Design, prototyping and construction

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Design, prototyping and construction Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers http://doi.acm.org/10.1145/175276.175288 Also, Java.net article (from 2003), Six Signs That You Should Use Paper Prototyping

description

Design, prototyping and construction. Readings: ID-book, Chap. 11 (through 11.3) Also, Prototyping for Tiny Fingers http://doi.acm.org/10.1145/175276.175288 Also, Java.net article (from 2003), Six Signs That You Should Use Paper Prototyping. Four Old Slides. For review - PowerPoint PPT Presentation

Transcript of Design, prototyping and construction

Page 1: Design, prototyping and construction

Design, prototyping and construction

Readings: ID-book, Chap. 11 (through 11.3)

Also, Prototyping for Tiny Fingers http://doi.acm.org/10.1145/175276.175288

Also, Java.net article (from 2003), Six Signs That You Should Use Paper Prototyping

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Four Old Slides

• For review• Remember these ideas?

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A model for interaction design

Evaluate

(Re)Design

Identify needs/ establish

requirements

Build an interactive version

Final product

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What is User-Centered Design?

• An approach to UI development and system development.

• Focuses on understanding:– Users, and– Their goals and tasks, and– The environment (physical, organizational,

social)

• Pay attention to these throughout development

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ISO on User-centered Design

• ISO 13407 describes human-centered design processes for interactive systems

• Principles of human-centered design:– Active involvement of users– Appropriate allocation of function between

user and system– Iteration of design solutions– Multidisciplinary design teams

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ISO on User-centered Design (2)

• Essential activities in human-centered design:– Understand and specify the context of use– Specify the user and organizational

requirements– Produce design solutions (prototypes)– Evaluate designs with users against

requirements

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What is a prototype?

• What do you think of when you hear “prototype”?

• What kinds of prototypes have you seen anywhere?– in other fields or disciplines?– on television?

• What are they “for”?

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What is a prototype?• In other design fields a prototype is a

small-scale model:a miniature cara miniature building or town

• Exists for some purpose– Show the “concept” to some stakeholders– Get feedback about some aspect– Test somehow

• E.g. a wing in a wind-tunnel

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Prototyping and Software

• Do software companies do this?– Sometimes do it well– But sometimes the prototype is…

Version 1.0!

• Constantine and Lockwood:“Software is the only engineering field that throws together prototypes and then attempts to sell them as delivered goods.”

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What is a prototype for us?In HCI / interaction design it can be (among other things):

a series of screen sketchesa storyboard, i.e. a cartoon-like series of scenes a Powerpoint slide showa video simulating the use of a systema lump of wood (e.g. PalmPilot)a cardboard mock-upa piece of software with limited functionality written in the target language or in another language

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Why prototype in general?• Evaluation and feedback are central to interaction design• Developers can test feasibility of ideas with team, users• Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing• Team members and users can communicate effectively• To validate existing / other requirements• It encourages reflection: very important aspect of design • Prototypes answer questions, and support designers in choosing between alternatives

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What to Prototype and Why• Prototyping reduces uncertainty

– It can be a major tool for risk management– Apply on whatever you might be uncertain

about!

• Prototyping technical issues– E.g. run-time issues

• Prototyping to establish requirements– Users “see” functionality

• Prototyping for usability concerns– Our concern in this course

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When and at What Level

• For SW, you might prototype at various times in the lifecycle– Different goals, different techniques

• Conceptual Design• Interaction Design• Screen Design

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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 (expensive)

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Prototyping: Conceptual Design

• Early in development• Explore high-level issues

– Different conceptual models– Interaction styles– User needs and characteristics– Usability goals

• High-level representations– Far from final code or GUIs

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Prototyping: Interaction Design• Later in development• Focus on user work-flows

– Tasks and scenarios you’ve identified• Might focus at the screen (or page) level.

Possibly like this:– identify screens, pages, activities– Organize these in groups– Define flows or transitions between them

• Involve users in evaluation• Representations

– Still probably not much like final code or GUIs

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Prototyping: Screen Design

• Before development• Define and refine screens (pages)

– Blue-prints for final physical design

• User evaluation– Both achieving tasks and navigation, and

other usability criteria (as we’ve studied)

• Representations– Low-fidelity or high-fidelity prototypes

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Low-fidelity Prototyping•Uses a medium which is unlike the final medium, e.g. paper, cardboard

•Is quick, cheap and easily changed

•Examples:sketches of screens, task sequences, etc‘Post-it’ notesstoryboards

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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

•Used early in design

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Sketching

• Sketching is important to low-fidelity prototyping

• Don’t be inhibited about drawing ability. Practice simple symbols

• Can use post-its, photo-copied widgets, etc.

