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High-Fidelity Prototyping
HCDE 518 & INDE 545 Winter 2012 With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry
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Agenda Announcements Lecture – HiFi Prototyping Break – 5 mins
Discussion – Practical HiFi prototyping techniques Discussion questions Next class
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Announcements No class next Monday (President’s Day) Questions?
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LECTURE – HI-FI PROTOTYPING
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Overview Hi-Fi Interface Prototyping Experience Prototyping
Wizard of Oz Practical Hi-Fi Prototyping Techniques
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Experience Prototyping
The key is making the interactions and experience as authentic to the real thing as possible Typically a Hi-fidelity experience Use Wizard-of-oz to save time and avoid complicated implementation
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Wizard of Oz A method of testing a system that does not exist
From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983. Wizard of Oz A method of testing a system that does not exist the listening typewriter, IBM 1984 Dear Henry Speech Computer What the user sees
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Wizard of Oz A method of testing a system that does not exist
From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983. Wizard of Oz A method of testing a system that does not exist the listening typewriter, IBM 1984 Dear Henry Dear Henry Speech Computer What the user sees The wizard
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Name Origin From the book & movie
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Important Note Up until the point the wizard is discovered, the thoughts, feelings, and actions of Dorothy and the others were all genuine They were genuinely experiencing what it would be like to talk to a powerful and terrible wizard
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Wizard of Oz Human ‘wizard’ simulates system response good for:
interprets user input according to an algorithm controls computer to simulate appropriate output uses real or mock interface wizard sometimes visible, sometimes hidden “pay no attention to the man behind the curtain!” good for: adding simulated and complex vertical functionality testing futuristic ideas
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WoZ Example - Sketch-a-move
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Other WoZ Examples Eye Toy prototype: Virtual Peers for Autism
Virtual Peers for Autism
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BREAK – 5 MINUTES
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P4: Hi-Fi Prototyping Due March 7th in class and on CollectIt
Iterate on your design from P3 to a more high-fidelity interactive prototype Can be PowerPoint, HTML, programming, etc. Must simulate the experience of using it Conduct another usability evaluation with 2-3 participants (can be same participants as before) Demo prototype during final class presentation
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Practical Prototyping Tools
Creating Hi-Fi, semi-functional prototypes with minimal effort PowerPoint Prototyping UX-Specific Tools Axure, Balsamiq Photoshop + HTML/Dreamweaver Visual Studio OmniGraffle Hardware Prototyping (Arduino, Phidgets)
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PowerPoint Advantages: Disadvantages: Almost everyone has it
Ubiquitous format Fast and easy to use Can use hyperlinks to simulate interaction Disadvantages: Must be used at a computer e.g., difficult to do mobile-based interactions Somewhat limited functionality Cannot be reused for final implementation
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Example Prototypes Tutorial:
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Axure A commercially available wireframes maker/prototyping tool
Free license for students Contains good documentation and tutorials Advantages Great for websites Can transition from wireframe->Prototype->Functional system Can automatically generate design specs
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Examples - Axure Website: http://share.axure.com/W2D1BW/ Demo video:
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Balsamiq Mockups Another commercially available prototyping tool
Free trial, or $79 to buy Advantages Can make lo-fi appearing prototypes that are interactive
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Photoshop Advantages Disadvantages Can look & feel like real thing
Needs use of HTML to simulate interactions
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Photoshop Tools Download iPhone template: Android Template:
Android Template: More free PS widgets: To do screen shots (saves to clipboard) Windows: alt+print screen button Mac: Command-Control-Shift-3
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Visual Studio Advantages: Disadvantages:
Fast to put together interfaces Can evolve into a fully functional prototype Disadvantages: Requires programming knowledge to start creating interactivity Windows only
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OmniGraffle Vector based diagramming and prototyping tool allows you to import ‘stencils’ that work to build complex images
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Hardware Prototyping Great for making devices “off the screen” Arduino
Phidgets
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Arduino Prototyping tool for physical devices
Allows you to interface with hardware and for physical devices to communicate with your computer
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Arduino Project example
Snore-detecting pillow:
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Phidgets “Physical Widgets” Easier than Ardunio
Sliders, buttons, sensors, lights, RFID, motors, etc. Easier than Ardunio Uses snap-in and USB Only requires basic knowledge of Java programming
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Phidgets Example – Gumball Machine
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Phidgets – Interactive Flower
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General Tips There are more tools here than you can learn to use proficiently Find out what's currently being used by companies, researchers, or in jobs you'd like to do Take the time to learn one or two prototyping techniques very well Perhaps your P4 assignment can be a good start
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More Resources Overviews of rapid prototyping tools:
Your classmates’ R6 posts
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John’s Discussion Questions
Should low-fi prototypes be developed entirely by designers, entirely by developers, or by a team representing both areas of expertise? Why? Is the answer different for high-fi prototypes? Can a low-fi prototype involve coding/functional interaction? Or does this make it high-fi by definition? When you're designing a screen-based application, the interactions can be relatively easy to sketch out in low fidelity in such a way that most of the user experience is captured/conveyed. This is much more difficult with a tangible, interactive product, where the physicality defines much of the experience. Is there really such a thing as a low-fi prototype for such a product? Or is there a baseline of somewhat-high fidelity that must be reached before the prototype becomes a useful representation?
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John’s Discussion Questions
The Houde and Hill article argues that storyboards can be prototypes. Do you agree? Or, put another way, does something need to have a degree of interactivity to transcend from sketch to prototype? Rudd et al. briefly touch on the very important distinction of horizontal and vertical prototypes. Is one 'better' than the other? When might you want to use each kind? Rudd et al. present a fairly dichotomous view prototyping divided into low-fi and high-fi. Is this division granular enough? Or is further distinction useful? For example, think about Experience Prototyping -- is this just another way of framing high-fi prototyping? Or is there a useful difference?
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Next Class Topics Monday, February 20th Wednesday, February 22nd
No class (President’s Day) Wednesday, February 22nd Empirical Evaluation Discussants: Jessica & Sarah Upcoming Work R7, P3
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Group Project time
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