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IS 410: Human Computer InteractionIS 410: Human Computer Interaction
Lecture 7:Lecture 7:
PrototypingPrototyping
Design Process
• Two types of design:
– conceptual – developing conceptual model,
captures what the product will do and how it will
behave
– physical – details of the design, e.g. screen,
icons, graphics, menus
• To effectively evaluate the design of an interactive
product, we must produce and interactive versions of
the design
Prototype
• A limited representation of a design that allows
users to interact with it and to explore its suitability
• Allows stakeholders to interact with the
envisioned/planned product, gain some experience
of using and explore imagined uses
– E.g. paper-based storyboards of a system,
cardboard mockup for a desktop laser printer,
hyperlinked screens
– E.g. PalmPilot’s founder Jeff Hawkin, carry a
carved wood about the shape and size of the
device to simulate scenarios of use.
Why prototype
Communication device among team members
Test out technical feasibility of an idea
Effective way for user testing/evaluation
Clarifying vague requirements
Check if the design direction is compatible with the rest of the
system development
Recommended in software design, to come before any
writing of code
Types of prototyping
The prototype only retains limited characteristics of the final product
They are cheap and quick to produce - they support the exploration of
alternative designs (multiple iterations), can re-design at lower cost
They are particularly good for:
Considering early design issues, e.g. layout of controls and display
items, sequencing, etc.
Identifying fundamental problems, i.e. those which lead to errors,
confusions, major dislikes
Low-fidelity prototyping
Storyboarding
Series of sketches showing how a user might progress through a
task using the device being developed
Often based on scenarios - typical activities
involving the product/system in a story form, e.g.
“a patron wants to purchase Harry Potter movie ticket from the cinema, he uses
his mobile phone to make the booking while he is on the bus”
Low-fidelity prototyping - examples
Index Card/Stickies
Each card/sticky represents an element of a task, one screen or a screen
element
Used in user evaluations where a member of the design team “plays the
computer”
Difficulties encountered are observed and/or recorded
Low-fidelity prototyping
Advantages
Lower cost
Evaluate multiple design concepts
Useful communication device
Disadvantages
Limited error/usability checking
Facilitator driven
Navigational and flow limitations
Low-fidelity prototyping
Retains many of the characteristics of the final product
Time consuming and expensive to develop, however:
Enable a wider range of usability issues/ problems to be
considered/uncovered
Enable other quality attributes such as aesthetics to be
evaluated
Impress management, serve as a good marketing and sales tool
A range of materials may be employed
Very useful when the physical fit/feel of the product is critical, e.g.
a handheld device, a wearable device
High-fidelity prototyping
Software prototyping
Computer-based mock-ups of interface enabling sophisticated user-system
interactions
Variety of prototyping tools exist to support developers with differing
levels of fidelity, e.g.
MS PowerPoint
Authorware
Macromedia Flash
Macromedia Director
High-fidelity prototyping
Advantages
Complete functionality, look and feel of final product
Fully interactive
User-driven
Marketing/sales tools
Disadvantages
Expensive to develop
Time-consuming to create
High-fidelity prototyping
(Hall, 2001) Comparing prototyping

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Lecture 07 new1

  • 1. IS 410: Human Computer InteractionIS 410: Human Computer Interaction Lecture 7:Lecture 7: PrototypingPrototyping
  • 2. Design Process • Two types of design: – conceptual – developing conceptual model, captures what the product will do and how it will behave – physical – details of the design, e.g. screen, icons, graphics, menus • To effectively evaluate the design of an interactive product, we must produce and interactive versions of the design
  • 3. Prototype • A limited representation of a design that allows users to interact with it and to explore its suitability • Allows stakeholders to interact with the envisioned/planned product, gain some experience of using and explore imagined uses – E.g. paper-based storyboards of a system, cardboard mockup for a desktop laser printer, hyperlinked screens – E.g. PalmPilot’s founder Jeff Hawkin, carry a carved wood about the shape and size of the device to simulate scenarios of use.
  • 4. Why prototype Communication device among team members Test out technical feasibility of an idea Effective way for user testing/evaluation Clarifying vague requirements Check if the design direction is compatible with the rest of the system development Recommended in software design, to come before any writing of code
  • 6. The prototype only retains limited characteristics of the final product They are cheap and quick to produce - they support the exploration of alternative designs (multiple iterations), can re-design at lower cost They are particularly good for: Considering early design issues, e.g. layout of controls and display items, sequencing, etc. Identifying fundamental problems, i.e. those which lead to errors, confusions, major dislikes Low-fidelity prototyping
  • 7. Storyboarding Series of sketches showing how a user might progress through a task using the device being developed Often based on scenarios - typical activities involving the product/system in a story form, e.g. “a patron wants to purchase Harry Potter movie ticket from the cinema, he uses his mobile phone to make the booking while he is on the bus” Low-fidelity prototyping - examples
  • 8. Index Card/Stickies Each card/sticky represents an element of a task, one screen or a screen element Used in user evaluations where a member of the design team “plays the computer” Difficulties encountered are observed and/or recorded Low-fidelity prototyping
  • 9. Advantages Lower cost Evaluate multiple design concepts Useful communication device Disadvantages Limited error/usability checking Facilitator driven Navigational and flow limitations Low-fidelity prototyping
  • 10. Retains many of the characteristics of the final product Time consuming and expensive to develop, however: Enable a wider range of usability issues/ problems to be considered/uncovered Enable other quality attributes such as aesthetics to be evaluated Impress management, serve as a good marketing and sales tool A range of materials may be employed Very useful when the physical fit/feel of the product is critical, e.g. a handheld device, a wearable device High-fidelity prototyping
  • 11. Software prototyping Computer-based mock-ups of interface enabling sophisticated user-system interactions Variety of prototyping tools exist to support developers with differing levels of fidelity, e.g. MS PowerPoint Authorware Macromedia Flash Macromedia Director High-fidelity prototyping
  • 12. Advantages Complete functionality, look and feel of final product Fully interactive User-driven Marketing/sales tools Disadvantages Expensive to develop Time-consuming to create High-fidelity prototyping
  • 13. (Hall, 2001) Comparing prototyping