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Published byKathlyn O’Connor’ Modified over 9 years ago
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Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support
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Why prototype? Evaluation and feedback for iteration You can test out ideas for yourself It encourages reflection Makes the invisible visible AwareHouse for the elderly or... A warehouse for the elderly Supports team member communication Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing Prototypes answer questions, and support designers in choosing between alternatives
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Messies vs Neats This applies to HCI design as well as to research methodologies In HCI design you will find two cultures: –Prototyping culture Roughly aligned with the messies Assume that the user doesn’t know what they want Falls prey to missing the real need –Specification culture Roughly aligned with the neats Assumes that the user does know what they want Falls prey to innovation
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Prototyping Different kinds of prototyping -low fidelity drawings on paper -high fidelity partially functional system Compromises in prototyping - vertical lots of detail in a small portion -horizontal lots of surface functionality provides the “flavor” of the design
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What is a prototype? In interaction design it can be (among other things): a storyboard, i.e. a cartoon-like series of scenes scenario of use a series of screen sketches an html web site a video simulating the use of a system a lump of wood a cardboard mock-up a piece of software with limited functionality
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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 storyboards functionality provided by ‘Wizard-of-Oz’
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Sketching Sketching is important to low-fidelity prototyping Don’t be inhibited about drawing ability. Practice simple symbols
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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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Generate storyboard from scenario
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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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Generate card-based prototype from use case
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‘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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What to do with this data… Generate some graphs that show that new people have a hard time with Building A Organize the technology section in a meaningful way… the idea here is to get a handle on what your technology constraint will be Print out the “open discussion” sections cut them up and try to organize them in a useful manner to help support what the actual problem is… Begin iteration on your design ideas How to start this process…
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Develop a scenarios of use Express in words a description of the situation Tell the story from the user’s perspective Use names… users can envision things better in the concrete - Bob is new to GGC. -He has the unfortunate need to attend his first class in building A -As he talks to his girlfriend Elaine, he walks into the building and his cell phone buzzes -He looks to see his room is down the hall and to the right and then continues his conversation -Notice that the device is clairvoyant… it knows where he is going
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Generate storyboard from scenario
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