Interface prototyping 2014
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This presentation was done for the course Interface prototyping. 22.04.2014. Media lab. Media Department.

This presentation was done for the course Interface prototyping. 22.04.2014. Media lab. Media Department.

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  • This is the kind of things that you won’t do here. This is also a paper prototype, but for a mobile, a decoration object. So, today we will tell you about the different types of prototyping techniques. <br />
  • This is the kind of things that you won’t do here. This is also a paper prototype, but for a mobile, a decoration object. So, today we will tell you about the different types of prototyping techniques. <br />
  • This is the kind of things that you won’t do here. This is also a paper prototype, but for a mobile, a decoration object. So, today we will tell you about the different types of prototyping techniques. <br />
  • This is the kind of things that you won’t do here. This is also a paper prototype, but for a mobile, a decoration object. So, today we will tell you about the different types of prototyping techniques. <br />
  • This is the kind of things that you won’t do here. This is also a paper prototype, but for a mobile, a decoration object. So, today we will tell you about the different types of prototyping techniques. <br />
  • This is the kind of things that you won’t do here. This is also a paper prototype, but for a mobile, a decoration object. So, today we will tell you about the different types of prototyping techniques. <br />
  • This is the kind of things that you won’t do here. This is also a paper prototype, but for a mobile, a decoration object. So, today we will tell you about the different types of prototyping techniques. <br />
  • This is the kind of things that you won’t do here. This is also a paper prototype, but for a mobile, a decoration object. So, today we will tell you about the different types of prototyping techniques. <br />
  • This is why this is a workshop. The importance of testing, and trying out you can only understand it by doing. So, we expect you will remain here all day and test your projects many times. Reflect on the observations and re-design your project. <br />
  • The designers have a mental model of the system. So does the user. <br /> Users are not designers, nor are designers users. <br /> The designer only communicates to the user through the system image. <br /> (designer -&gt; system &lt;-&gt; user) <br /> Before the actual system is built it is necessary to produce interactive <br /> versions - prototypes - of their ideas. <br /> Users are not designers. Often they can&apos;t tell you what they want <br /> but after using something for a while they can easily tell you what they <br /> don&apos;t want <br />

Interface prototyping 2014 Interface prototyping 2014 Presentation Transcript

  • INTERFACE PROTOTYPING Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • About the workshop Do not forget to present ourselves
  • TIMETABLE 1st day 22.04 Tuesday 2nd day 23.04 Wednesday 3rd day 24.04 Thursday 4th day 25.04 Friday 5th day 28.04 Monday 6th day 29.04 Friday 9.00 Introduction of the course. Lecture on: Different prototyping techniques 9.00 Lecture: Why paper prototyping? 9.00 Lecture: Meeting the user. 9.00 Lecture: What to observe? 9.00 -16hs Planning and testing 1 more iterations Working on the presentations 10-14hs Audio interface for dating service 10-14hs Video Poem 10-16hs Independent work 10-14hs Testing 1st iteration. Redoing the prototype Testing again Working on the presentations 13hs Final presentations 14hs Lecture: Remix practices and EUscreen 14hs Lecture: Introducing the exercise + more on remix Designing renmixing tools Planning the 1st iteration 15hs Students presentations : how was the day?
  • Validation of any design idea is best done by prototyping and testing. Through practical exercises this workshop introduces different paper prototyping techniques and their related research results and analysis; these tools will enable you to develop and present your design ideas with professional conviction and flair. The interfaces in this workshop are assumed to be either screen based or physical operation interfaces for digital products and services.
  • Study Material Rettig, Marc. (1004) "Prototyping for tiny fingers." Communications of the ACM 37.4: 21-27. Snyder, Carolyn (2003). Paper Prototyping. The fast and the easy way to design and refine user interfaces. Elsevier Science. USA. Houde, Stephanie, and Charles Hill. "What do prototypes prototype." Handbook of human-computer interaction 2 (1997): 367-381. Buchenau, Marion and Fulton Suri, Jane (2000) Experience prototyping. DIS ´00, Brooklyn, New York. CC by Abeo5 in Flickr
  • Assessment Methods and Criteria Lectures, group work. 80% attendance, completed exercise tasks and a written report. Workload Contact hours: 7hs X 6 days: 42hs Independant work: 39hs Total amount of hours: 81hs CCbyGonzalo_arinFlickr
  • Explore different prototyping techniques Use a case study: remixing video and their related interfaces Make prototypes using different techniques, test and iterate them. inCCbydanceinskyinrFlickr YOU will
  • Main task: design a non-traditional video editor. Videos cannot be download. The novelty will be in the interface, but can also be in the outcome. It can be an interface for tablets, desktop or mobile devices. It can apply different type of filters. CCbySTC4bluesinFlickr
  • CCbyGartoninFlickr OUTCOMES Final presentations: students have to prepare a 5min video in which they document the process, including the different test situations. The final interface has to be evaluated at least three times. In addition to the exercises participants are required to compile a learning diary in which they document the process and make an account of the reading material.
