Chapter 8 - Design Prototyping and Construction
Chapter 8 - Design Prototyping and Construction
Construction
Overview
• Conceptual design
• Prototyping
•What is a prototype?
•Why prototype?
•Types of prototyping
•Compromises in prototyping
• Construction
• Physical design
• Generating prototypes
• Tool support
Conceptual design: From
Requirements to Design
Conceptual Design
Transforming the user requirements and needs into a conceptual model
Conceptual Model
A description of the proposed system in terms of a set of integrated ideas
and concepts about what it should do, how it should behave, and what it
should look like, that will be understandable by the user
Key Principles
Keep an open mind but never forget the users and their context
Discuss ideas with other stakeholders as much as possible
Use low-fidelity prototyping to get rapid feedback
Iterate, iterate, iterate!
• Don’t move to a solution too quickly. Iterate, iterate, iterate
• Consider alternatives: prototyping helps
Expanding the
Conceptual Model
What function will the product perform?
◦ I.e., how the task will be divided up between the human and the machine
◦ Task allocation - deciding what the system will do and what must be left for the
user
How are the functions related to each other?
◦ The relationships between tasks may constrain use or may indicate suitable task
structures within the device.
◦ Example: obtaining a list of attendees and meeting constraints before scheduling a
meeting on a shared calendar
What information needs to be available?
◦ What data is required to perform the task?
◦ How is this data to be transformed by the system?
◦ Example: booking a meeting would require the user to tell the system the attendee
list, time length, location, and the date.
Using Scenarios in Conceptual
Design
Scenario
◦ Informal story about a user task or activity; used for expressing proposed or
imagined situations to help in conceptual design
Bødker’s Four Roles for Scenarios
◦ As a basis for the overall design
◦ For technical implementation
◦ As a means of cooperation within design teams
◦ As a means of cooperation across professional boundaries, i.e., as a basis of
communication in a multidisciplinary team
Bødker’s Notion of “plus” and “minus”
◦ Two types of scenarios
◦ “Plus” and “Minus” denotes the most positive and the most negative consequences
of a particular proposed design solution
8.3.4: Using Prototypes in
Conceptual Design
How do I know what type of prototype to use?
The right way:
use low-fidelity prototypes
• Inexpensive: in materials cost, people time, and schedule time
• No risk of being mistaken for the final product
• Simple and fast to repeat as lessons are learned
• When interface testing of the prototype is complete, implementation can
proceed with confidence
Start of Project End of Project
• Technical issues
•E.g. run-time issues
• Prototyping to establish requirements
•Users “see” functionality
• Prototyping for usability concerns
•Our concern in this course
• Work flow, task design
• Screen layouts and information display
• Difficult, controversial, critical areas
What to prototype?
Compromises in
prototyping
•Two common types of compromise
•Compromises in prototypes mustn’t be ignored.
Product needs engineering
What to prototype?
Compromises in
Prototyping
‘HORIZONTAL’: PROVIDE A WIDE ‘VERTICAL’: PROVIDE A LOT OF DETAIL
RANGE OF FUNCTIONS, BUT WITH
LITTLE DETAIL FOR ONLY A FEW FUNCTIONS
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
Types of prototyping
Prototyping methods are generally divided into two separate categories:
1.High fidelity:
• Prototypes look like the final product
2.Low fidelity
• Designer sketches with many details missing
1. Evolutionary Prototyping
• Evolving a prototype into the final product
• Requires rigorous testing
2. Throwaway Prototyping
• Uses prototype as stepping stones to final design
• Thrown away and final product started from scratch
Low-fidelity Prototyping
• A low-fidelity prototype does not look very much like the final
product and does not provide the same functionality.
• For example, it may use very different materials, such as paper and
cardboard rather than electronic screens and metal,
• It may perform only a limited set of functions, or
• It may only represent the functions and not perform any of them.
• Low-fidelity prototypes are useful because they tend to be simple,
cheap, and quick to produce. This also means that they are simple,
cheap, and quick to modify so they support the exploration of
alternative designs and ideas.
Pros and Cons of Low-
fidelity Prototyping
CONS OF LOW-FIDELITY
PROS OF LOW-FIDELITY PROTOTYPING PROTOTYPING
Quick and inexpensive. An inherent lack of realism. Due to the
basic and sometimes sketchy nature of
Possible to make instant changes and test new low-fi prototypes.
iterations.
