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Design, prototyping and
construction
Introduction
A model for interaction design
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final product
What is User-Centered Design?
• An approach to UI development and system
development.
• Focuses on understanding:
– Users, and
– Their goals and tasks, and
– The environment (physical, organizational,
social)
• Pay attention to these throughout
development
ISO on User-centered Design
• ISO 13407 describes human-centered
design processes for interactive
systems
• Principles of human-centered design:
– Active involvement of users
– Appropriate allocation of function
between user and system
– Iteration of design solutions
– Multidisciplinary design teams
ISO on User-centered Design (2)
• Essential activities in human-centered
design:
– Understand and specify the context of
use
– Specify the user and organizational
requirements
– Produce design solutions (prototypes)
– Evaluate designs with users against
requirements
What is a prototype?
• What do you think of when you hear
“prototype”?
• What kinds of prototypes have you
seen anywhere?
– in other fields or disciplines?
– on television?
• What are they “for”?
What is a prototype?
• In other design fields a prototype is a
small-scale model:
a miniature car
a miniature building or town
• Exists for some purpose
– Show the “concept” to some stakeholders
– Get feedback about some aspect
– Test somehow
• E.g. a wing in a wind-tunnel
Prototyping and Software
• Do software companies do this?
– Sometimes do it well
– But sometimes the prototype is…
Version 1.0!
• Constantine and Lockwood:
“Software is the only engineering field that
throws together prototypes and then
attempts to sell them as delivered goods.”
What is a prototype for us?
In HCI / 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
Why prototype in general?
• Evaluation and feedback are central to interaction
design
• Developers can test feasibility of ideas with team, users
• Stakeholders can see, hold, interact with a prototype
more easily than a document or a drawing
• Team members and users can communicate effectively
• To validate existing / other requirements
• It encourages reflection: very important aspect of
design
• Prototypes answer questions, and support designers in
choosing between alternatives
What to Prototype and Why
• Prototyping reduces uncertainty
– It can be a major tool for risk management
– Apply on whatever you might be uncertain
about!
• Prototyping technical issues
– E.g. run-time issues
• Prototyping to establish requirements
– Users “see” functionality
• Prototyping for usability concerns
– Our concern in this course
When and at What Level
• For SW, you might prototype at
various times in the lifecycle
– Different goals, different techniques
• Conceptual Design
• Interaction Design
• Screen Design
Benefits of Prototyping Early
• Exploration and evaluation of different
design options
• Increase communication among users
and developers
– Rapid feedback on ideas and changes
• Identify problems and issues before
construction (expensive)
Prototyping: Conceptual Design
• Early in development
• Explore high-level issues
– Different conceptual models
– Interaction styles
– User needs and characteristics
– Usability goals
• High-level representations
– Far from final code or GUIs
Prototyping: Interaction Design
• Later in development
• Focus on user work-flows
– Tasks and scenarios you’ve identified
• Might focus at the screen (or page) level.
Possibly like this:
– identify screens, pages, activities
– Organize these in groups
– Define flows or transitions between them
• Involve users in evaluation
• Representations
– Still probably not much like final code or GUIs
Prototyping: Screen Design
• Before development
• Define and refine screens (pages)
– Blue-prints for final physical design
• User evaluation
– Both achieving tasks and navigation, and
other usability criteria (as we’ve studied)
• Representations
– Low-fidelity or high-fidelity prototypes
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
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
Sketching
• Sketching is important to low-fidelity
prototyping
• Don’t be inhibited about drawing ability.
Practice simple symbols
• Can use post-its, photo-copied widgets,
etc.
•Index cards, post-its
•Index cards (3 X 5 inches)
•Each card represents one screen
•Often used in website development
Using Office Supplies
Using Office Supplies
• Post-its, index cards
– Can represent one screen, one page
– Color coded
– Draw on them
– Group them
– Put them on a wall or whiteboard,
connect them with string or lines
• Write-on tape, clear film
• And so on… See Rettig’s article
Rettig’s “Prototyping for Tiny
Fingers”
• “To get a a good idea, get lots of
ideas.”
