User Interface Prototyping Techniques: Low Fidelity Prototyping
CPSC 481 1 User Centered Design and Prototyping Why user-centered design is important Prototyping...
-
Upload
august-banks -
Category
Documents
-
view
229 -
download
0
Transcript of CPSC 481 1 User Centered Design and Prototyping Why user-centered design is important Prototyping...
1CPSC 481
User Centered Design and Prototyping
Why user-centered design is important
Prototyping
User centered design Prototyping methods
The 3D Tractus—design example
System Centered Design
What can I easily build on this platform?What can I create from the available tools?What do I as a programmer find interesting?
User Centered System Design
Design is based upon a user’s– abilities and real needs – context– work– tasks– need for usable and useful product
Golden rule of interface design: Know The User
User Centered System Design
... is based on understanding the domain of work or play in which people are engaged and in which they interact with computers…
From Denning and Dargan, p111 in Winograd, Ed., Bringing Design to Software, Addison Wesley
Denning and Dargan, 1996
Assumptions
– The result of a good design is a satisfied customer
– The process of design is a collaboration between designers and customers. The design evolves and adapts to their changing concerns
– The customer and designer are in constant communication during the entire process
6CPSC 481
Notes:Assignment 1 due: Friday October 14th 2005, 5PM.No class on Monday, Oct. 10th (Thanks Giving)Midterm: Monday, Nov. 7th, in class (SB142), 2:00-2:50pmToday: Continuing User Centered Design and Prototyping, Required readings: Prototyping. (Extract) from Nielsen, J. (1993)
In Usability Engineering Low vs. high fidelity prototyping debate.
Rudd, J., Stern, K. and Isensee, S. (1996) Interactions.
Prototyping for tiny fingers. Rettig, M. (1994) Communications of the ACM, 37(4), ACM Press
CPSC 481 7
Know your user
1. Know your user2. You are not your user
Participatory Design:
Participatory Design
Problem– Designers’ intuitions can be wrong– interviews etc not precise– designer cannot know the user sufficiently well to answer all
issues that come up during the design
The user is just like me
Solution– designers should have access to representative users
• END users, not their managers or union reps!
Participatory Design
Users are 1st class members in the design process– active collaborators vs passive participants
Users are considered subject matter experts – know all about the design work context
Iterative process– all design stages subject to revision
Participatory Design
Up side– users are excellent at reacting to suggested system designs
• designs must be concrete and visible
– users bring in important “folk” knowledge of work context• knowledge may be otherwise inaccessible to design team
Down side– hard to get a good pool of end users
• expensive, reluctant ...
– users are not expert designers• don’t expect them to come up with design ideas from scratch
– the user is not always right• don’t expect them to always know what they want
Methods for involving the user
At the very least, talk to users– surprising how many designers don’t!
Contextual interviews + site visits– interview users in their workplace, as they are doing their job– discover user’s culture, requirements, expectations,…
Methods for involving the user
Explain designs– describe what you’re going to do– get input at all design stages
• all designs subject to revision (don’t fall in love with your design)
Important to have visuals and/or demos– people react far differently with verbal explanations– this is why prototypes are critical
Design: getting ideas:
“To get good ideas…Get lots of ideas”
Sketching and Prototyping
Sketches / low / medium / high fidelity prototypes– as investment in design increases, changes are
becoming more painful to implement.– as investment in design increases, so does the
formality of the criteria whereby concepts are reviewed or accepted.
Sketching vs Prototyping
Sketches– Invite– Suggest– Explore– Question– Propose– Provoke
Prototype– Attend– Describe– Refine– Answer– Test– Resolve
From Design for the Wild, Bill Buxton (in press) with permission
Sketching and Prototyping
Early design
Late design
Brainstorm different representations
Choose a representation
Rough out interface style
Sketches & low fidelity paper prototypes (LO-FI)
Task centered walkthrough and redesign
Fine tune interface, screen design
Heuristic evaluation and redesign
Usability testing and redesign
Medium fidelity prototypes
Limited field testing
Alpha/Beta tests
High fidelity prototypes
Working systems
Sketches & Low Fidelity Prototypes
Paper mock-up of the interface look, feel, functionality
– quick and cheap to prepare and modify
Purpose– brainstorm competing representations– bring out user reactions– bring out user modifications / suggestions
Sketches
– drawing of the outward appearance of the intended system– crudity means people concentrate on high level concepts– but hard to envision a dialog’s progression
Computer Telephone
Last Name:
First Name:
Phone:
Place Call Help
Back to Cheap Shop…
The attributes of sketches
Quick – to make
Timely – provided when needed
Disposable – investment in the concept, not
the execution
Plentiful – they make sense in a collection
or series of ideas
Clear vocabulary – rendering & style indicates it’s a
sketch, not an implementation
Constrained resolution– doesn’t restrain concept
exploration
Consistency with state– refinement of rendering matches
the actual state of development of the concept
Suggest & explore rather than confirm
– value lies in suggesting and provoking what could be
– sketches are the medium to conversation and interaction
Storyboarding
– a series of key frames as sketches• originally from film; used to get the idea of a scene• snapshots of the interface at particular points in the interaction
– users can evaluate quickly the direction the interface is heading
Excerpts from Disney’s Robin Hood storyboard
note how each scene in this storyboard is annotated
25CPSC 481
Notes:Assignment 1 due: Friday October 14th 2005, 5PM.Assignment 2 will be out this Friday.Midterm: Monday, Nov. 7th, in class (SB142), 2:00-2:50pmPast lectures and required readings are all online.CPSC 599.17 info…Last lecture: participatory design, climbing the prototypes evolutionary ladder.Today: Finishing User Centered Design and Prototyping.
