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Copyright © 2004 by Prentice Hall

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1 Copyright © 2004 by Prentice Hall
User-Centered Website Development: A Human-Computer Interaction Approach Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

2 Copyright © 2004 by Prentice Hall
Daniel D. McCracken City College of New York Rosalee J. Wolfe DePaul University With a foreword by: Jared M. Spool, Founding Principal, User Interface Engineering PowerPoint slides by Dan McCracken, with thanks to Rosalee Wolfe and S. Jane Fritz, St. Joseph’s College Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

3 Copyright © 2004 by Prentice Hall
Credits Slides 20-25: DePaul University students: Roy Calayo Marek Dzik Dan Jung Connie Pappas Jessica Watson Slides 27-30: City College of New York students: Ashford Charleus Shahana Dewan Khairul Kabir Libai Qu Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

4 Copyright © 2004 by Prentice Hall
7. Prototyping In this chapter you will learn about: What prototyping is The benefits of prototyping Low-fidelity and high-fidelity prototypes, and the advantages of each How to build paper prototypes Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

5 Copyright © 2004 by Prentice Hall
7.2 Why Prototype? Traditional software development: you can’t test until you implement Implementation is expensive, and there is nothing to test until you have made that expenditure of effort and schedule time Result: any design errors are built in to the first thing you can test, and it is very expensive to make changes Result: design errors, unless they are really bad, are left in the product Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

6 Breaking this implementation paradox
Build a prototype of the basic functionality, especially the interface Test the prototype, which will uncover design errors Correct the errors Repeat until you have a clean design A major tool for improving usability Heavily used in industry Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

7 The views of the stakeholders
Software designers may not adequately understand prototyping HCI practitioners may not adequately understand implementation The two groups need to talk to each other—early—and prototyping facilitates communication Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

8 The stages in website development
Design One or more prototypes, each followed by testing and redesign Implementation Site goes live Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

9 Two types of prototypes
Evolutionary: the prototype eventually becomes the product Revolutionary, or throwaway: the prototype is used to get the specifications right, then discarded Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

10 Horizontal prototype: broad but only top-level
Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

11 Vertical prototype: deep, but only some functions
Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

12 Benefits of prototyping
Improves the chances of creating a usable product, since mistakes and omissions are flushed out early in the development process, not after implementation Higher user satisfaction Users are good at criticizing an existing system; they are much less able to imagine how specifications would translate into a product Prototyping brings the users into the process at a much earlier stage Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

13 Benefits were recognized two decades ago
Maryam Alavi. An Assessment of the Prototyping Approach to Information Systems Development. Communications of the ACM. June, 1984. Barry Boehm et. al. Prototyping vs. Specification: A Multi-Project Experiment. IEEE Transactions on Software Engineering. May, 1984. Wasserman and Shewmake. The Role of Prototypes in the User Software Engineering Methodology. In Advances in Human-Computer Interaction, H. R. Hartson, Ed. Norwood, NJ: Ablex, 1985. Students—and others, perhaps—seem not to believe, at first, that all the kindergarten stuff with paper and glue and markers can be serious. I hope this isn’t too heavy-handed. Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

14 Implementation is expensive
So expensive—in people time and schedule time—that in practice it is only done once If testing is postponed until implementation is complete, there are no resources and no time to do it over when a interface design mistake is uncovered Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

15 Copyright © 2004 by Prentice Hall
The core of the problem “The vast majority of usability problems come from a single cause: the development team was lacking a key piece of information. If team members had known it earlier, they would have designed to accommodate it and the usability problem would never have occurred.” Jared Spool, Tara Scanlon, and Carolyn Snyder. Product Usability: Survival Techniques. Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems. Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

16 Copyright © 2004 by Prentice Hall
Disadvantages Users may be unfamiliar with the technique. But this situation is improving. If the prototype is “too good,” management may think that the project is nearly finished, or that the prototype can be converted into the final product. Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

17 The right way: use low-fidelity prototypes
Inexpensive—in materials cost, people time, and schedule time No risk of being mistaken for the final product Simple and fast to repeat as lessons are learned When interface testing of the prototype is complete, implementation can proceed with confidence Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

18 Elements of a paper prototype
Menu Bar Scroll Bar Opening Contents Secondary Menu Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

19 Following are some pages by students
Thanks to Team Cairo, HCI 310, Fall 2001, DePaul University: Roy Calayo Marek Dzik Dan Jung Connie Pappas Jessica Watson permissions are on file, from each student. Prentice Hall takes the permissions issue very seriously, but so do we. And it is a pleasure to give credit to some fine students, who were a pleasure to work with. Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

20 They started with an 18 x 12 drawing pad
Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

21 Copyright © 2004 by Prentice Hall
Their home page I put in the ruler only to show the scale, of course. Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

22 User “clicks on” (points to) Clubs button
Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

23 Copyright © 2004 by Prentice Hall
The Music page Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

24 Copyright © 2004 by Prentice Hall
One Club page Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

25 The Club Info page for Red No. 5
Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

26 A few pages from another student group
Thanks to Team 2, Computer Science 473, Spring 2003, City College of New York Ashford Charleus Shahana Dewan Khairul Kabir Libai Qu Written permissions are on file, from each student. Another group of good students with whom I enjoyed working. Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

27 Copyright © 2004 by Prentice Hall
The home page Pulldown menu This is a paper prototype, but the students used the computer to create a few elements of it. What looks like glare in the title graphic is actually their choice of a kind of gradient effect. Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

28 Copyright © 2004 by Prentice Hall
A second-level page Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

29 Another second-level page
Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

30 Copyright © 2004 by Prentice Hall
After prototyping and user testing, this is what their home page looked like The intended message: prototyping pays off, in sites that work. And look good. All ten teams did work at this level. I can’t believe how hard they worked, and how effective the results were. If I had demanded this kind of effort there would have been delegations to the dean: “We’re being asked to do six hours work for three credits!” As it was, they simply got caught up in the excitement of doing good projects, and poured on the effort. Seeing early prototypes fostered just a bit of competition, which never hurts. (If not overdone.) And it was a total delight to hear, in their presentations, what they learned in prototyping and in user testing. Validated the course, in their own words. Courses should always go so well. Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

31 Materials for building a paper prototype
White, unlined heavy paper or card stock; 11 x 14 or 12 x 18 inches are good sizes Regular 8.5 x 11 unlined paper 5x8 index cards, for taking notes Colored paper if you wish Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

32 Copyright © 2004 by Prentice Hall
Materials, continued Adhesives: rubber cement, Scotch® tape, glue sticks Markers of various colors Sticky note pads, in various colors and sizes Acetate sheets—a few Scissors Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

33 Evaluation of your prototype
Evaluation is the subject of the next chapter There you will learn The testing setup Roles of people involved in testing Procedure for testing Interpreting the results Reporting the results Chapter 7: Prototyping Copyright © 2004 by Prentice Hall

34 Copyright © 2004 by Prentice Hall
Summary In this chapter you have seen: What prototyping is The benefits of prototyping: catching design errors early, when they are cheap to fix The difference between low-fidelity and high-fidelity prototypes, and the advantages of each How to build paper prototypes Samples of the paper prototypes of two groups of students in HCI courses Chapter 7: Prototyping Copyright © 2004 by Prentice Hall


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