s something we forgot.” Learning and problem solving –“Hey, that will work!” Evaluate interface effectiveness –“Whoops, users didn’t understand that.” Develop conceptual and physical design –“That’s way too heavy” Save time and money –Don’t waste time coding/building the wrong thing Goal is to understand the interaction design IPM 15/16 - T2.1 - Prototyping

When to prototype? To get out of a rut, focus discussion, reach agreement When you have questions and you can’t proceed: –Functionality: Structure, sequencing, flow Clarity & completeness of information –Appearance Branding, clarity, aesthetics, color, shape, etc. –Specifications “design by prototyping” (evolutionary approach) When you need to communicate ideas –Design team, managers, users etc. IPM 15/16 - T2.1 - Prototyping

Questions that might need prototyping to answer For example (these are detailed): –Screen too crowded? actions clear when actually laid out? –Knob versus slider for controlling volume much more for involved for innovative physical interface … imagine the prototyping for the iPod ! Navigation: e.g. –Transparent menu versus solid menu –How many files to show in file selection box IPM 15/16 - T2.1 - Prototyping

The purpose of a prototype is to answer a question and it is usually thrown-away… IPM 15/16 - T2.1 - Prototyping

“Design by prototyping” Evolutionary approach to system development Uses the prototype itself as the specification. pros: complete model at end, fast to market. cons: haphazard, feature crammed application, no overall performance strategy, may have to start again. IPM 15/16 - T2.1 - Prototyping

We thought this was awesome…

IPM 15/16 - T2.1 - Prototyping Then evolved into this…

IPM 15/16 - T2.1 - Prototyping And this…

Was this really the best way to design? (clue: we were a bit smarter with our next technology…) IPM 15/16 - T2.1 - Prototyping

Types of prototypes IPM 15/16 - T2.1 - Prototyping

Types of prototypes think of prototyping techniques as tools in your bag of tricks Have lots so that you have appropriate one Should be fast, effective and targeted to the issues –Don’t waste time implementing something that won’t teach you anything Fidelity ranges from low to high IPM 15/16 - T2.1 - Prototyping

When to use different types of prototypes? Choose a representation Rough out interface style Task walkthrough & redesign Low fidelity paper prototypes Fine tune interface, screen design Heuristic evaluation and redesign Medium fidelity prototypes Usability testing and redesign Limited field testing High fidelity prototypes / restricted systems Alpha/Beta testsWorking systems early design late design IPM 15/16 - T2.1 - Prototyping

Handheld “universal remote control” IPM 15/16 - T2.1 - Prototyping

Low fidelity prototypes Prototyping with a computer –Simulate or animate critical features of the intended system Engaging for end users Purpose –Provides a sophisticated but limited scenario to the user to try –Provides a development path: crude screens -> functional system –Can test subtle design issues Danger –User’s reactions are usually “in the small” Blinds people to major conceptual flaws –Users reluctant to challenge / change the design itself Designs are too “pretty”, egos… –Viewers (including management!) may think its real! IPM 15/16 - T2.1 - Prototyping

Approaches to ‘scoping’ prototype functionality Vertical prototype –Includes in-depth functionality for only a few selected features –Key design ideas can be tested in depth Horizontal prototype –Surface layers only: includes the entire user interface with no underlying functionality –A simulation; no real work can be performed Prototype scenario –Scripts of particular fixed uses of the system; no deviation supported –See whole thing (fake) –Use implemented corner of it. IPM 15/16 - T2.1 - Prototyping

Approaches to prototype/product integration Throw-away –Prototype only serves to elicit user reaction –Creating prototype must be rapid, otherwise too expensive Incremental –Product built as separate components (modules) –Each component prototyped and tested, then added to the final system Evolutionary –Prototype altered to incorporate design changes –Eventually becomes the final product IPM 15/16 - T2.1 - Prototyping

Technique: Software Mock-ups Draw each storyboard scene on computer –Neater/easier (???) to change on fly than paper A very thin horizontal prototype! Does not capture the interaction “feel” elements aren’t active: like paper prototype, but on screen IPM 15/16 - T2.1 - Prototyping

Example: Can I ‘auscultate’ a tablet in order to learn auscultation? IPM 15/16 - T2.1 - Prototyping

Balsamiq mock-ups OpçõesCaso Área de auscultação e palpação

Great! But I can’t really test if the user scrolls around the torso ‘canvas’ without getting lost (amongst other questions that remain unanswered…) IPM 15/16 - T2.1 - Prototyping

High-Fidelity Prototypes Vertical prototypes “Full” prototypes – Alpha versions Costly to build (requires time and expertise) Enables usability and technology acceptance testing IPM 15/16 - T2.1 - Prototyping

What if my prototype is ‘impossible’ to create? “Impossible is just a big word thrown around by small men who find it easier to live in the world they've been given than to explore the power they have to change it. Impossible is not a fact. It's an opinion. Impossible is not a declaration. It's a dare. Impossible is potential. Impossible is temporary. Impossible is nothing.” Muhammad Ali IPM 15/16 - T2.1 - Prototyping

Get creative! IPM 15/16 - T2.1 - Prototyping

Wizard of Oz: test the future! A method of testing a system that does not exist –The voice editor, by IBM (1984) What the user sees The Wizard IPM 15/16 - T2.1 - Prototyping

Wizard of Oz Human simulates system’s intelligence & interacts w/ user Uses real or mock interface –“Pay no attention to the man behind the curtain!” User uses computer as expected “wizard” (sometimes hidden): –Interprets subject’s input according to an algorithm –Has computer/screen behave in appropriate manner Good for: –Adding simulated and complex vertical functionality –Testing futuristic ideas Possible cons? IPM 15/16 - T2.1 - Prototyping

Wizard of Oz examples IBM: an imperfect listening typewriter using continuous speech recognition –Secretary (i.e., Wizard) trained to: Understand key words as “commands” Type responses on screen as the system would Manipulate graphic images through gesture and speech Intelligent agents / programming by demonstration –Person trained to mimic “learning agent” User provides examples of task they are trying to do Computer learns from them –Shows how people specify their tasks IPM 15/16 - T2.1 - Prototyping

How could I test this? IPM 15/16 - T2.1 - Prototyping

Low fidelity vs. High fidelity cheap easy to build lots facilitate communication gross design (layout) market requirements proof-of-concept limited error checking hard to get to code facilitator driven limited functionality complete functionality interactive user-driven exploration and testing look and feel of final product provides specification marketing and sales tool expensive time consuming inefficient proof-of-concept poor for requirements gathering can be hard to throw away IPM 15/16 - T2.1 - Prototyping

Summary Prototyping –Speeds up design and lowers overall cost –Allows users to react to the design and suggest changes –Prototypes and scenarios are used throughout design –Low-fi best for brainstorming and choosing a conceptual model –Med/hi-fi prototypes best for fine-tuning and detailed design Low, medium-fi prototyping methods –Vertical, horizontal and scenario prototyping –Sketching –Storyboarding –Scripted simulations –Wizard of Oz IPM 15/16 - T2.1 - Prototyping

Resources 1.Kellogg S. Booth, Introduction to HCI Methods, University of British Columbia, Canada nt-term/ nt-term/ IPM 15/16 - T2.1 - Prototyping