  • BASIS OF PROTOTYPING Mariana Salgado and Andrea Botero Media Lab ARTS 2014
  • "What I hear I forget. What I see, I remember. What I do, I understand!” Lao Tse
  • INTRODUCTION TO PROTOTYPING Fields of HCI and design Evaluation role (e.g. usability tests): tools for evaluation of design failure or success Generative role (tools supporting design exploration): design thinking enablers (Lim et al. 2008) Prototypes are communications media (Eriksson 1995) Prototypes are concrete - they help to communicate and evaluate ideas.
  • DIFFERENT TYPES OF PROTOTYPES … pencil sketch, cardboard or foam mock up of a device, slide show of images, videotape showing simulated behavior, simulation in a software prototyping environment, partially implemented version of the product (Eriksson 1995)
  • DIFFERENT TYPES OF PROTOTYPES Crude/rough/non-interactive prototypes can capture rough ideas early on (Eriksson 1995)
  • DIFFERENT TYPES OF PROTOTYPES More polished prototypes can help communicate the gist of the design Prototypes supporting interactivity can be used to ask feedback from users (Eriksson 1995) Juha Salonen- Interface prototype workshop 2009
  • VISION PROTOTYPES & WORKING PROTOTYPES Vision prototypes can be rough or polished. Highly polished prototypes have both drawbacks and benefits. c.f. Apple Computer's "Knowledge Navigator”. KnowledgeNavigator
  • VISION PROTOTYPES & WORKING PROTOTYPES Emphasize form, interactivity, and visual appearance. Part of the iterative design process, for the designers to engage with each other, but also in participatory or design approaches to engage "users" in the design process. Piia Aho- Paper prototyping course 2009
  • VISION PROTOTYPES & WORKING PROTOTYPES Working prototypes should have two properties: accessibility and roughness Piia Aho- Paper prototyping course 2009
  • EXAMPLE: CASE URBAN MEDIATOR Vision prototype – animation (public)VISION PROTOTYPE
  • Vision prototype – sketch (project partners) EXAMPLE: CASE URBAN MEDIATOR
  • Working prototype – sketches (design team) EXAMPLE: CASE URBAN MEDIATOR
  • Working prototypes – paper – co-design sessions EXAMPLE: CASE URBAN MEDIATOR
  • Working prototypes – mobile proto (co-design activities) EXAMPLE: CASE URBAN MEDIATOR
  • Working prototypes – “magnets” (design team) EXAMPLE: CASE URBAN MEDIATOR
  • Working prototypes – wireframes EXAMPLE: CASE URBAN MEDIATOR
  • Working prototypes – paper prototype (design team) EXAMPLE: CASE URBAN MEDIATOR
  • Software prototypes (“alpha version”) EXAMPLE: CASE URBAN MEDIATOR
  • Urban Mediator v2.0 EXAMPLE: CASE URBAN MEDIATOR
  • PRINCIPLES OF PROTOTYPING (Lim et al. 2008)
  • LOW FIDELITY METHODS Low-cost, easy and fast to make, multiple designs can be evaluated, proof-of-concept, can happen early Flexible, no fear of computer, focus on important things BUT: Error cases potentially hard to find, does not produce detailed specifications, Not Real! Typically just sketching with pen and paper. No need for great drawing skills to communicate the ideas
  • HIGH FIDELITY METHODS Building an interactive prototype of the system It could be for example Flash, Director or Visual Basic Pros: realistic functionality, user-driven, can be used for real testing, look and feel, already usable for specification, marketing and sales Cons: expensive and slow to develop, cannot be used early, might direct attention to irrelevant details, people often reluctant to change major aspects, may lead to unrealistic expectations Software design example - too detailed prototypes lead the customer to think that the project is ahead of the schedule. Beware.
