Ami2013 Tutorial Contextual Experience Prototyping
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Transcript of Ami2013 Tutorial Contextual Experience Prototyping
Human Computer Interaction & Usability Unit http://icts.sbg.ac.at
Thomas Grill mailto:[email protected]
03.12.2013
Contextual Experience Prototyping
Tutorial at AMI 2013
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● Experience Prototyping - Contextual Experience Prototyping / 102
Contextual Experience Prototyping
• The ICT&S Center !
! Research Center at the !!!!
! approx. 40 interdisciplinary researchers
! located in the center ! of Salzburg
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Agenda
• 14-15:30 (Contextual) Experience Prototyping • 15:30-16:00 Coffee Break • 16:00-17:30 Prototyping the Experience …
!4
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● Experience Prototyping - Contextual Experience Prototyping / 102!5… workers man the Motorola smartphone plant in Fort Worth, Texas. U.S. factories…. source: http://www.salon.com/
What is the experience?
What is the context?
prototyping UX …
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What is the context? noise
coworkers
supervisors
tasks
room
light
temperature
machines
time pressure
clothingwork day
materials
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t
!7
What is the experience?emotions
trust safety
fun
happiness
anger anger
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im
!8
What is the experience?
What is the context?
cartraffic jam
mobile phone
safety
safety
angerboredness
regulations/law
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Kids experiences …
Maypole Project !
Goal: ! Create prototypes that
would give children an experience as close as possible to that evoked by the final solution
! Nokia built working sets of picture communicators that the design team was able to distribute to children who could take them away and play with them for days at a time
!9
communication
mobile contextemotions
fun
social
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What is a prototype?
!10
pro-to-type n.
1. An original type, form, or instance serving as a basis or standard for later stages.
2. 2. An original, full-scale, and usually working model of a new product or new version of an existing product. 3. An early, typical example
[http://www.dictionary.com; accessed January 13, 2004]
“ ‘Prototyping’ is externalizing and making concrete a design idea for the purpose of evaluation”
Bill Verplank, 1992
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What is a prototype?
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Goals …
!12
visualising …
for evaluation purposes
communicating …
iterating …
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Da Vinci’s flying machine …
!13
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Visualisation …
• http://www.engadget.com/2013/05/15/visualized-google-glass-prototypes/
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Service prototype
• The aim is verifying what happens when some external factors interfere during the service delivery, factors that it’s not possible to verify during the preceding tests in the laboratory but that have a great impact on the user perception and experience.
!15
The service prototype is a tool for
testing the service by observing the interaction of the user with a
prototype of the service put in the place, situation and condition
where the service will actually exist.
!
(2007) Dan Saffer, Designing for Interaction. Creating Smart Applications and Clever Devices, New Riders Book.
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The process …
!16
Plan1 Develop Task Flows2
STEP
PH
AS
E
Specification2PHASE Choose a Methodch 75
STEP
Validate the Designch 1210
STEP
Deploy the Designch 1311
STEP
3 Create the Designch 108
STEP
Design
ch 4
PH
AS
E
4Results
PH
AS
E
Choose a Toolch 86
Define Content and Fidelitych 53
STEP
STEP
Determine Characteristicsch 64
STEP
Select Design Criteriach 97
STEP
Review the Designch 119
STEP
Verify Requirements1
STEP
ch 3
The Effective Prototyping Process
CHAPTER
Arnowitz, J., Arent, M., and Berger, N. Effective Prototyping for Software Makers. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2006.
Prototyping requirements to evaluate requirements …
Helps understanding the context and scenarios …
Low vs. high fidelity
Audience, stage, speed, longevity, expression, style, medium, fidelityCard sorting, wireframing, storyboards, paper prototypes, digital prototypes, video prototypes, Wizard of Oz, Coding
Map method to tool …
Visual design guidelines, usability guidelines
Build the prototype …
Evaluate, validate and iterate the prototype …
Internal review of the prototype …
Your prototype is ready …
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Experience Prototyping
• The experience prototype allows designers to show and test the solution through an active participation of the users.