Looking for something different to do?
Icuiti V920
Autonomous Humanoid (Robosapien hack)
FrameworkCPSC 503 winter project course, 4th year CPSC only.
NSERC Summer research, Undergraduate Student Research Awards (USRA), ~6K$/four months, any year, any Department.
Workstation at ilab
Interested? Please drop me a line.
Sketches and storyboarding
Scan the stroller ->
Change the color ->
Place the order ->
Initial screen
Scan the shirt ->
Touch previous item ->
Delete that item->
Alternatepath…
Storyboarding
Spotlight: an interactive foam core and paper sketch/storyboard Credit: Dept Industrial Design, University of Washington
Tutorials and manuals
– What are they?• written in advance of the system implementation• serves as an interface specification for programmers
• Tutorial for step by step description of an interaction–an interface storyboard “walk-through” with directions
• Manual for reference of key concepts–in-depth technical description of the different parts of the system–a list of features–Often less visual
– Does this work?• Users can read and provide feedback on:
–interface,–functionality,–match to task.
• Act as design tools
Tutorials
Star Trek: The Birth of the Federation is the property of Atari: http://www.atari.com/
Tutorials
Star Trek: The Birth of the Federation is the property of Atari: http://www.atari.com/
Tutorials
Star Trek: The Birth of the Federation is the property of Atari: http://www.atari.com/
Manuals
“The Sims” is the property of Maxis: http://thesims.ea.com/
Manuals
“The Sims” is the property of Maxis: http://thesims.ea.com/
Manuals
“The Sims” is the property of Maxis: http://thesims.ea.com/
Pictive plastic interface for collaborative technology initiatives through video
explorationMuller, CHI 1991
Designing with office supplies– multiple layers of sticky notes and plastic overlays– different sized stickies represent icons, menus, windows etc.
interaction demonstrated by manipulating notes– new interfaces built on the fly
session videotaped for later analysis– usually end up with mess of paper and plastic!
Pictive, here’s how it can look like…
The Developer’s Dilemma(Hix & Hartson)
“…You cannot evaluate an interaction design until after it is built; but after building changes to the design are difficult…”
The two dimensions of prototyping
Vertical prototype
Scenario
Horizontal prototype
Full interface
Vertical prototype
Scenario
Horizontal prototype
Full interface
Nielsen, J . (1993) Usability Engineering, p93-101, Academic Press.
Different Features Functionality
Nielsen Usability Engineering 1993
Limiting prototype functionalityvertical prototypes
– includes in-depth functionality for only a few selected features– specific design ideas can be tested in depth
horizontal prototypes– the entire surface interface with no underlying functionality– a simulation; no real work can be performed
scenario– scripts of particular fixed uses of the system; no deviation allowed
Vertical prototype
Scenario
Horizontal prototype
Full interface
Nielsen, J. (1993) Usability Engineering, p93-101, Academic Press.
Different Features
Functio
nalit
y
Integrating prototypes and products
1. throw-away– prototype only serves to reveal user reaction– creating prototype must be rapid, otherwise too expensive
2. incremental– product built as separate components (modules)– each component prototyped & tested, then added to the final
system
3. evolutionary– prototype altered to incorporate design changes– eventually becomes the final product
47CPSC 481
Notes:Assignment 1 due today @5pm!!Assignment 2 out, due on Monday October 31th 2005, @5PMMidterm: Monday, Nov. 7th, in class (SB142), 2:00-2:50pmToday: Finishing User Centered Design and Prototyping. Monday: starting Evaluating Interfaces with Users.
Assignment 2
Qualitative evaluationwith users
Assignment 2 Overview
This assignment is a hands-on exercise on qualitative evaluation. Its purpose is to give you practical experience conducting a usability study. Methods used in this study include the conceptual model discovery, silent observation, think-aloud, constructive interaction, questionnaires and interviews. Because of the economy of these methods (they are easy to understand and quick to apply) you can easily use them to your future work.