• Problems with hi-fi prototyping:
– too easy to focus on “fit and finish”
– developers resist changing software
– SW prototype sets expectations
– Bug in SW prototype kills an evaluation
Storyboards
• Storyboards are:
– a low fidelity visual representation where
– steps or actions represented by panels,
like a comic book
• Goals are to
– flesh out the scenarios in an interaction
design
– effectively communicate with users or
stakeholders
Principles and Variations
• (As usual in HCI) storyboards should be
“real” and “representational” rather than
“abstract” or “complete”
• Used in different ways at different phases
– Early: focus on user tasks, work-flow, context,
etc.
– Later: lo-fi drawing of screens, menus, etc.
• Principles:
– Describe a scenario -- focused on interaction
– Contains explanations, notes, etc.
• Example:
• Shows
– workflow
of mail
merging
– who’s
involved,
responsib
ilities,
etc.
• This shows high-level of view of users
involved in other storyboards
From: Usability Case Studies, http://ucs.ist.psu.edu
• Lo-fi interface sketches
– Annotated with scenario/execution info
From: Usability Case Studies, http://ucs.ist.psu.edu
• Storyboard for
a website
– for
photographers
• Sequence of
pages
– based on clicks
• Explanations /
annotations
High-fidelity prototyping
•Uses materials that you would expect to be in
the final product.
•Prototype looks more like the final system
than a low-fidelity version.
•For a high-fidelity software prototype
common environments include Macromedia
Director, Visual Basic, and Smalltalk.
•Danger that users think they have a full
system…….see compromises
High-fidelity Prototyping
• Benefits
– More realistic
– Closer to final product
• Good for developers and users
– Can collect metrics
• Limitations
– More expensive, less rapid
– Reluctance to change
– See Rettig’s list
Compromises in prototyping
•All prototypes involve compromises
•For software-based prototyping maybe there
is a slow response? sketchy icons? limited
functionality?
•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 mustn’t be
ignored. Product needs engineering
Possible Problems with
Prototyping
• Pressure to enhance prototype to become
delivered system
– From client
– From management
• Both see code, see almost-working “system”
• Why not use the prototype?
• Prototype built for quick updates, so...
– No design, so hard to maintain
– Ugly code, no error checking
– Wrong environment
And then… Construction
•Taking the prototypes (or learning from
them) and creating a final product
•Quality must be attended to: usability (of
course), reliability, robustness,
maintainability, integrity, portability,
efficiency, etc
•Product must be engineered
Evolutionary prototyping
‘Throw-away’ prototyping

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prototyping-chap-03.ppt

  • 2. A model for interaction design Evaluate (Re)Design Identify needs/ establish requirements Build an interactive version Final product
  • 3. What is User-Centered Design? • An approach to UI development and system development. • Focuses on understanding: – Users, and – Their goals and tasks, and – The environment (physical, organizational, social) • Pay attention to these throughout development
  • 4. ISO on User-centered Design • ISO 13407 describes human-centered design processes for interactive systems • Principles of human-centered design: – Active involvement of users – Appropriate allocation of function between user and system – Iteration of design solutions – Multidisciplinary design teams
  • 5. ISO on User-centered Design (2) • Essential activities in human-centered design: – Understand and specify the context of use – Specify the user and organizational requirements – Produce design solutions (prototypes) – Evaluate designs with users against requirements
  • 6. What is a prototype? • What do you think of when you hear “prototype”? • What kinds of prototypes have you seen anywhere? – in other fields or disciplines? – on television? • What are they “for”?
  • 7. What is a prototype? • In other design fields a prototype is a small-scale model: a miniature car a miniature building or town • Exists for some purpose – Show the “concept” to some stakeholders – Get feedback about some aspect – Test somehow • E.g. a wing in a wind-tunnel
  • 8. Prototyping and Software • Do software companies do this? – Sometimes do it well – But sometimes the prototype is… Version 1.0! • Constantine and Lockwood: “Software is the only engineering field that throws together prototypes and then attempts to sell them as delivered goods.”
