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12 Design Prototyping A

This document discusses design, prototyping and construction. It covers topics like conceptual design, physical design, different kinds of prototyping including low and high fidelity prototypes, and using prototypes to support the design process. Prototyping is presented as a key part of the design process that allows evaluating ideas and getting feedback.

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0% found this document useful (0 votes)
37 views62 pages

12 Design Prototyping A

This document discusses design, prototyping and construction. It covers topics like conceptual design, physical design, different kinds of prototyping including low and high fidelity prototypes, and using prototypes to support the design process. Prototyping is presented as a key part of the design process that allows evaluating ideas and getting feedback.

Uploaded by

chakibgraphic19
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Projektas Informatikos ir programų sistemų studijų programų kokybės gerinimas ( VP1-2.

2-ŠMM-07-K-02-039)

Design, prototyping
and construction
Lecture 12
Kristina Lapin

2014.03.31 ‹#›
Overview
• Prototyping and construction

• Conceptual design

• Physical design

• Generating prototypes

• Support for design

2014.03.31 ‹#›
Prototyping and construction
• What is a prototype?
• Why prototype?
• Different kinds of prototyping
low fidelity
high fidelity
• Compromises in prototyping
vertical
horizontal
• Construction

2014.03.31 ‹#›
What is a prototype?

In other design fields a prototype is a


small-scale model:
• a miniature car
• a miniature building or town

• the example here comes


from a 3D printer

2014.03.31 ‹#›
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

2014.03.31 ‹#›
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

2014.03.31 ‹#›
What to prototype?

• Technical issues

• Work flow, task design

• Screen layouts and information display

• Difficult, controversial, critical areas

2014.03.31 ‹#›
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
2014.03.31
‘Wizard-of-Oz’ ‹#›
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

2014.03.31 ‹#›
Sketching
• Sketching is important to low-fidelity
prototyping
• Don’t be inhibited about drawing ability.
Practice simple symbols

Hartfield, Winograd, 1996

2014.03.31 ‹#›
Card-based prototypes

• Index cards (3 X 5 inches)


• Each card represents
one screen or part of screen
• Often used in website
development

2014.03.31 ‹#›
‘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?

2014.03.31 ‹#›
Wizard of Oz prototyping

PinTrace robot surgery system with a


touch-screen interface. To the left of
Wizard view of one proposed PinTrace
the screen there is a robot arm which
screen layout
oves to an exact position to guide the
used for positioning different reference
surgeon in the insertion of hip fixation
objects on an X-ray
devices.
13
Molin, 2004
Low-fidelity prototiping

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

2014.03.31 14
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

2014.03.31 ‹#›
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
2014.03.31 16
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

2014.03.31 ‹#›
Filtering dimensions of
prototyping

2014.03.31 ‹#›
Filtering out different aspects
of design

Lim et al. 2008 19


Manifestation dimensions of
prototyping

2014.03.31 ‹#›
Example: Samsung VI660
prototipes

The paper prototyping setup and its use situation.


Lim et al. 2008 21
Example: telefono Samsung
VI660 prototypes

The computer-based prototype and its test setup


Lim et al. 2008 22
The fully functional prototype
(Samsung VI660)

Lim et al. 2008

2014.03.31 23
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
2014.03.31 ‹#›
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?

• Experiences of third age people

Third Age Suit ICE, Loughborough University

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

2014.03.31 ‹#›
Conceptual design: from
requirements to design
• Developing the
aesthetics in design
– Mood boards
• a collage of the ideas and
inspiration

29
Designing universally
accessible games

Visual cues for players with mild memory and


cognitive impairments, UA-Chess Grammenos et el
(2009)
2014.03.31 11:20 30
Overview
• Prototyping and construction

• Conceptual design

• Physical design

• Generating prototypes

• Support for design

2014.03.31 ‹#›
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?
2014.03.31 ‹#›
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

2014.03.31 ‹#›
Considering inteface types

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?
2014.03.31 ‹#›
Overview
• Prototyping and construction

• Conceptual design

• Using scenarios in design

• Generating prototypes

• Support for design

2014.03.31 ‹#›
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

2014.03.31 ‹#›
Generate card-based
prototype from use case

2014.03.31 ‹#›
Overview
• Prototyping and construction

• Conceptual design

• Physical design

• Generating prototypes

• Support for design

2014.03.31 ‹#›
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
43
Welie
interface
patterns

44
Web site patterns
Duyne, Landay, Hong.
The design of sites

45
Interface patterns

• Jennifer Tidwell
– UI patterns and techniques

46
Designing universally
accessible games

Visual hints for players of UA-Chess with mild memory


or cognitive impairments (Grammenos ir kt., 2009)
47 2014.03.31 11:20
Implementation of power
distance

High power distance: Malaysian Low power distance: Dutch


Unversity website. Educational website.

48
Individualism vs. Collectivism

Low individualist value: Costa Rican


National Park website. an emphasis on
High individualist value: US National nature, downplays the individual ourist,
Park website, an emphasis on the and uses a slogan to emphasize a
visitor, his/her goals, and possible national agenda.
actions in coming to the park.
Masculinity vs. Femininity (MAS)

High masculinity website: Excite.com


Low masculinity website: Swedish
for women in Japan
Excite.com.

50
Masculinity vs. Femininity (MAS)

Medium masculinity website: ChickClick.com in the USA.


51
Uncertainty Avoidance

High uncertainty avoidance: Sabema Low uncertainty avoidance: British


Airlines website from Belgium. Airways website from United Kingdom.
Figure
52
Long- vs. Short-Term Time
Orientation

Low Long-term orientation: High Long-Term Orientation:


website form Siemens website from Siemens in
Germany China.
Overview
• Prototyping and construction

• Conceptual design

• Scenarios in design

• Physical design

• Support for design

2014.03.31 ‹#›
Support for design
• Patterns for interaction design
• individual patterns
• pattern languages
• pattern libraries
• Open source systems and components

• Tools and environments

2014.03.31 ‹#›
56
Mockup tools

• Mockups

http://www.balsamiq.com/products/mockups 57
Mockup tools

58
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

59
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

• Storyboards can be generated from scenarios


• Card-based prototypes can be generated from use
2014.03.31 ‹#›
cases
References
• Rogers, Sharp, Preece (2011). Interaction design: Beyond Human
Computer Interaction. Wiley.
• Bergmann, Haitani (2000). Designing the PalmPilot: A Conversation
with Rob Haitani. Chapter 4 in Information Appliances and Beyond,
Eric Bergman
• Bødker, S. Scenarios in user-centered design – setting the stage for
reflection and action. Interacting with Computers, 2000,13 (1), 61–
76.
• Hartfield, B. Winograd, T. (1996) Profile: IDEO. In T. Winograd
(ed.) Bringing Design to Software, ACM Press, NY.
• Molin, L. Wizard-of-Oz prototyping for cooperative interaction
design of graphical user interfaces. In Proceedings of NordiCHI
2004, October 23-27, Tampere, Finland, pp. 425-428
• S. Bødker (1999) Scenarios in User-Centred Design - setting the
stage for reflection and action. Proceedings of the 32nd Hawaii
International Conference on System Sciences, 1999.

61
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).
62

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