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What about the experience?
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Keeping Connected Design Challenge Develop: Core activity sheet
Experience prototypingWhat is experience prototyping?
Experience prototyping is a method for testing new service ideas and designs. They are used to show what the experience will be like and help to test and develop parts of the solution.
Prototypes could be a physical model of a VSHFL¿F�WRXFKSRLQW��D�VNHWFK�RI�D�VLJQ�RU�D roleplay to focus on the service’s interactions. Prototypes should focus on the service’s most important or unusual touchpoints.
Prototypes do not need to look beautiful or take a long time to make. It is more important to create something quickly, test it and then improve the design.
Useful tips
Don’t be afraid to use your imagination; prototypes don’t need to work, they are just props to help explain what the experience might be like. Remember that prototypes are only created to help you improve, so don’t worry if it doesn’t VHHP�WR�ZRUN�¿UVW�WLPH�URXQG�
1 Look at your service blueprint and think
about which touchpoints might need protoyping.
2 Decide how you are going to prototype it;
you could make a model or act out an interaction.
3 Take photographs or video so that you can
review the prototype. Does the prototype meet the service principles you created in the discover stage? If not, how can you change it to meet them?
4 Ask your users to feedback on the
prototype. Remember to get the opinion of older adults and younger people.
5 Create another version of the
prototype with the improvements based on your users’ feedback...
http://hvcollege.com
What is the difference?
Is this experience
prototyping?
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• The experience prototype allows designers to show and test the solution through an active participation of the users. !
! it is NOT about the creation of a formalized toolkit or a set of techniques
!! it is about developing
an attitude and language to solve design problems
Experience Prototyping
!19
The experience prototype
is a simulation of the service experience that foresees some of its
performances through the use of the specific physical touch-
points involved.
(2000) Marion Buchenau, Jane Fulton Suri, Experience Prototyping, paper presented at the Symposium on Designing Interactive Systems.
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Experience Prototyping
• Creating a prototype ! a design ! an interactive system ! within a specific context of use !
• The design criteria ! product requirements? ! usability criteria? !
! UX factors ! towards an
“integrated experience”
!20
aware
aware
Designer
Audience
prototype
Product(Charachteristics of the
product)
Context of use(Characteristics of the
context)
User Requirements(Characteristics of target
users)
prototype
prototype
Stake holdersUsers
Designers
adaptpresentation
Design problem is an integrated experience
Experience Prototyping Traditional Prototyping
prototype
Design problem is shaped by the
product requirements
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UX Factors
!21
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Experience Prototyping
• Experiencing the prototype !
! Investigate experiences • UX Factors • by means of interviews, focus groups, narrations, diaries, … !
! Examples • Investigate Emotions • Investigate Trust • Investigate the “whole experience”
!22
Customize the communication of design concepts to different audiences
Improve design decisions through (self-)experiencing the integrated experience of design concepts
Design for new contexts (e.g. airplane, cars, rural areas, factories, etc.)
Design for broader spectrum of target users (e.g. children, elderly, people with disability, illiterate people, etc.)
Designer
Design for new forms and materials of interaction (e.g. tangible, gesture-based, dialog-based, bendable, etc.)
Experience Prototyping
Challenges
Purpose
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Experience Prototyping
• How does an experience prototype influence the experience? !
• What influences the prototype?
! Experience requirements ! Designers ! Fidelity of the prototype
!23
Factors definingexperience
quality
Designer's empathy for audience
Designer's empathy for situation
Experience-requirements
Analysis through e.g. :contextual observations, user testing or participative design methods
Degree of context and explanations
Appropriate framing of experience
Fidelity of prototype Progress in realization
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Experience Prototypes
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Experience Prototypes
• Fidelity: High • Method: Video Prototyping • Context: Mobile Context, Social Context !
• Experiences - UX Factors: ! Social (Reputation, Friends, Meeting new people) ! Emotions ! Perceived Usefulness
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Experience prototype
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any representation, in any medium, that is
designed to enhance the understanding, exploration or communication of what it might be like
to engage with the product, space, or system a company is
designing.