  • 9. What is a prototype for us? In HCI / 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
  • 10. Why prototype in general? • Evaluation and feedback are central to interaction design • Developers can test feasibility of ideas with team, users • Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing • Team members and users can communicate effectively • To validate existing / other requirements • It encourages reflection: very important aspect of design • Prototypes answer questions, and support designers in choosing between alternatives
  • 11. What to Prototype and Why • Prototyping reduces uncertainty – It can be a major tool for risk management – Apply on whatever you might be uncertain about! • Prototyping technical issues – E.g. run-time issues • Prototyping to establish requirements – Users “see” functionality • Prototyping for usability concerns – Our concern in this course
  • 12. When and at What Level • For SW, you might prototype at various times in the lifecycle – Different goals, different techniques • Conceptual Design • Interaction Design • Screen Design
  • 13. Benefits of Prototyping Early • Exploration and evaluation of different design options • Increase communication among users and developers – Rapid feedback on ideas and changes • Identify problems and issues before construction (expensive)
  • 14. Prototyping: Conceptual Design • Early in development • Explore high-level issues – Different conceptual models – Interaction styles – User needs and characteristics – Usability goals • High-level representations – Far from final code or GUIs
  • 15. Prototyping: Interaction Design • Later in development • Focus on user work-flows – Tasks and scenarios you’ve identified • Might focus at the screen (or page) level. Possibly like this: – identify screens, pages, activities – Organize these in groups – Define flows or transitions between them • Involve users in evaluation • Representations – Still probably not much like final code or GUIs
  • 16. Prototyping: Screen Design • Before development • Define and refine screens (pages) – Blue-prints for final physical design • User evaluation – Both achieving tasks and navigation, and other usability criteria (as we’ve studied) • Representations – Low-fidelity or high-fidelity prototypes
  • 17. 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
  • 18. 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
  • 19. Sketching • Sketching is important to low-fidelity prototyping • Don’t be inhibited about drawing ability. Practice simple symbols • Can use post-its, photo-copied widgets, etc.
  • 20. •Index cards, post-its •Index cards (3 X 5 inches) •Each card represents one screen •Often used in website development Using Office Supplies
  • 21. Using Office Supplies • Post-its, index cards – Can represent one screen, one page – Color coded – Draw on them – Group them – Put them on a wall or whiteboard, connect them with string or lines • Write-on tape, clear film • And so on… See Rettig’s article
  • 22. Rettig’s “Prototyping for Tiny Fingers” • “To get a a good idea, get lots of ideas.” • Problems with hi-fi prototyping: – too easy to focus on “fit and finish” – developers resist changing software – SW prototype sets expectations – Bug in SW prototype kills an evaluation
  • 23. Storyboards • Storyboards are: – a low fidelity visual representation where – steps or actions represented by panels, like a comic book • Goals are to – flesh out the scenarios in an interaction design – effectively communicate with users or stakeholders
  • 24. Principles and Variations • (As usual in HCI) storyboards should be “real” and “representational” rather than “abstract” or “complete” • Used in different ways at different phases – Early: focus on user tasks, work-flow, context, etc. – Later: lo-fi drawing of screens, menus, etc. • Principles: – Describe a scenario -- focused on interaction – Contains explanations, notes, etc.
  • 25. • Example: • Shows – workflow of mail merging – who’s involved, responsib ilities, etc.
  • 26. • This shows high-level of view of users involved in other storyboards From: Usability Case Studies, http://ucs.ist.psu.edu
  • 27. • Lo-fi interface sketches – Annotated with scenario/execution info From: Usability Case Studies, http://ucs.ist.psu.edu
  • 28. • Storyboard for a website – for photographers • Sequence of pages – based on clicks • Explanations / annotations
  • 29. High-fidelity prototyping •Uses materials that you would expect to be in the final product. •Prototype looks more like the final system than a low-fidelity version. •For a high-fidelity software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk. •Danger that users think they have a full system…….see compromises
  • 30. High-fidelity Prototyping • Benefits – More realistic – Closer to final product • Good for developers and users – Can collect metrics • Limitations – More expensive, less rapid – Reluctance to change – See Rettig’s list
  • 31. Compromises in prototyping •All prototypes involve compromises •For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality? •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 mustn’t be ignored. Product needs engineering
  • 32. Possible Problems with Prototyping • Pressure to enhance prototype to become delivered system – From client – From management • Both see code, see almost-working “system” • Why not use the prototype? • Prototype built for quick updates, so... – No design, so hard to maintain – Ugly code, no error checking – Wrong environment
  • 33. And then… Construction •Taking the prototypes (or learning from them) and creating a final product •Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc •Product must be engineered Evolutionary prototyping ‘Throw-away’ prototyping