Design, Prototyping and Construction: CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11-Interaction Design Text)

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Design, prototyping

and construction
CSSE371
Steve Chenoweth and Chandan Rupakheti
(Chapter 11- Interaction Design Text)
What is a prototype?
In other design fields a prototype is a small-scale model:
• a miniature car
• a miniature building or town

The purpose, typically, is to:


• Do a proof of concept
• Especially of some hard part of the system, or
Selling the project based on the prototype
What is a prototype in ID?
In interaction design it can be (among other things):
• a series of screen sketches
• a storyboard, i.e. a cartoon-like series of scenes
• a Power Point slide show
• a video simulating the use of a system
• a lump of wood (e.g. PalmPilot)
• a cardboard mock-up
• a piece of software with limited functionality written in the target
language or in another language
What else is a prototype?
In software development, we prototype for other critical reasons:
• What are other reasons you might prototype on your project,
besides for interaction ID?

Question 1
Why prototype in ID?
• Evaluation and feedback are central to interaction design
• Stakeholders can see, hold, interact with a prototype more easily
than a document or a drawing
• Team members can communicate effectively
• You can test out ideas for yourself
• It encourages reflection: very important aspect of design
• Prototypes answer questions, and support designers in choosing
between alternatives
What to prototype in ID?
• Technical issues

• Work flow, task design

• Screen layouts and information display

• Difficult, controversial, critical areas


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’ notes
storyboards
‘Wizard-of-Oz’

“Pay no attention to the man behind the curtain.”


– See Slide 11.
Start Question 2
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


Sketching
• Sketching is important to low-fidelity prototyping
• Don’t be inhibited about drawing ability. Practice simple
symbols
Card-based prototypes
• Index cards (3 X 5 inches)
• Each card represents one screen or part of screen
• Often used in website development
• Card-based prototypes can be generated from use cases
‘Wizard-of-Oz’ prototyping
• The user thinks they are interacting with a computer, but a
developer is responding to input rather than the system.
• Usually done early in design to understand users’
expectations
• What is ‘wrong’ with this approach?

User

>Blurb blurb
>Do this
>Why?

Finish Question 2
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 ID prototype in software, common
environments include Macromedia Director, Visual Basic, and
Smalltalk, Interface Builder …

• Danger that users think they have a full system

Question 3
Compromises in prototyping
• Horizontal
• Vertical
Construction
• Product must be engineered
Evolutionary prototyping
‘Throw-away’ prototyping
• What is the danger of using it as a starting point, anyway?

Question 4
Conceptual design:
from requirements to design
• Transform user requirements/needs into a conceptual model

“an outline of what people can do and how to interact


with it”

• Don’t move to a solution too quickly. Iterate, iterate, iterate

• Consider alternatives: prototyping helps


Guiding Principles
• Keep an open mind, but never forget the user
• Discuss ideas with all stakeholders
• Low fidelity prototyping
• Iterate, Iterate, Iterate
Is there a suitable metaphor?
• We’ll be looking at interface metaphors in more depth, later in
the course…

• A perfect example –
• Microsoft Excel is an almost exact metaphor for an
accounting spread sheet, something that was on paper,
and was used since forever in accounting.
• This made spread sheet programs very understandable!

• Three steps to considering a metaphor:


• understand functionality,
• identify potential problem areas,
• generate metaphors
Evaluate metaphors
• How much structure does it provide?
• How much is relevant to the problem?
• Is it easy to represent?
• Will the audience understand it?
• How extensible is it?
Considering interaction types
• Which interaction type?
How the user invokes actions
Instructing, conversing, manipulating or exploring
 See Ch 2, starting on p. 64
We’ll be spending more time on these later, as well

• Do different interface types provide insight?


WIMP, shareable, augmented reality, etc
 See also notes, below

Questions 5,6
Expanding the conceptual model
• What functions will the product perform?
• How are the functions related to each other?
• What information needs to be available?

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