(2000) Marion Buchenau, Jane Fulton Suri, Experience Prototyping, paper presented at the Symposium on Designing Interactive Systems.
• The experience prototype allows designers to show and test the solution through an active participation of the users.
• Experience PrototypeStreetFlyer Flying Sensation Experience Prototype
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The story
I was a frequent pedal paddler when I was a kid until I got myself into an accident. After that I have never really found the two wheeled form of transportation to be quite as exciting again. Well, of course, I have been up in the saddle after that, and even gotten myself one of those high end mountain bikes when I was in my twenties, but I didn’t really use it that much. When it got stolen, I never cared to really venture into that territory again. Of course, like every guy, I have been pushed by adrenaline to get myself a motorcycle, but the thought of ending up in one of those accidents again, this time during way higher speeds, makes me want to take the safe route around. However, there are definitely other things out there that have wheels, and that are strikingly similar to biking.
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fear, lost excitement ….
value
fearsafety, trust
curious for new things
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What’s the contextual in it?
• Schilit and Theimer (1994) refer to context as location, identities of nearby people and objects, and changes to those objects.
• In a similar definition, Brown, Bovey et al. (1997) define context as location, identities of the people around the user, the time of day, season, temperature, etc.
• Ryan, Pascoe et al. (1998) define context as the user’s location, environment, identity and time.
• Dey and Abowd’s definition (2001) ! Context is any information that can be used to characterize the
situation of an entity. An entity is a person, place, or object that is considered relevant to the interaction between a user and an application, including the user and applications themselves.
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Experience Prototyping Methods
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LowFidelity
HighFidelity
SketchingWireframing
Paper Prototyping
Video PrototypingInteraction Prototyping
Functional Prototype
Semi-Functional Prototype
Bodystorming
Roomstorming Wizard of OzPrototyping
Design Studio
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Experience Prototyping Methods
• Sketching vs. Prototyping ! The difference lies in the intent. !
• Paper Prototyping, WireFraming, … ! Low Fidelity to explore and communicate ideas ! Iterate !
• DesignStudio ! Bring all stakeholders together ! iterate, sketch, prototype, design …
!• Wizard of Oz Prototyping
! Evaluation vs. Prototyping ! Live prototyping, experience dynamic situations
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Some examples …
• PainStation • SpaceTop • Musical Embrace • IllumiRoom • AgeSuit • …
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PainStation
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PainStation - Experience
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Game-experience: A simple Pong Game
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PainStation - Experience
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Physical experience: how much pain can you stand …
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PainStation - Experience
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Physical experience: playing together, community, …
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PainStation
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http://vimeo.com/3956100
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SpaceTop
• Experience ! Experiencing alternative interaction ! Emotions (e.g. Fun), perceived trust, perceived utility, … !
!• Context
! Mixed Interaction Environment (3D + real world) ! Augmented Reality
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SpaceTop
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Musical Embrace
• Experience ! Social experience ! Bodily interaction ! Touch experience ! Emotions ! Interacting in an
“unorthodox” way !
• Context ! digital game ! real world
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http://exertiongameslab.org/projects/musical-embrace
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Examples
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AgeSuit
• AgeSuit
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http://www.youtube.com/watch?v=PXLVLSgX3Ig
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AgeSuit
• Experiences ! Vision ! Restricted motion ! Reduced muscular strength ! Being old ! Being ill !!
• Context ! Real life ! Getting older ! Living in an aging society ! …
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AgeSuit
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IllumiRoom
• IllumiRoom: Peripheral Projected Illusions for Interactive Experiences
! IllumiRoom augments the area surrounding a television screen with projected visualizations to enhance the traditional living room entertainment experience.
! Jones, B. R., Benko, H., Ofek, E., and Wilson, A. D. Illumiroom: peripheral projected illusions for interactive experiences. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2013), ACM, pp. 869–878.
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http://www.youtube.com/watch?v=sJ4hWa6y710
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Illumiroom
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and many more …
• Joggobot ! Graether, E., Mueller, F. 2012. Joggobot: A
Flying Companion as Flying Companion. CHI 2012. Interactivity.