Depending on your product, the
Disposable/throw-away. production of low-fi prototypes may not
Enables the designer to gain an overall view of be appropriate for your intended users.
the product using minimal time and effort
to test users or stakeholders opinions.
Encourages and fosters design thinking.
Example of Low-Fi
Prototyping
1. 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
User
>Blurb blurb
>Do this
>Why?
High-fidelity prototyping
• are prototypes that look and operate closer to the
finished product. For example, a 3D plastic model with
movable parts.
• Uses materials that you would expect to be in the final
product.
• Common environments include Macromedia Director,
Dreamweaver, Visual Basic, etc.
• Some disadvantages
• Danger that users think they have a full system.
Advantages and Disadvantages of
Prototyping
Benefits of prototyping
• Can be used to test every detail of the final product before the product is
built
• Results in higher user satisfaction
• Users are better at evaluating an existing (vs described) system
• It brings the users into the process early
Disadvantages
• Users may be unfamiliar with the technique.
• Management may think that the project is nearly finished
if the prototype is “too good,” or that the prototype can be converted into
the final product
Low vs. High Fidelity
Type Advantages Disadvantages
Low-Fidelity Prototype
Lower development cost Limited error checking
Evaluate multiple design concepts Poor detailed specification to code to
Useful communication device Facilitator-driven
Address screen layout issues Limited utility after requirements established
Useful for identifying market requirements Limited usefulness for usability tests
Proof-of-concept Navigational and flow limitations
High-Fidelity Prototype
Complete functionality More expensive to develop
Fully interactive Time-consuming to create
User-driven Inefficient for proof-of-concept designs
Clearly defines navigational scheme Not effective for requirements gathering
Use for exploration and tests
Look and feel of final product
Serves as a living specification
Marketing and sales tool
Construction
Construc
tion
• Taking the prototypes (or learning from them) and
creating a whole new product with lots of
functionalities.
1. Strive for consistency - similar actions are accessed in similar ways, related controls
are grouped together, and messaging uses a uniform structure.
2. Enable frequent user-to-use shortcuts - if folks are familiar with the item, make it
easy for them to accomplish their objective.
3. Offer informative feedback - let the user know exactly what is happening at each
stage of the process.
4. Design dialog to yield closure - each series of actions should have a starting point, a
logical ending point, and the interface should lead you through each action.
5. Offer simple error handling - prevent errors, automatically recover, or allow the user
to easily recover, if an error is made.
6. Permit easy reversal of actions - make it easy to undo errors and easy to stop actions
once started.
7. Support internal locus of control - the user should be in control, and the item
responds to the user's input, not the other way around.
8. Reduce short-term memory load - make it so the user can quickly scan the controls
and know how to use the item rather than remembering.
Norman’s 7 Principles
1. Use both knowledge in the world and knowledge in the head.
2. Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of Execution and
Evaluation.
4. Get the mappings right.
5. Exploit the power of constraints, both natural and artificial.
6. Design for error.
7. When all else fails, standardize.
Jakob Nielsen's 10
general principles for
interaction design https
://www.nngroup.com/articles/ten-usability-heuristi
cs/
Different Kinds of
Widgets
Menu design
◦ Grouping options in a menu
◦ Should be grouped within a menu to reflect user expectations and
facilitate option search
◦ Logical groups
◦ Options should be grouped by function or into other logical categories
which are meaningful to users.
◦ Arbitrary groups
Icon Design
Need to be widely acceptable to the user group
Are often cultural and context-specific
Internationally recognized symbols now exist for example:
◦ to wash clothes
◦ fire exits
◦ road signs
Screen Design
Two aspects
◦ Splitting the task across a number of screens
◦ All pertinent information must be easily available at relevant times.
◦ How the individual screens are designed
◦ Good organization helps users to make sense of an interaction and to
interpret it within their own context
Bottom line
◦ A trade off is necessary between sparsely populated screens
with a lot of open space and too overcrowded screens
Information Display
Make sure that the relevant information is available for the task.
Choose proper format as different types of information lend themselves to
different kinds of display.
Generate storyboard from
scenario
Generate card-based
prototype from use case
Tool support - DENIM
Summary