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Lecture 14 Prototyping New

The document discusses different types of prototypes that can be used to communicate design ideas to stakeholders, from low-fidelity techniques like storyboards and sketches to higher fidelity techniques like video prototypes. It provides information on when different prototyping methods are appropriate and how to effectively use techniques like storyboarding, sketching, card-based prototypes, and wizard of oz prototyping to get feedback early in the design process.

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0% found this document useful (0 votes)
33 views35 pages

Lecture 14 Prototyping New

The document discusses different types of prototypes that can be used to communicate design ideas to stakeholders, from low-fidelity techniques like storyboards and sketches to higher fidelity techniques like video prototypes. It provides information on when different prototyping methods are appropriate and how to effectively use techniques like storyboarding, sketching, card-based prototypes, and wizard of oz prototyping to get feedback early in the design process.

Uploaded by

momo69
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 35

PROTOTYPING

Communicating Ideas
Introduction

■ Prototypes can be used to communicate ideas to our stakeholders


■ Cheaper to fail earlier
Microsoft Mouse
■ Designers may build dozens of
prototypes to get a more complete
understanding of a design space
■ For example, Paul Bradley at
IDEO built about eighty foam
models for the original Microsoft
mouse to quickly explore different
directions

3
Use Stage-Appropriate Tools

Fidelity

Time

4
Prototyping Types

Low Fidelity
Medium Fidelity
High Fidelity

5
Prototyping Techniques

■ The level of "fidelity" of a prototype refers to how closely it resembles the final product

6
Low Fidelity Prototyping

■ Storyboards
■ Sketching
■ Card Based

7
Story Boarding

■ Story boarding is all about tasks


■ It doesn’t focus on the actual user interface but how would people be using this.
■ Don’t worry if you can’t draw
■ Its not about beautiful drawings but conveying ideas

8
Storyboard

9
Story boards should convey

■ Setting
– People involved
– Environment
– Task being accomplished
■ Sequence
– What steps are involved?
– What leads someone to use the app?
– What task is being illustrated?
■ Satisfaction
– What’s motivates people to use this system?
– What does it enable people to accomplish?
– What need does the system fill?

10
Storyboarding

■ …should be quick.
■ Should set strict time limit on yourself (Around 10 mins)

11
Benefits of Storyboarding

■ Holistic focus: Helps emphasize what an interface accomplishes a task


■ Avoids commitment to a particular user interface (no buttons yet)
■ Helps get all the stakeholders on the same page in terms of the goal

12
Sketching and Card Based prototypes

■ After you have gotten a clear idea about what your application should accomplish you
can start thinking about how you will accomplish that.

■ Again it shouldn’t take too much time.


■ You can mix and max fidelities (mixture of screen shots and hand drawings)

13
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Remember to try out
multiple alternative
prototypes
simultaneously
15
Strengths of Paper prototypes

■ Anyone can do it.. You can involve users by asking them to make any changes they
want
■ It helps you to focus on what's important early on, without going into details such as
color schemes and fonts

16
Card Based

■ Similar to sketching but each card represent a screen


■ You can imitate how an entire interaction will take place.
■ Each card will be representing a screen

17
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http://academiccomputing.wordpress.com/2012/06/19/what-about-hci/
20
High Fidelity Prototype

21
Presentation and Critique

■ Presentation and critique is arguably the most important part of prototyping process
■ This is where we focus on quality
■ The goal is to find the best ideas
– You present the strengths of your concept, and your peers highlight areas that need
work or further clarification
■ That’s it—discuss, evaluate, and move on

22
Wizard-Of-Oz Prototyping...

■ ...simulates machine behavior with human operators

23
■ Used initially to simulate speech recognition systems

24
Wizard of Oz

■ Make an interactive application without (much) code


■ Front end interface
■ (Remote) wizard controls user interface
■ Makes sense when it’s faster/cheaper/easier than making real thing
■ Get feedback from users people

25
Wizard of Oz Prototyping

■ Hi-fidelity: users think it’s more real


■ Low-fidelity: more license to suggest changes

26
Making a Wizard-Powered Prototype

■ Map out scenarios and application flow •


– what should happen in response to user behavior? •
■ Put together interface “skeletons” •
– Develop “hooks” for wizard input
■ Where and how the wizard will provide input
– selecting the next screen, entering text, entering a zone, recognizing speech, etc.
– remember that later you’ll need to replace with computer
■ Rehearse wizard role with a colleague

27
Wizards can be used throughout the
development
■ They can be used with low fidelity as well as high fidelity

28
Disadvantages

■ Simulations may misrepresent otherwise imperfect tech


■ May simulate technologies that do not exist (and may never)
■ Wizards require training and can be inconsistent
■ Some features (and limitations) are difficult/ impossible to simulate effectively

29
Video Prototyping

■ Cheap and fast


■ Great communication tools
■ Helps achieve common ground
■ Ideally, portable and self-explanatory
■ Can serve as a ‘spec’ for developers
■ Ties interface designs to tasks
■ Aligns and orients interface choices
■ Makes sure you have a complete interface
■ And that there’s nothing extra

30
Video prototypes can be any fidelity

31
What should the video show?

■ Like a storyboard, the whole task,


■ including motivation and success
■ Establishing shots and narrative help
■ Draw on tasks you’ve observed
■ Illustrate important tasks your system enables
■ Can help scope a minimum-viable product
■ Changes what design teams argue about
■ (in a good way)

32
THE PROTOTYPING
PROCESS

34
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Must Read!

Perils of Prototyping
http://www.cooper.com/journal/2008/5/
the_perils_of_prototyping

36

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