!!!!!!!
• and many more …
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Experience Prototyping at the ICT&S Center
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Factory Context
Automotive Context
Experience Research
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Example: Factory
• Factory Mid/Fi Simulation !
! Performance ! Emotions ! Perception of alerting modes
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Example: Factory
• Factory Mid/Fi Simulation !
! Performance ! Emotions ! Perception of alerting modes
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Example: Factory
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Example: Factory
• Levels of Fidelity • Multimodal feedback experiences
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Example: Mobile Navigation
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• CIF running on a Laptop • Human Wizard uses ConWIZ
! Control prototype ! Control simulation of
environmental parameters !
• Evaluation of ! navigation commands ! usability of mobile wizard
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[1] Thomas Grill, Ondrej Polacek, Manfred Tscheligi. Conwiz: A tool supporting contextual wizard of oz simulation. Proc. of MUM 2012. ACM, 2012.
ConWiz - Mobile Wizard Evaluation
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Example: Digital Bookshelf
• Hi/Fi Interaction Prototype !
! Gesture based real world interaction ! Experiencing digital information
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Example: Digital Bookshelf
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http://www.icts.sbg.ac.at/Steven Greenberg
LOLLio
Pump
Liquid
Sensors
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http://www.icts.sbg.ac.at/
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GhostCatcher Game
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RainbowBalance Game
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Example: Turning Display
• Mid/Fi Experience Prototype !
! Content rotation apart from a numerical speed representation ! Effects of steering wheel display on visual fatigue ! Effects under real driving conditionsContent rotation apart from a
numerical speed representation ! Effects of steering wheel display on visual fatigue ! Effects under real driving conditions
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Example: Turning Display
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Example: CarTeam
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Intentionally left blanktime for a break …
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CIF Tutorial Putting hands on Contextual Experience Prototyping
• The CIF Tutorial shall provide the participants with insights about
! targeting experiences when prototyping
! the role of context !
! usage of tools for contextual experience prototyping by example of the Contextual Interaction Framework
• controlling and measuring the environment
• studying experiences • supporting the researcher
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The Contextual Interaction Framework
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Motivation
• Conduct user studies in the (simulated) target context ! Analyze the interplay of user interaction and selected
context parameters ! Change selected context parameters and adapt
interactive systems (following the ubiquitous computing approach) to evaluate changes in user behavior !
• Rapid prototyping ! Speed up the development and configuration of interactive systems
and the simulated context in which they are applied. ! Reusing existing software components
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OSGi – Open Services Gateway initiative
• Multiplatform (based on Java) • Modularization using OSGi (Open Services Gateway initiative)
! Dynamic Module System: • Enables configuration at runtime via bundles (plugin-like concept): load
and unload, start and stop
! Exchange data between modules via services that provide predefined data types !
! Configuration of the data flow using the wiring concept
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What can the Contextual Interaction Framework do for us?
• Connect ! measurement devices (sensors) ! interaction devices (e.g. Wii, Kinekt) ! actuators (e.g. switches, audio)
!• Provide a framework to dynamically
! link the data measured or sensed to functionality (e.g. logging of button presses, calculate activity level of a user)
! Set states of actuators based on manual switches or other sensor data (e.g. switch a fan on if the user opens a window in a virtual reality simulation)
! Compute and calculate states and data based on user activities • Provide us with an integrated environment for conducting contextual UX studies
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CIF - Basic structure
!68
Interaction Framework
Wizard FrameworkSim. Control
ModuleReal World
Control Module
- start, stop simulation- set scenes- set parameters of objects
- control the behaviour of real world objects through communication with the interaction platform
integrates & controls
controls
Wizard of Oz Communication Protocol
Visualization Framework
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CIF - Basic structure
!69
Actuator X
Actuator X
Interaction Framework
Sensor 1
Sensor 2
Sensor X
Visualization Framework
defines scenario
Visualisation Audio Sim. Ext. Interf. Sim.
