12 Design Prototyping A
12 Design Prototyping A
2-ŠMM-07-K-02-039)
Design, prototyping
and construction
Lecture 12
Kristina Lapin
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Overview
• Prototyping and construction
• Conceptual design
• Physical design
• Generating prototypes
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Prototyping and construction
• What is a prototype?
• Why prototype?
• Different kinds of prototyping
low fidelity
high fidelity
• Compromises in prototyping
vertical
horizontal
• Construction
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What is a prototype?
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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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Why prototype?
• 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
• 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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What to prototype?
• Technical issues
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Low-fidelity Prototyping
• Uses a medium which is unlike the final
medium, e.g. paper, cardboard
• Examples:
sketches of screens, task sequences,
etc
‘Post-it’ notes
storyboards
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‘Wizard-of-Oz’ ‹#›
Storyboards
• Often used with scenarios, bringing
more detail, and a chance to role play
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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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Card-based prototypes
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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?
User
>Blurb blurb
>Do this
>Why?
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Wizard of Oz prototyping
Advantages Disadvantages
• Lower development • Limited error checking
cost • Poor detailed
• Evaluate multiple- specification to code
design concepts to
• Useful-communication • Facilitator driven
device
• Address screen layout
issues
• Proof-of-concept
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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
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High-fidelity prototyping
Advantages Disadvantages
Complex functionality. More expensive to
Fully interactive. develop
User-driven. Time-consuming to
Clearly defines create
navigational scheme
Use for exploration and Inefficient for proof-
test of-concept designs
Look and fell of final Not effective for
product requirements
Serves as living gathering
specification
Marrketing and sales tool
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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
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Filtering dimensions of
prototyping
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Filtering out different aspects
of design
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Example: Samsung VI660
prototipes
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Lim et al. 2008 24
Construction
• 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
• Product must be engineered
Evolutionary prototyping
‘Throw-away’ prototyping
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How to understand users’ experience?
• Experience prototyping
– Simulating user’s experience
• Designing a chest-implanted
automatic defibrillator
for victims of cardiac arrest
– The patient kit: pager,
camera, notebook
– The random pager message simulated the
occurrence of a defibrillating shock.
– Team member reccors what they thought and
felt knowing that this represent a shock
• Anxiety around everyday happenings such as holding
a child or operating power tools
Buchenau, Suri (2000)
How to understand users’ experience?
http://www.lboro.ac.uk/research/theview/archive/ss10/articles/restricted-
mobility/page2.html
Conceptual design: from
requirements to design
• 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”
• Don’t move to a solution too quickly. Iterate,
iterate, iterate
• Consider alternatives: prototyping helps
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Conceptual design: from
requirements to design
• Developing the
aesthetics in design
– Mood boards
• a collage of the ideas and
inspiration
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Designing universally
accessible games
• Conceptual design
• Physical design
• Generating prototypes
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Is there a suitable metaphor?
• Interface metaphors combine familiar
knowledge with new knowledge in a way that
will help the user understand the product.
• Three steps: understand functionality, identify
potential problem areas, generate metaphors
• Evaluate metaphors:
How much structure does it provide?
How much is relevant to the problem?
Is it easy to represent?
Will the audience understand it?
How extensible is it?
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Considering interaction types
• Instructing
• issuing commands and selecting options
• Conversing
• interacting with a system as if having a
conversation
• Manipulating
• interacting with objects in a virtual or physical
space by manipulating them
• Exploring
• moving through a virtual environment or a
physical space
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Considering inteface types
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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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Overview
• Prototyping and construction
• Conceptual design
• Generating prototypes
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Using scenarios in conceptual
design
• Express proposed or imagined situations
• Used throughout design in various ways
• scripts for user evaluation of
prototypes
• concrete examples of tasks
• as a means of co-operation across
professional boundaries
• Plus and minus scenarios to explore
2014.03.31extreme cases ‹#›
Example plus scenario
S. Bødker (1999) 38
Example plus scenario
S. Bødker (1999) 39
Generate storyboard from
scenario
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Generate card-based
prototype from use case
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Overview
• Prototyping and construction
• Conceptual design
• Physical design
• Generating prototypes
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Physical design: getting
concrete
• Producing prototype means making
detailed decisions
• Design platform and application
domain standarts have to be met
– ISO 9241, ISO 13407, ISO 14915
• Interaction patterns, design rules
• Special attention to accessibility and
national culture diferences should be
paid
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Welie
interface
patterns
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Web site patterns
Duyne, Landay, Hong.
The design of sites
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Interface patterns
• Jennifer Tidwell
– UI patterns and techniques
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Designing universally
accessible games
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Individualism vs. Collectivism
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Masculinity vs. Femininity (MAS)
• Conceptual design
• Scenarios in design
• Physical design
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Support for design
• Patterns for interaction design
• individual patterns
• pattern languages
• pattern libraries
• Open source systems and components
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Mockup tools
• Mockups
http://www.balsamiq.com/products/mockups 57
Mockup tools
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Mockup tools
• http://www.mockflow.com/
• http://www.lumzy.com/
• http://iplotz.com/
• Not up to date but still usefull list
– http://c2.com/cgi/wiki?GuiPrototypingTo
ols
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Summary
• 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
• Conceptual design (the first step of design)
• Consider interaction types and interface types to
prompt creativity
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References
• Y.K. Lim, E. Stolterman. The Anatomy of Prototypes:
Prototypes as Filters, Prototypes as Manifestations of
Design Ideas. ACM Transactions on Computer-Human
Interaction 15(2).
• Buchenau, M., Suri, J.F. (2000) Experience prototyping. In
Proceedings of DIS 2000, Design Interactive systems:
Processes, Methods, Techniques, pp. 17-19
• D. Grammenos, A. Savidis, C. Stephanidis. Designing
universally accessible games, Magazine Computers in
Entertainment (CIE) – SPECIAL SSUE: Media Arts and
Games archive Vol. 7 Is. 1, Feb 2009, ACM Press.
• A. Marcus, E.W. GOULD (2000) Crosscurrents: Cultural
Dimensions and Global Web User-Interface Design.
Interactions, 7(4).
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