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CH 12

Chapter 12 discusses the processes of design, prototyping, and construction, emphasizing the importance of stakeholder engagement and co-design. It outlines different types of prototypes, including low and high fidelity, and highlights the significance of conceptual and concrete design in creating effective user interfaces. The chapter also covers tools and kits available for physical computing and software development to aid in the prototyping and construction phases.

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Olana Kelbesa
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0% found this document useful (0 votes)
11 views36 pages

CH 12

Chapter 12 discusses the processes of design, prototyping, and construction, emphasizing the importance of stakeholder engagement and co-design. It outlines different types of prototypes, including low and high fidelity, and highlights the significance of conceptual and concrete design in creating effective user interfaces. The chapter also covers tools and kits available for physical computing and software development to aid in the prototyping and construction phases.

Uploaded by

Olana Kelbesa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Chapter 12

DESIGN, PROTOTYPING and


CONSTRUCTION
Overview
• Prototyping
• Conceptual design
• Concrete design
• Generating prototypes
• Construction

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Designing with or for People?
• Is stakeholder engagement one-way?
• Co-design
▪ Emphasizes creativity and mutual learning
▪ Often multidisciplinary
• Participatory design (Scandinavian version)
▪ Stakeholders are design partners
▪ Co-operative prototyping is important
• Community-based design
▪ Scale in terms of numbers and diversity
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Prototyping
• What is a prototype?
• Why prototype?
• Different kinds of prototyping
▪ Low fidelity
▪ High fidelity
• Compromises in prototyping
▪ Vertical
▪ Horizontal
• Final product needs to be engineered
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What is a prototype?
• One manifestation of a design that
allows stakeholders to interact with it
• In other design fields, a prototype is a
small-scale model:
▪ A miniature car
▪ A miniature building or town

Source: PalmPilot wooden model


© Mark Richards

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3D Printing Examples

Examples of 3D printing: (a) model jet engine, (b) Synapse Dress by Anouk Wipprecht: embedded with
sensors, the wearer can control the dress’s lighting pattern, and (c) custom-made climbing shoes based on a
scan of the wearer’s feet
Source: (a) Catiav5ftw / MakerBot Industries, LLC / CC BY-NC 4.0, www.thingiverse.com/thing:392115.
Licensed under CC-BY-3.0, (b) ANOUK WIPPRECHTSYNAPSE DRESS created for Intel in 2014,
www.niccolocasas.com/ SYNAPSE-DRESS, and (c) Photo Credits: ATHOS
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What is a prototype in
interaction design?
Among other things an interaction design prototype can be:
• A series of screen sketches
• A storyboard, for example, a cartoon-like series of scenes
• A PowerPoint slide show
• A video simulating the use of a system
• A lump of wood (for instance, the PalmPilot)
• A loosely connected set of electronic elements
• An animation of product use
• A piece of software with limited functionality written in the
target language or in another language

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Example interaction design prototype

A paper-based prototype of a
handheld device to support an autistic
child
Used courtesy of Sigil Khwaja 8
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Why prototype?
• Evaluation and feedback are central to interaction
design
• Stakeholders can see, hold, and interact with a
prototype more easily than a document or a drawing
• Team members can communicate effectively
• Ideas can be tested out
• Prototyping encourages reflection: an important
aspect of design
• Prototypes answer questions and support designers
in choosing between alternatives

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Low-fidelity Prototyping
• Uses a medium which is unlike the final
medium, for example, paper or cardboard
• Is simple, quick, cheap & easily changed
• Examples:
▪ Sketches of screens and task sequences
▪ Index cards or sticky notes
▪ Storyboards
▪ Wizard-of-Oz

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Storyboards
• A series of sketches showing how
someone might progress through a task
using the product
• Often used with scenarios, bringing in
more detail and a chance to role play

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Example storyboard

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Sketching
• Low-fidelity prototyping often relies on
sketching
• Don’t be inhibited about drawing ability —
Practice simple symbols

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Prototyping with index cards
• Index cards (3 x 5
inches)

• Each card
represents
one element of
interaction

• In evaluation, can
step through the
cards

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Wizard-of-Oz prototyping
• The participant thinks they are interacting with a
computer, but a human is responding to output rather
than the system
• Usually done early in design to understand peoples’
expectations

• What ethical issues are


there with this approach?