WOz protocol
Interaction/State Analyzer
PlugIns
Control Module
Feedback Generator
PlugIns
Screen X ...
Tracking System X input
output - feedbackAudio X
Control Module
represented through output devicesi.e. screens, speaker and other actuators
Logging Platform
Scenario Implementation
observation/evaluation
Object libraryAgent libraryScene library
Wizard FrameworkSim. Control
ModuleReal World
Control Module
logging may enhance usability evaluation and analysis of the particular data
- start, stop simulation- set scenes- set parameters of objects
- control the behaviour of real world objects through communication with the interaction platform
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CIF Study Editor - GUI Concept
!70
- + IFW Study Editor: OG Study Setup
Producers / SensorsRFID ReaderDistancesensorMicrophone
Bundle Library
Consumers / ActuatorsConverters
DB AnalyzerDatatype Converter
XYZ...
System bundles
Bundle name Status
All Active
started
started
Library Inspector Align Diagram Zoom in Zoom out Zoom fit
Distance Sensor
float float
Activity Meter
floatstringfloatint
DB Logger ⚙
Camera
raw image raw image
Head Motion Analyser
stringstringfloatint
DB Logger ⚙
wzTypewzTypewzType
Wizard
wzType
⚙
wzType
Wizard Data Converter
stringbool
int
bool
Speaker
Light Sensor
float
wzType
Wizard Data Converterstringboolfloat
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CIF Study Editor
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The Contextual Interaction Framework HandsOn
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Prototyping a game-experience
• Starting point: A pong game
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What experience do we want to design for?
Which context is relevant for us when designing an experience prototype?
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Prototyping a game-experience
• Starting point: A pong game !
• Context: ! A pong game ! Playing pong with another person ! alternative interaction modalities
and alternative devices !
• Experience: ! Haptic experiences (sliding vs.
touching vs. pressure vs. …) ! Social experiences ! Body-based experiences ! …
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Prototyping a game-experience
• The prototyping experience … !
! Using sensors and actuators • Arduinos (Arduino Library) • Phidgets (Slider, Poti -> testing multiple modes) • Android Connectivity Layer based on ConWIZ protocol • Wii Controller (Controller for Pong) • Connecting Actuators • e.g. Light (Led or 220V)
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Arduino CIF LibraryCIF Phidget BundleAndroidKinekt, Wii, …
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Prototyping a game-experience
• Design Goals & Guidelines
! Focus on experiences: ! Social experiences ! Fun ! Immersion !
• Prototyping the experience of a contextual pong game
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CIF Study Editor
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Prototyping a game-experience
• Discussion: !
! What is the Experience Prototyping here? ! What is different? ! Did we experience a different prototyping experience? ! Did we reflect such in the prototype?
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The Contextual Wizard of Oz
• Connecting Context and Wizard of Oz • Rapid Prototyping
! Simulation ! Observation ! Study support
• Configurable • Mobile
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Mobile Wizard
Contextual Interaction Framework
WOz Protocol
Context Simulation WebServer
FileServerDB Server
Ext. Context Simulation
(3D App., etc.)
Mobile Wizard
ConWIZ Server
Study Configuration
WOz Protocol
Network Communication
Wizard UI
TCP
Scenario Configuration / Study Editor
CIF CoreUtilities
TCP
TCP
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ConWIZ Datatypes supported
• Supports ! basic datatypes ! complex datatypes
• Extensible • No client-side configuration needed
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ConWiz Protocol
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ConWiz Server ConWiz Client
Authentification
Connect, Disconnect, Ping, Status, ...
