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Overvie w • Prototyping • Construction Conceptual design Physical design Generating prototypes Tool support

Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

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Messies vs Neats This applies to HCI design as well as to research methodologies In HCI design you will find two cultures: –Prototyping culture Roughly aligned with the messies Assume that the user doesn’t know what they want Falls prey to missing the real need –Specification culture Roughly aligned with the neats Assumes that the user does know what they want Falls prey to innovation

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Page 1: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Overview

• Prototyping

• Construction

• Conceptual design

• Physical design

• Generating prototypes

• Tool support

Page 2: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Why prototype?

• Evaluation and feedback for iteration • You can test out ideas for yourself

• It encourages reflection• Makes the invisible visible

AwareHouse for the elderlyor...

A warehouse for the elderly• Supports team member communication• Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing

• Prototypes answer questions, and support designers in choosing between alternatives

Page 3: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Messies vs Neats

• This applies to HCI design as well as to research methodologies

• In HCI design you will find two cultures:– Prototyping culture

• Roughly aligned with the messies• Assume that the user doesn’t know what they want• Falls prey to missing the real need

– Specification culture• Roughly aligned with the neats• Assumes that the user does know what they want• Falls prey to innovation

Page 4: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Prototyping• Different kinds of prototyping

-low fidelitydrawings on paper

-high fidelitypartially functional system

• Compromises in prototyping-vertical

lots of detail in a small portion-horizontal

lots of surface functionalityprovides the “flavor” of the

design

Page 5: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

What is a prototype?

In interaction design it can be (among other things):• a storyboard, i.e. a cartoon-like series of scenes

• scenario of use• a series of screen sketches• an html web site• a video simulating the use of a system• a lump of wood• a cardboard mock-up• a piece of software with limited functionality

Page 6: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

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’ notesstoryboardsfunctionality provided by

‘Wizard-of-Oz’

Page 7: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Sketching

• Sketching is important to low-fidelity prototyping

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

Page 8: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

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

Page 9: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Generate storyboard from scenario

Page 10: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Card-based prototypes•Index cards (3 X 5 inches) •Each card represents one screen or part of screen

•Often used in website development

Page 11: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Generate card-based prototype from use case

Page 12: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

‘Wizard-of-Oz’ prototyping

• The user thinks they are interacting with a computer, but a developer is responding to output rather than the system.

• Usually done early in design to understand users’ expectations

• What is ‘wrong’ with this approach?

>Blurb blurb>Do this>Why?

User

Page 13: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

What to do with this data…• Generate some graphs that show that new people have

a hard time with Building A• Organize the technology section in a meaningful

way… the idea here is to get a handle on what your technology constraint will be

• Print out the “open discussion” sections cut them up and try to organize them in a useful manner to help support what the actual problem is…

• Begin iteration on your design ideas• How to start this process…

Page 14: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Develop a scenarios of use• Express in words a description of the situation

• Tell the story from the user’s perspective• Use names… users can envision things better in the concrete-Bob is new to GGC.-He has the unfortunate need to attend his first class in building A

-As he talks to his girlfriend Elaine, he walks into the building and his cell phone buzzes

-He looks to see his room is down the hall and to the right and then continues his conversation

-Notice that the device is clairvoyant… it knows where he is going

Page 15: Overview Prototyping Construction Conceptual design Physical design Generating prototypes Tool support

Generate storyboard from scenario