  • STORYBOARDING Drawing sequences of possible user interaction tasks Help to develop ideas further and also find missing features Related to scenarios (what are scenarios?)
  • IN BRIEF When creating a prototype, it is important to consider: • the material • the resolution • the scope
  • PAPER PROTOTYPING The prototyping method used during this workshop Best suited for 2D interface design, especially often used in web design For 3D or highly interactive content less useful Rough sketches of the interface One of the designers acts as a "computer" and changes the pages. When the user interacts with the imaginary system: points with a finger Need to take notes AND videotape the test case for further analysis Use your imagination: for example menus can be done with pieces of paper
  • ROLES IN THE TEAM the facilitator/introducer (the only one talking with the user) “Speak aloud the option you have chosen” the machine (browsing papers/ finding the right one) “I will act as the computer, turning the pages to maneuver through the site” the observer (talking notes of the user behavior/ problems/ suggestions)
  • Today teamwork Task: Make a quick scenario for a call service for dating The person is calling to select a date. This is a warm-up exercise to get you started with prototypes and evaluation. It's okay to make mistakes :) Make cards for reading aloud Necessary features: selection of the right person (gender, physical qualities, profession, etc), meeting place (address), payment method: cash, sms, money transfer. Confirm date (place, hour, person). Work in groups of three: test leader ("facilitator"), computer, observer and test user (recruited from another group). Rotate the roles. Everybody gets to try all the roles and visit the other groups as a test user. 2 iterations with 2 different users each one The test leader do not give hints to the user, the user should communicate with her/him only Think aloud protocol: what, how and why? Come back here for group discussion and wrap up at 15hs Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • Reflection What did you notice about test situation? How did you fix your design along the way? Observations on the roles Think aloud protocol challenges, not giving unintentional hints anything else? Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • Reading for tomorrow Rettig, Mark (1994) Prototyping for tiny fingers. Communications of the ACM, April 1994/ Vol.37, No.4 Mariana Salgado and Andrea Botero Media Lab ARTS 2014
  • WHY PAPER PROTOTYPING? 2nd day Mariana Salgado and Andrea Botero Media Lab ARTS 2014
  • TIMETABLE 1st day 22.04 Tuesday 2nd day 23.04 Wednesday 3rd day 24.04 Thursday 4th day 25.04 Friday 5th day 28.04 Monday 6th day 29.04 Friday 9.00 Introduction of the course. Lecture on: Different prototyping techniques 9.00 Lecture: Why paper prototyping? 9.00 Lecture: Meeting the user. 9.00 Lecture: What to observe? 9.00 -16hs Planning and testing 1 more iterations Working on the presentations 10-14hs Audio interface for dating service 10-14hs Video Poem 10-16hs Independent work 10-14hs Testing 1st iteration. Redoing the prototype Testing again Working on the presentations 13hs Final presentations 14hs Lecture: Remix practices and EUscreen 14hs Lecture: Introducing the exercise + more on remix Designing renmixing tools Planning the 1st iteration 15hs Students presentations : how was the day?