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•Index cards, post-its•Index cards (3 X 5 inches) •Each card represents one screen•Often used in website development

Using Office Supplies

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Using Office Supplies

• Post-its, index cards– Can represent one screen, one page– Color coded– Draw on them– Group them– Put them on a wall or whiteboard,

connect them with string or lines• Write-on tape, clear film• And so on… See Rettig’s article

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Rettig’s “Prototyping for Tiny Fingers”

• “To get a a good idea, get lots of ideas.”

• Problems with hi-fi prototyping:– too easy to focus on “fit and finish”– developers resist changing software– SW prototype sets expectations– Bug in SW prototype kills an evaluation

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Paper Prototyping on YouTube

• A non-cooperative evaluation (think-silently?) of a paper prototype for a webmail system:http://www.youtube.com/watch?v=GrV2SZuRPv0

• Children's coloring site (talk aloud protocol for evaluation http://www.youtube.com/watch?v=9wQkLthhHKA

• Corel: evaluates multiple interface prototypes and shows user reactions to prototypeshttp://www.youtube.com/watch?v=ppnRQD06ggY

• A photograph processing kiosk (say at CVS or Walmart):http://www.youtube.com/watch?v=jkvqLd-CMyY

• Prototype for an iPhone app:http://www.youtube.com/watch?v=V8LNDqMIapY

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Office supplies? Seriously?

• You may decide it matters to have users “execute” the prototype– If so, you need screens, menus, etc. that

you can move around– Draw, or cut-out printed, nicer versions

• Or, you don’t need to “execute”. You just need drawing for presentation– Tools like Balsamiq Mockups

http://www.balsamiq.com

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Storyboards

• Storyboards are:– a low fidelity visual representation where– steps or actions represented by panels,

like a comic book

• Goals are to– flesh out the scenarios in an interaction

design– effectively communicate with users or

stakeholders

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Principles and Variations

• (As usual in HCI) storyboards should be “real” and “representational” rather than “abstract” or “complete”

• Used in different ways at different phases– Early: focus on user tasks, work-flow, context,

etc.– Later: lo-fi drawing of screens, menus, etc.

• Principles:– Describe a scenario -- focused on interaction– Contains explanations, notes, etc.

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• Example from UIDE book, p. 119

• Shows– workflow of mail

merging– who’s involved,

responsibilities, etc.

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• This shows high-level of view of users involved in other storyboards

From: Usability Case Studies, http://ucs.ist.psu.edu

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• Lo-fi interface sketches– Annotated with scenario/execution info

From: Usability Case Studies, http://ucs.ist.psu.edu

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• Storyboard for a website– for

photographers

• Sequence of pages– based on clicks

• Explanations / annotations

From book: Designing Interactive Systems, 2005

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High-fidelity prototyping•Uses materials that you would expect to be in

the final product.

•Prototype looks more like the final system

than a low-fidelity version.

•For a high-fidelity software prototype

common environments include Macromedia

Director, Visual Basic, and Smalltalk.

•Danger that users think they have a full

system…….see compromises

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High-fidelity Prototyping

• Benefits– More realistic– Closer to final product

• Good for developers and users

– Can collect metrics• Limitations

– More expensive, less rapid– Reluctance to change– See Rettig’s list

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Compromises in prototyping

•All prototypes involve compromises•For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality? •Two common types of compromise

• ‘horizontal’: provide a wide range of functions, but with little detail• ‘vertical’: provide a lot of detail for only a few functions

•Compromises in prototypes mustn’t be ignored. Product needs engineering

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Possible Problems with Prototyping

• Pressure to enhance prototype to become delivered system– From client– From management

• Both see code, see almost-working “system”• Why not use the prototype?• Prototype built for quick updates, so...

– No design, so hard to maintain– Ugly code, no error checking– Wrong environment

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And then… Construction •Taking the prototypes (or learning from them) and creating a final product

•Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc

•Product must be engineered

Evolutionary prototyping

‘Throw-away’ prototyping