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COMP 5620/6620/6626 Chapter 8: Design, Prototyping and Construction

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Presentation on theme: "COMP 5620/6620/6626 Chapter 8: Design, Prototyping and Construction"— Presentation transcript:

1 COMP 5620/6620/6626 Chapter 8: Design, Prototyping and Construction
Section : Kevin Richardson Section : Kevin Schwieker Section 8.3: Shirelle Sharpley Section : Raghu Neelisetti

2 8.1: Introduction Prototyping Standards, guidelines, and rules
Types of prototyping Prototyping activities Use of scenarios and prototypes in conceptual design Standards, guidelines, and rules Tool Support

3 8.2.1: What is a prototype? “A prototype is a limited representation of a design that allows users to interact with it and to explore its suitability.” “A prototype allows stakeholders to interact with an envisioned product, to gain some experience of using it in a realistic setting, and to explore imagined uses.”

4 8.2.2: Why prototype? They are…
a useful aid when discussing ideas with stakeholders. a communication device among team members. an effective way to test out ideas for yourself.

5 8.2.2: Why prototype? Benefits to users Benefits to developers
Prototypes can help the user to realize what it is they really want. Benefits to developers Testing out the technical feasibility of an idea Clarifying vague requirements Perform some user testing and evaluation Check that a certain design direction is compatible with the rest of the system development

6 8.2.3: Low-Fidelity Prototyping
Low cost, simple, quick to produce Easy to modify Types Storyboarding Sketching Prototyping with Index Cards Wizard of Oz

7 8.2.4: High-Fidelity Prototyping
Looks much more like the final product Useful for selling ideas to people and testing technical issues. Many tools to assist in creation, such as Macromedia Director, Visual Basic, Smalltalk Some disadvantages

8 Low vs. High Fidelity Type Advantages Disadvantages
Low-Fidelity Prototype Lower development cost Evaluate multiple design concepts Useful communication device Address screen layout issues Useful for identifying market requirements Proof-of-concept Limited error checking Poor detailed specification to code to Facilitator-driven Limited utility after requirements established Limited usefulness for usability tests Navigational and flow limitations High-Fidelity Prototype Complete functionality Fully interactive User-driven Clearly defines navigational scheme Use for exploration and tests Look and feel of final product Serves as a living specification Marketing and sales tool More expensive to develop Time-consuming to create Inefficient for proof-of-concept designs Not effective for requirements gathering

9 8.2.5: Compromising in Prototyping
Nature of prototyping involves compromise Trying to create a representation of final product, but in a short time Horizontal prototype vs. Vertical prototype Horizontal: Wide range of functions but with little detail Vertical: A lot of detail for only a few functions

10 8.2.6: Construction - Design to Implementation
Evolutionary Prototyping Evolving a prototype into the final product Requires rigorous testing Throwaway Prototyping Uses prototype as stepping stones to final design Thrown away and final product started from scratch

11 8.3: Conceptual Design - Moving From Requirements to First Design
Transforming the user requirements and needs into a conceptual model Conceptual Model A description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, how it should behave, and what it should look like, that will be understandable by the user Key Principles Keep an open mind but never forget the users and their context Discuss ideas with other stakeholders as much as possible Use low-fidelity prototyping to get rapid feedback Iterate, iterate, iterate!

12 8.3.1: Three Perspectives for Developing a Conceptual Model
Which interaction mode would best support the users’ activities? Depends on the activities the user will engage in while using it Activity-based or Object-based

13 8.3.1: Three Perspectives for Developing a Conceptual Model
Is there a suitable interface metaphor to help user understand the product? Erickson’s three-step process Understand systems functionality Identify potential user problems Generate metaphor Erickson’s five-question evaluation Structure? Relevancy? Understandability? Ease? Extensibility?

14 8.3.1: Three Perspectives for Developing a Conceptual Model
Which interaction paradigm will the product follow? Ubiquitous computing Pervasive computing Wearable computing

15 8.3.2: Expanding the Conceptual Model
What function will the product perform? I.e., how the task will be divided up between the human and the machine Task allocation - deciding what the system will do and what must be left for the user How are the functions related to each other? The relationships between tasks may constrain use or may indicate suitable task structures within the device. Example: obtaining a list of attendees and meeting constraints before scheduling a meeting on a shared calendar What information needs to be available? What data is required to perform the task? How is this data to be transformed by the system? Example: booking a meeting would require the user to tell the system the attendee list, time length, location, and the date.

16 8.3.3: Using Scenarios in Conceptual Design
Informal story about a user task or activity; used for expressing proposed or imagined situations to help in conceptual design Bødker’s Four Roles for Scenarios As a basis for the overall design For technical implementation As a means of cooperation within design teams As a means of cooperation across professional boundaries, i.e., as a basis of communication in a multidisciplinary team Bødker’s Notion of “plus” and “minus” Two types of scenarios “Plus” and “Minus” denotes the most positive and the most negative consequences of a particular proposed design solution

17 8.3.4: Using Prototypes in Conceptual Design
Prototyping A mock-up that allows some evaluation of the emerging ideas/designs to take place How do I know what type of prototype to use? Start of Project End of Project Low-Fidelity Prototypes (example: paper-based scenarios) Higher-Fidelity Prototypes (example: limited software implementations)

18 8.3.4: Using Prototypes in Conceptual Design
Question Could one project group share how their prototypes progressed from low-fidelity to higher-fidelity?

19 8.4: Physical Design Involves considering more concrete, detailed issues of designing the interface, such as screen or keypad design, which icons to use, how to structure menus etc. e.g. design of a cell phone

20 Shneiderman’s Eight Golden Rules of Interface Design
Strive for consistency Enable frequent users to use short cuts. Offer informative feedback Design dialogs to yield closure Offer error prevention and simple error handling Permit easy reversal of actions Support internal locus of control Reduce short term memory load.

21 Different Kinds of Widgets
Menu design Grouping options in a menu Should be grouped within a menu to reflect user expectations and facilitate option search Logical groups Options should be grouped by function or into other logical categories which are meaningful to users. Arbitrary groups Should follow the rule g=n^(0.5)

22 Icon Design Need to be widely acceptable to the user group
Are often cultural and context-specific Internationally recognized symbols now exist for to wash clothes fire exits road signs

23 Screen Design Two aspects Bottom line
Splitting the task across a number of screens All pertinent information must be easily available at relevant times. How the individual screens are designed Good organization helps users to make sense of an interaction and to interpret it within their own context Bottom line A trade off is necessary between sparsely populated screens with a lot of open space and too overcrowded screens

24 Information Display Make sure that the relevant information is available for the task. Choose proper format as different types of information lend themselves to different kinds of display.

25 8.5: Tool Support Help design the interface given a specification of the end users’ task. Help implement the interface given a specification of the design. Create empty-to-use interfaces. Allow the designer to rapidly investigate different designs. Allow non programmers to design and implement user interfaces. Automatically evaluate the interface and propose improvements. Allow end users to customize the interface. Provide portability. Be easy to use.

26 Successes and Failures for User Interface Tools
Successful tools Window managers and toolkits Event languages Interactive graphical tools or interface builders, e.g. VB Component systems, e.g. Sun’s JAVA Beans Scripting languages, e.g. Python and Perl Hypertext

27 Failures User Interface Management Tools Formal Language based tools
Constraints Model Based and automatic techniques


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