  • “Papers Prototypes are low-tech, low-cost, but highly effective form of usability testing for web site design” Helen M. Grady
  • usability testing at the end of the design they find content and structural problems re-design may be impossible Problem
  • simple tools like paper, scissors, and stickies. separation of design and content allows to be focused on content “hands-on” designing manipulating physically the content the whole group can be following all the steps no computer skills are needed Paper prototyping EUscreenXL- Translation tool
  • users recognizing that the prototype is a rough model felt freer to criticize and make recommendations multiple tests with small number of users is more helpful at identifying problems than elaborated usability tests paper prototyping allows to separate content from visual design Paper prototyping EUscreenXL- Translation tool
  • changes can be made on the fly during the test after several iterations of testing and design on paper making an interactive prototype should not take long the interface elements should be as real as possible (labels, titles, etc) Paper prototyping EUscreenXL- Translation tool
  • early focus on users and tasks empirical measurement of product usage iterative designed, modified and tested usability testing with paper prototype is one technique
  • WIZARD OF OZ The user sits at a computer and uses the system The responses actually generated by a remote operator who manually simulates the system It already requires some material in digital form
  • “Pretend that your finger is a mouse and point to anything on the page that you would like to click on” Nielsen PiiaAho-Paperprototypingcourse2009
  • Hanmail paper prototype One video
  • Suggestions for today teamwork Make groups of 3 persons Plan an interface to create Video Poem adding audio to an existing silent video from EUscreenXL Examples of video poems: 1- 2- 3 Make a prototype to test how it works. Choose a part to develop. Make a quick scenario and the prototype for testing. Test it Meeting time for agreeing on project. Reflection Come here for group discussion at 14hs Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • Reading for tomorrow Snyder, Carolyn (2003). Paper Prototyping. The fast and the easy way to design and refine user interfaces.  Elsevier Science. USA. (choose chapters) Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • MEETING THE USER 3rd day Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • TIMETABLE 1st day 22.04 Tuesday 2nd day 23.04 Wednesday 3rd day 24.04 Thursday 4th day 25.04 Friday 5th day 28.04 Monday 6th day 29.04 Friday 9.00 Introduction of the course. Lecture on: Different prototyping techniques 9.00 Lecture: Why paper prototyping? 9.00 Lecture: Meeting the user. 9.00 Lecture: What to observe? 9.00 -16hs Planning and testing 1 more iterations Working on the presentations 10-14hs Audio interface for dating service 10-14hs Video Poem 10-16hs Independent work 10-14hs Testing 1st iteration. Redoing the prototype Testing again Working on the presentations 13hs Final presentations 14hs Lecture: Remix practices and EUscreen 14hs Lecture: Introducing the exercise + more on remix Designing renmixing tools Planning the 1st iteration 15hs Students presentations : how was the day?
  • GENERAL ISSUES Things can go wrong that affects both test quality and user happiness. Respect the user - they are helping you to do your work Test situation might be stressing to the user: it's up to you to help to keep the stress to a minimum. For example the test leader should act as confident and relaxed as possible. A typical test setup involves a test leader and additional staff who operate the equipment, take notes etc. The user typically only communicates with the leader - the others should not disturb. Be out of sight preferably.
  • RECRUITING THE USER Might be hard to get especially if you want statistical results and/or the user group is very specialized Might be from the target company, your company or external recruits Should naturally represent the target group - not your workmates Novice users become experts by time so you possibly need to find new ones to get relevant results These days computers and mobiles are everywhere so finding complete beginners is getting hard - on the other hand less relevant as a target group
  • BEFORE MEETING THE USER Have everything ready. Extra hassle is both unprofessional and distract the user Test the equipment Turn off your mobiles! Offer refreshments, chat with the user informally to relax the situation The test leader introduces himself and the other persons Ask for permission to video tape the user and to use the test material (ethical issues) Tell her that she may stop whenever she wants or ask questions Emphasize that you're testing the system and NOT the user.
  • Some videos Usabiity test with paper prototype Iphone app paper prototyping EI NÄIN - Opetusvideo Käytettävyystestauksesta
  • DURING THE TEST Give clear instructions. You might give the tasks to the user on a piece of paper one at a time. Ask if it's okay to start. Tell the user when a task is completed - easy to misinterpretate Speak the user's language - no slang or terms invented by you Start with an easy task - it gives the user confidence. Encourage the user to think aloud if it doesn't come naturally (if the protocol is used)
  • DURING THE TEST Questions like: - What do you see now? - Where would you go next? - What are you looking for? It's surprisingly easy to (unconsciously) help the user with gestures, sounds etc. Observe yourself on the tape and try to learn out of it. If the user gets stuck you may gently interrupt the task so that they don't get overly stressed or help them complete the task and mark it as failed Sessions should not last longer than an hour if possible: - drop out tasks if necessary
  • TIPS you can test different parts of the systems or you can give an scenario to the user (you want this and this) focus on having the users behave naturally 60-90 minutes of user interview focus on what they do, not in what they say
  • Refreshments, again. Not during the test. Time for a post-test questionnaire or free-form discussion Have time for questions and comments Thank the user for her cooperation Often some sort of little prizes are given. Preferably not money. After the test
  • Suggestions for today teamwork Plan a remix tool for EuscreenXL Take in consideration the restrictions of not downloading content Independent work Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • Reading for tomorrow Buchenau, Marion and Fulton Suri, Jane (2000) Experience prototyping. DIS ´00, Brooklyn, New York. Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • WHAT TO OBSERVE? 4th day Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • TIMETABLE 1st day 22.04 Tuesday 2nd day 23.04 Wednesday 3rd day 24.04 Thursday 4th day 25.04 Friday 5th day 28.04 Monday 6th day 29.04 Friday 9.00 Introduction of the course. Lecture on: Different prototyping techniques 9.00 Lecture: Why paper prototyping? 9.00 Lecture: Meeting the user. 9.00 Lecture: What to observe? 9.00 -16hs Planning and testing 1 more iterations Working on the presentations 10-14hs Audio interface for dating service 10-14hs Video Poem 10-16hs Independent work 10-14hs Testing 1st iteration. Redoing the prototype Testing again Working on the presentations 13hs Final presentations 14hs Lecture: Remix practices and EUscreen 14hs Lecture: Introducing the exercise + more on remix Designing renmixing tools Planning the 1st iteration 15hs Students presentations : how was the day?
