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AVI/Psych 358/IE 340: Human Factors Prototyping October 10-13, 2008
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2 Prototyping and construction (1/2) What is a prototype? Why prototype? Different kinds of prototyping low fidelity high fidelity
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3 Prototyping and construction (2/2) Compromises in prototyping vertical horizontal Construction
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4 What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town
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5 What is a prototype? In interaction design it can be (among other things): a series of screen sketches a storyboard, i.e. a cartoon-like series of scenes a Powerpoint slide show a video simulating the use of a system a lump of wood (e.g. PalmPilot) a cardboard mock-up a piece of software with limited functionality written in the target language or in another language
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6 Why prototype? (1/2) Evaluation and feedback are central to interaction design Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing Team members can communicate effectively
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7 Why prototype? (2/2) You can test out ideas for yourself It encourages reflection: very important aspect of design Prototypes answer questions, and support designers in choosing between alternatives
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8 What to prototype? Technical issues Work flow, task design Screen layouts and information display Difficult, controversial, critical areas
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9 Low-fidelity Prototyping Uses a medium which is unlike the final medium, e.g. paper, cardboard Is quick, cheap and easily changed Examples: sketches of screens, task sequences, etc ‘Post-it’ notes ‘Wizard-of-Oz’ storyboards
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10 Sketching Sketching is important to low-fidelity prototyping Don’t be inhibited about drawing ability. Practice simple symbols
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11 Card-based prototypes Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development
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12 Example (1/2)
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13 Example (2/2)
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14 ‘Wizard-of-Oz’ prototyping The user thinks they are interacting with a computer, but a developer is responding to output rather than the system. Usually done early in design to understand users’ expectations What is ‘wrong’ with this approach? >Blurb blurb >Do this >Why? User
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15 Storyboards Often used with scenarios, bringing more detail, and a chance to role play It is a series of sketches showing how a user might progress through a task using the device Used early in design
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16 Scenario for holiday planner “The Thomson family enjoy outdoor activity holidays and want to try their hand at sailing this year. There are four members of the family: Sky who is 10 years old, Eamonn who is 15 years old, Claire who is 35, and Will who is 40. While out on a shopping trip they call by at the travel agents in their local town to start exploring the possibilities... The travel organizer is located in a quiet corner of the agents’ office, where there are comfortable seats and play things for young children. They all gather around the organizer and enter their initial set of requirements—a sailing holiday for four novices. The stand-alone console is designed so that all members of the family can interact easily and comfortably with it. The system’s initial suggestion is that they should consider a flotilla holiday, where several novice crews go sailing together and provide mutual support for first-time sailors…”
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17 Generate storyboard from scenario
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18 In-class activity on storyboarding While Jim is walking to class, he uses his cell phone to access the syllabi for today’s classes. The phone automatically pulls the syllabi for that day and alerts Jim of a scheduled quiz later that afternoon in his class. Jim initially sighs but is relieved to know that he can study for the quiz after his morning class. - Develop a storyboard for the above scenario (NOTE: if you want to modify the scenario to be more creative, please do so!)
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19 Advantages Lower development cost Evaluate multiple design concepts Useful communication device Proof-of-concept
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20 Disadvantages Limited error checking Poor detailed specifications to code to Facilitator-driven Limited utility after requirements have been established
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21 High-fidelity prototyping (1/2) Uses materials that you would expect to be in the final product Prototype looks more like the final system than a low-fidelity version
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22 High-fidelity prototyping (2/2) For a high-fidelity software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk Danger that users think they have a full system Form, Fit and Function
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23 High-fidelity prototyping Advantages? Disadvantages?
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24 Advantages Complete functionality Fully interactive User-driven Use for exploration and test Look and feel of final product Marketing and sales tool
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25 Disadvantages More expensive to develop Time-consuming to create Inefficient for proof-of-concept designs Not effective for requirements gathering
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26 Compromises in prototyping (1/2) All prototypes involve compromises For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality?
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27 Compromises in prototyping (2/2) Two common types of compromise ‘horizontal’: provide a wide range of functions, but with little detail ‘vertical’: provide a lot of detail for only a few functions Compromises in prototypes must not be ignored Fine line between what is technically feasible and what is not!
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28 From design to implementation You have a prototype - now what???
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29 Construction (1/2) Taking the prototypes (or learning from them) and creating a whole Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc
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30 Construction (2/2) Product must be engineered: Evolutionary prototyping ‘Throw-away’ prototyping
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31 Activity: What prototyping techniques will you use for the following? Redesigning a cell phone Creating a new e-commerce website for stock trading Making an artificial heart valve
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32 Conceptual design: from requirements to design (1/2) Transform user requirements/needs into a conceptual model “a description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended”
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33 Conceptual design: from requirements to design (2/2) Don’t move to a solution too quickly. Iterate toward a solution Consider alternatives
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34 Expanding the conceptual model What functions will the product perform? What will the product do and what will the human do (task allocation)? How are the functions related to each other? Sequential or parallel? Categorisations, e.g. all actions related to telephone memory storage What information needs to be available? What data is required to perform the task? How is this data to be transformed by the system?
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35 Summary (1/2) Different kinds of prototyping are used for different purposes and at different stages Prototypes answer questions, so prototype appropriately Construction: the final product must be engineered appropriately
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36 Summary (2/2) Conceptual design and functional requirements (the first step of design) Storyboards can be generated from scenarios
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