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High-fidelity prototyping
• Uses materials that would be in the final product
• Prototype looks more like the final system than a
low-fidelity version
• High-fidelity prototypes can be developed by
integrating existing hardware and software
components
• Danger that people think they have a complete
system…see compromises

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Compromises in prototyping
• Prototyping involve compromises
• For software-based prototyping, maybe there is a slow
response? sketchy icons? limited functionality?
• In-the-wild prototypes are operational but not
necessarily robust
• Two common types of compromise:
Horizontal: wide range of functions, with little detail
Vertical: a lot of detail for only a few functions
• Other common compromise: robust vs changeable
• Beware of compromises in prototypes as final product
needs to be engineered

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Conceptual design
• A conceptual model is an outline of what people
can do with a product and what concepts are
needed to understand how to interact with it
• Immerse in the data to understand problem
space and current requirements
• Creativity and brainstorming techniques
• Mood board may capture desired feel
• Consider alternatives: scenarios and prototyping
help
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Building scenarios

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Choosing an interface 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, and 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
and interface types
• Which interaction type?
▪ How the user invokes actions
▪ Instructing, conversing, manipulating,
exploring, or responding
• Do different interface types provide
insight?
▪ Shareable, tangible, augmented reality, and
so forth
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Expanding the initial conceptual model

• What functions will the product perform?


▪ What will the product do and what will the user do?
• How are the functions related to each other?
▪ Sequential or parallel?
▪ Categorizations, for example, all actions related to
privacy on a smartphone
• What information is needed?
▪ What data is needed to perform the task?
▪ How is this data to be transformed by the system?

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Concrete design
• Difference between conceptual and concrete is
emphasis
• Many aspects to concrete design
▪ Color, icons, buttons, interaction devices, and so on
• User characteristics and context
▪ Inclusiveness, input, and output modes
• Accessibility
▪ Web Content Accessibility Guidelines
• Localization and internationalization
▪ Language, navigation, icons, and metphor
▪ Indigenous knowledge and perspectives
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Generating prototypes
• Generate a storyboard from a scenario
▪ Break down scenario into steps
▪ Create a scene for each step
• Sketching out a storyboard prompts designers to
think about design issues
• Generate a card-based prototype from a
storyboard or from a use case
▪ Consider each step in the use case – what
interaction element is needed
▪ Draw a card that captures it
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Generating storyboard

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Generating card-based prototype

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Mapping the overall experience
• Combination of personas, prototypes, or
stickies to model the overall experience
• Visual representation called:
▪ Design map
▪ Customer journey map
▪ Experience map
• Two common representations
▪ Wheel
▪ Timeline
• User flows focus on screen content and
design, particularly used for mobile devices
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An experience map drawn as a wheel

Source: LEGO
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An experience map drawn as a timeline

Source: Adlin and Pruitt (2010), p134. Used courtesy of Morgan Kaufmann.
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Construction: Physical computing
• Build and code prototypes using electronics
• Toolkits available include
▪ Arduino
▪ LilyPad (for fabrics)
▪ Raspberry Pi
▪ BBC micro:bit
▪ MaKey MaKey
• Designed for use by a wide range of people
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Physical computing kits (1)

The Arduino board


Source: Used courtesy of Dr. Nicolai Marquardt
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Physical computing kits (2)

The Lilypad Arduino kit Source: Courtesy of Leah Beuchley


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Physical computing kits (3)

The BBC micro:bit

Source: micro:bit. Used courtesy of Micro:bit Foundation

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Construction: SDKs
• Software Development Kits
▪ Programming tools and components to develop for a
specific platform, for example, iOS
• Includes: IDE, documentation, drivers, sample
code, and application programming interfaces
(APIs)
• Makes development much easier
• Examples:
▪ Amazon’s Alexa Skills Kit for voice-based services
▪ Apple’s ARKit for augmented reality

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Summary
• Prototyping may be low fidelity (such as paper-
based) or high fidelity (such as software-based)
• Ready-made software and hardware helps
create prototypes
• Two aspects to design: conceptual and concrete
• Conceptual design develops an outline of what
people can do and what concepts are needed to
understand the product.
• Concrete design specifies design details, for
example, layout or navigation
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Summary (continued)
• Three approaches to develop an initial conceptual
model: interface metaphors, interaction styles, and
interface styles.
• Expand an initial conceptual model by considering
whether product or user performs each function,
how those functions are related, and what
information is required to support them
• Scenarios and prototypes can be used to explore
design ideas
• Physical computing kits and software development
kits facilitate the transition from design to
construction
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