CCT 333: Imagining the Audience in a Wired World
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Transcript of CCT 333: Imagining the Audience in a Wired World
CCT 333: Imagining the Audience in a Wired World
Class 10: Prototypes, Evaluation and Retirement
On to redesign…
• Understand nature of the problem• Do user studies (qualitative/quantitative) to
understand current problems with technology in context
• Build scenarios to determine requirements of what should be done
• Then do it (but only then!)
Prototypes
• Good intermediate step before final design (or in this case, what you’ll be presenting in most cases)
• Basic functionality is represented• Redesign goals are made functional,
accessible
Why prototypes?
• Obtaining feedback on redesign• Ensuring concepts are correct before making
major mistakes• Assessing usability of redesign in practice• Opening avenue for alternative options if
required• Involving users and achieving buy-in
Low-fidelity protoypes
• Easily made, easily changed, easily destroyed• Cheap materials• Focuses on broad details of redesign vs.
specific details (although core details of the redesign are represented)
• Does not leave the user the impression that design is final
Lo-fi considerations
• Robustness – often needs to be overengineered to encourage play
• Scope – don’t sweat the minor or inconsequential details (e.g., aesthetic concerns aren’t a major issue here…)
• Should be usable as intended – if too many instructions are required, that’s no good
• Annotation – users should be able to offer comments on elements
High-fidelity prototypes
• Especially common in electronic products and software, but also possible for other spaces.
• Strong attention to detail, resembling final form
• Can probably be misconstrued as final product
Perennial beta
• Why is everything in social media/Web 2.0 “beta”?
• What is beta? Alpha?
Prototypes in use
• IPS example – PICTIVE method used to develop low-fi software prototypes (paper, string, etc. to represent data flow in hands-on environment)
• Hi-fi prototypes constructed from plans as proof of concept, returned to students for input and approval
IMPACT
• Intention• Metrics• P• A• C• T
Intention
• What you trying to prove in evaluation?• Early prototypes – general proof of concept• Later – more attention to detail, specific
features• Weighting of requirements -
Metrics
• “Never measured, never managed” – managers really enjoy quantitative evidence
• Should be tied to evaluation of redesign, alternative future paths
• Limit data at this point – summary information vs. raw data from research
Effectiveness, Efficiency, Satisfaction
• Effectiveness – task completion, error rates reduced, memorability
• Efficiency – time to task completion, reduction of steps, learning curve
• Satisfaction – general aesthetic impression and emotion feel, voluntary use
Product Lifecycle
• No design is ever “done” – even when released, there’s often teams of people trying to figure out what’s next
• Requirements weighting – sometimes you have to release something and make the rest version 2.0
• Microsoft’s model – prototype as product, eventually getting it right
Retirement
• Plans for end-of-life important as well - some designs EOL better than others.
• Environmental concerns – increasingly companies held accountable for disposal – examples?
• Support for dead technologies – even if no longer sold, consumers expect some support – examples?
Next week(s)
• Next week – perhaps a guest lecture, perhaps something on CSCW
• Week after – presentation of final projects, test review