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SIMS 202 Information Organization and Retrieval Prof. Marti Hearst and Prof. Ray Larson UC Berkeley SIMS Tues/Thurs 9:30-11:00am Fall 2000
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Today l Designing with informal user interfaces l Sketching user interfaces electronically –Why do it –Practice using DENIM l Form groups for assignment 7
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Why Do We Prototype? l Get feedback on our design faster –saves money l Experiment with alternative designs l Fix problems before code is written l Keep the design centered on the user
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Slide by James Landay Fidelity in Prototyping l Fidelity refers to the level of detail l High fidelity ? –prototypes look like the final product l Low fidelity ? –artists renditions with many details missing
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Slide by James Landay Low-fidelity Sketches
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Slide by James Landay Low-fidelity Sketches
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Slide by James Landay Low-fi Storyboards l Where do storyboards come from? –Film & animation l Give you a “script” of important events –leave out the details –concentrate on the important interactions
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Slide by James Landay Drawbacks of Current Tools l Require specification of lots of detail –must give specific instance of a general idea »e.g., exact widgets, fonts, alignments, colors –designers led to focus on unimportant details –evaluators focus on wrong issues l Take too much time to use –poor support for iterative design »sketched interface took 5 times longer with traditional tool (no icons)
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Slide by James Landay Informal UIs for Early Stage UI Design – “Design Exploration Phase” l Brainstorming –put designs in a tangible form –consider different ideas rapidly l Incomplete designs –do not need to cover all cases –illustrate important examples l Present several designs to client
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Slide by James Landay Goal of Research in Informal UI Design Tools l Allow designers to –quickly sketch interface ideas –test these ideas with users –transform to a more finished design without reprogramming
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Slide by James Landay Quickly Sketch this...
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Slide by James Landay Add Behavior...
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Slide by James Landay Transform it to this...
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Slide by James Landay Paper Sketches l Advantages –support brainstorming –do not require specification of details –designers feel comfortable sketching l Drawbacks –do not evolve easily –lack support for “design memory” –force manual translation to electronic format –do not allow end-user interaction
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Slide by James Landay SILK Sketching Interfaces Like Krazy
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Slide by James Landay Designing Interfaces with SILK 1) Designer sketches ideas rapidly with electronic pad and pen –SILK recognizes widgets –easy editing with gestures 2) Designer or end-user tests interface –widgets behave –specify additional behavior visually 3) Automatically transforms to a “finished” UI
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Slide by James Landay Specifying Behaviors l Storyboards –series of rough sketches depicting changes in response to end-user interaction l Expresses many common behaviors beforeafter Sequencing behavior between widgets?
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Slide by James Landay SILK Storyboards l Copy sketches to storyboard window l Draw arrows from objects to screens Switch to run mode to test SILK changes screens on mouse clicks
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Slide by James Landay DENIM: Designing Web Sites by Sketching l Early-phase information & navigation design l Integrates multiple views –site map – storyboard – page sketch l Supports informal interaction –sketching, pen-based interaction
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Slide by James Landay Video
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Contrast l Information Architecture l Navigation Structure
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Form Groups for A7
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