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Design, Prototyping and Construction

The document discusses user-centered design and prototyping. It defines user-centered design as focusing on understanding users, their goals, tasks, and environment throughout development. Prototyping is presented as a key part of this process. Prototypes allow evaluating ideas with users, receiving feedback, and reducing uncertainty. Low-fidelity techniques like sketching and storyboards are recommended early on, while high-fidelity prototyping using tools like Director or Visual Basic occurs later. Both have benefits and limitations. The final stage after prototyping is construction of the final product.

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0% found this document useful (0 votes)
104 views28 pages

Design, Prototyping and Construction

The document discusses user-centered design and prototyping. It defines user-centered design as focusing on understanding users, their goals, tasks, and environment throughout development. Prototyping is presented as a key part of this process. Prototypes allow evaluating ideas with users, receiving feedback, and reducing uncertainty. Low-fidelity techniques like sketching and storyboards are recommended early on, while high-fidelity prototyping using tools like Director or Visual Basic occurs later. Both have benefits and limitations. The final stage after prototyping is construction of the final product.

Uploaded by

Ryda S
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Design, prototyping and

construction
A model for interaction design
Identify needs/
establish
requirements

(Re)Design
Evaluate

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
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 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
Sketchin
g
• 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.
A Paper Sketched Screen  
A Sketched Screen Design made of software 
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
Storyboard
s
•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


An Example of Storyboard
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.
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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