  • Positive discoveries - what worked well? Problem situations - incorrect navigation paths - long pauses - getting stuck Observe users' gestures Did your prototype convey a correct mental model? What corrections did you make? Your reflections on the method itself OBERSERVING
  • Error rates, task completion times, navigation steps etc. Straightforward to analyze statistically Enables direct comparison of two systems such as prototypes or improved versions Presented through numbers, charts, graphs ... Pros: Precise, convincing, easy to understand, brief, often can be collected automatically Cons: Might be laborious to collect by hand, does not tell much about the user’s thinking, feelings or support a creative progress QUANTITATIVE DATA
  • Real-life use cases or test cases used to build up a story Anecdotes and video clips serve as the material Make notes, look for emerging patterns, group Verify your findings with the users Free-form, rich, convincing, user-oriented - but: not too exact QUALITATIVE DATA AS STORY
  • Look for patterns and incidents: delays, user made errors, got stuck Form categories Multiple persons work on the same data MAKING CATEGORIES
  • Description of a problem or an observation, possibly a screenshot Again: grouping 0-3 scale (comment, cosmetic, adequate, fatal) Sorting criteria: part of system, importance, type of problem Possible suggestions REPORTING A PROBLEM
  • What to videotape? The user, the hands, computer screen? DOCUMENTING WITH VIDEO
  • Prototyping produce great amount of data: video/sound clips, photos, sketches, diaries, notes etc. What should we do with all the data? Analyze and document, learn from it Who are you writing to? Different stakeholders need different information in different orders of precision. What are the possible target groups? (managers, software/interface designers, customers) Always offer an overview where the most important findings are presented in a compact way Remember to report positive findings as well!
  • REPORT Please write a learning diary about your activities in this workshop. The report should be at least four pages of A4 (1,5 line spacing, 12pt font) and include the following: - Description of your work with the construction of three different prototypes and test tasks - Experiences you got on the different roles (leader, computer, observer) - Improvements your group made based on the observations - Reflections on the methods (paper prototypes and Wizard of Oz) Although this is not a learning diary, please elaborate in the end on how one or more of the topics discussed in class are relevant (or not relevant) to your work. The report is to be written individually, not in groups. Deadline:, submit the document by email to mariana.salgado@aalto.fi Format: PDF written report with images. (This is not meant to be the same document as your group's final presentation on Tuesday!)
  • Suggestions for today teamwork user tests- observations- redoing the prototypes- more user tests Tutorial sessions with groups Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • Kiitos! Thanks! Mariana Salgado and Andrea Botero- Media Lab- ARTS 2014
  • TIMETABLE 1st day 22.04 Tuesday 2nd day 23.04 Wednesday 3rd day 24.04 Thursday 4th day 25.04 Friday 5th day 28.04 Monday 6th day 29.04 Friday 9.00 Introduction of the course. Lecture on: Different prototyping techniques 9.00 Lecture: Video Prototyping by Ville Tikkanen. 9.00 Main task description and introduction Remix tool 9.00 Lecture on testing 9.00 -16hs Planning and testing 2 more iterations 10-14hs Audio interface for dating service 10-14hs Video Poem (Wizard of OZ) 10-16hs Independent work 10-14hs 13hs Final presentations 14hs Lecture: Remix practices and EUscreen 14hs Lecture: formats and tools for remixing 15hs Students presentations : how was the day?