Request data
UPDATE
UPDATE
GET
SET
Update data
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ConWiz Protocol - Mobile Wizard
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Authentification
Monitor data
Configure Scenarios,
Control/Manipulate
data
ACK
REG
ACK
UPDATE
ACK
SET
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ConWiz Protocol: Authentification Authentication
ConWiz ServerConWiz Client
CONTROL(CONNECT)
ACK
CONTROL(PING)
ACK
CONTROL(DISCONNECT)
ACK
• Visualization Framework connects to Server
! Connect - ACK • Keep alive signal
! Ping - ACK • Disconnect
! Disconnect - ACK
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ConWiz Protocol: Authentification
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ConWiz Protocol: Transitive Commands
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ConWiz Scenario: Authentication, Configuration, Control
ConWiz ServerConWiz Client
CONTR(CONNECT)
ACK
CONTROL(PING)
ACK
CONTROL(DISCONNECT)
ACK
register()
3D Visualization
CONTR(CONNECT)
ACK
SET(SCENARIOS)ACKSET(SCENARIOS)
ACK
UPDATE(WzObject)
ACKUPDATE(WzObject)
ACK
register()
CONTROL(DISCONNECT)
ACK
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A Wizard of Oz Scenario
• A configured scenario will be loaded ! Based on the configuration the wizard server is configured
!• The CIF has the task to log the incoming commands for evaluation purposes
• Further a CIF bundle provides a visualization to experience the particular Wizard of Oz commands
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Prototyping in the real world context
• Starting point !
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What experience do we want to design for?
Which context is relevant for us when designing an experience prototype?
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Prototyping in the real world context
• Starting point ! Interaction is usually done in one location. ! Performing dislocated interaction implies a number of experiences
based on the type, medium, feedback involved ! Experiencing colloborative interaction !
! Experiences done while interacting dislocated, ad-hoc, in a real-world context come up with unpredictable implications !
! The context of interaction is defined by • The availability of a controller • Intuitiveness and feedback • the perception of the human
with respect to his experiences
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Prototyping in the real world context
• The prototyping experience … !
! Using mobile devices • Phones, Tablets • Ambient displays !
! Sensors and actuators • Accellerometer • Light • Vibra • Location services • Display • …
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Prototyping the ambient …
• Android Motion Controller • CIF
! Ambient Color Visualisation & Motion ! Communication
• Multiple devices ! cooperate & conquer
• Visual experience • Emotion - fun, mood, vibes, …
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Prototyping the ambient …
• Discussion: !
! What is the Experience Prototyping here? ! What is different? ! The context? ! Did we experience a different prototyping experience? ! Did we reflect such in the prototype?
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Lessons learned
• Focusing on experiences when prototyping is the key issue to a good UX !
• Thinking about the experiences I want to create with a prototype effects the design process !
• Tools like the Contextual Interaction Framework allow to quickly and dynamically create real-world prototypes that regard !
! (user) experiences ! in a specific context ! using particular contextual information !
• It is not about designing for the user but creating experiences for the audience …
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Feedback & Discussion
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Contextual Interaction Framework
• Java based multi-platform enabled framework
• OSGi Equinox !
• Available for download as !
! Developer Library ! Standalone version
• Starts with CIF Study editor ! Mobile Android App
!• Feel free to contact me for a pre-version
! it shall be available at the beginning of 2014 as an open source framework for allowing to conduct
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• http://cif.hciunit.org !
• Many thank’s to !
! Martin Wuchse ! Michael Hummer ! Ondrej Polacek !
! for contributing to the Contextual Interaction Framework
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References
• Buchenau, M., and Suri, J. F. Experience prototyping. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (2000), ACM, pp. 424–433.
• Arnowitz, J., Arent, M., and Berger, N. Effective Prototyping for Software Makers. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2006.
• Buxton, B. Sketching User Experiences: Getting the Design Right and the Right Design, first ed. Morgan Kaufmann, March 2007.
• Hassenzahl, M., Lai-Chong Law, E., and Hvannberg, E. User experience - towards a unified view. In Proceedings of the The Second COST294-MAUSE International Open Workshop: User Experience- Towards a Unified View (2006), E. Law, E. Hvannberg, and M. Hassenzahl, Eds., pp. 1–3.
• Henry Dreyfuss. Designing for People. New York: Allworth Press, 1972
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* Contact
Human Computer Interaction & Usability Unit [email protected]
HCI & Usability Unit ICT&S Center, University of Salzburg Sigmund-Haffner Gasse 18 !5020 Salzburg, Austria [email protected] !!!Dr. Thomas Grill [email protected]