In terms of this assignment, your group is to take the perspective of consultants that are working for a company that has been commissioned to evaluate a system, in this case the Air Canada website. You can use your classmates or even your friends as test participants when applying the various methodologies although you should try to get as wide a variety of test participants as possible.
Deliverables
Your group will deliver a substantial technical report written to the (imaginary) vice-president of the company (your TA) that commissioned the study. It must include your observations, the findings, the major problems detected, and some design recommendations. The appendix to your report will briefly contrast the methods used, recommending which ones should be adapted in future study.
Included Handouts
1. Assignment overview
2. Assignment description and details
3. System and example tasks for the usability study (Air Canada web site)
4. Grading Sheet
5. Tips on questionnaire design
6. Apple’s Discussion of guidelines for user observation.
Back to user centered design:Designing with the userIntegrating prototypes and products
1. throw-away
2. incremental
3. evolutionary
Throw-Away Approach To Prototyping
The prototype is only used to get feedbackThe prototype is built, tested and then discarded
System
Lessons learned
Incremental Approach To Prototyping
Build the system as separate modules/componentsEach module is designed, prototyped and completed separately before being added to the final system
System
System
System
Evolutionary Approach To Prototyping
Change the entire prototype itself in order to incorporate changes
Eventually the reworked prototype becomes the final system
System
Medium Fidelity Prototypes“With a computer”Many different types
– from simple computer drawn images to partially working systems
May take longer to generate and change than low-fiBenefits
– Seems more like the completed detailed system, provides a clearer idea of how it works
– May allow user testing (not true for all medium fidelity prototypes).
Pitfalls– User’s reactions are usually “in the small”
• Blinds people to major representational flaws because of a tendency to focus on more minor details
– Users more reluctant to challenge/change the design itself• Designs are too “pretty”, developers’ egos…
– Management may think its real!
Medium FidelityPainting/drawing packages
draw each storyboard scene on computer– very thin horizontal prototype (across features, no functionality)– does not capture the interaction “feel”
Control panel for pump 2
coolant flow 45 %
retardant 20%
speed 100%
Control panel for pump 2
coolant flow 0 %
retardant 20%
speed 100%
DANGER!
next drawing
Shut Down Shut Down
(for shut down condition)
Control panel for pump 2
coolant flow 45 %
retardant 20%
speed 100%
Shut Down
Medium FidelityScripted simulations
create storyboard with media tools on a computer– scene transition activated by simple user inputs– a simple vertical prototype– Can use PowerPoint…
user given a very tight script/task to follow– appears to behave as a real system– script deviations blow the simulation
Control panel for pump 2
coolant flow 0 %
retardant 20%
speed 100%
DANGER!
Shut Down
Medium Fidelity Interface builders
– Tools for letting a designer layout the common widgets
– Construct mode• Change attributes of objects
– Test mode:• Objects behave as they would under real situations
– Excellent for showing look and feel• A broader horizontal prototype• But constrained to widget library
– Vertical functionality added selectively• Through programming
“pay no attention to the man behind the curtain!”
Wizard of Oz
A method of testing a system that does not exist– the listening typewriter, IBM 1984
Dear Henry
What the user sees
SpeechComputer
From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983.
Wizard of Oz
A method of testing a system that does not exist– the listening typewriter, IBM 1984
What the user sees The wizard
SpeechComputer
Dear Henry
Dear Henry
From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983.
Wizard Of Oz: Examples
IBM: a listening typewriter using continuous speech recognition– Secretary trained to:
• Understand key words as “commands”• Types responses on screen as the system would• Manipulating graphic images through gesture and speech
Intelligent Agents / Programming by demonstration– Person trained to mimic “learning agent”
• User provides examples of task they are trying to do• Computer learns from them
– Shows how people specify their tasks
In both cases, system very hard to implement!But Wizard of Oz allows Interface evaluation
Wizard of Oz
Human ‘wizard’ simulates system response– interprets user input according to an algorithm– controls computer to simulate appropriate output– uses real or mock interface– wizard sometimes visible, sometimes hidden
• “pay no attention to the man behind the curtain!”
good for:– adding simulated and complex vertical functionality– testing futuristic ideas
User Centered Design and PrototypingWhat you now know
User centered + participatory design– based upon a user’s real needs, tasks, and work context– bring end-user in as a first class citizen into the design process
Prototyping– allows users to react to the design and suggest changes – sketching / low-fidelity vs medium-fidelity
Prototyping methods – vertical, horizontal and scenario prototyping– sketches, storyboarding, pictive– throw-away, incremental and evolutionary prototyping
approaches– scripted simulations, Wizard of Oz