Ami2013 Tutorial Contextual Experience Prototyping

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A tutorial about what makes an experience prototype in comparison to normal prototyping. …

A tutorial about what makes an experience prototype in comparison to normal prototyping.

Further we elaborated some examples and prototyped them with a tool we developed. The Contextual Interaction Framework. http://cif.hciunit.org

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  • 1. Contextual Experience Prototyping Thomas Grill mailto:thomas.grill@sbg.ac.at 03.12.2013 T utorial at AMI 2013 Human Computer Interaction & Usability Unit http://icts.sbg.ac.at
  • 2. ● Contextual Experience Prototyping • The ICT&S Center ! ! Research Center at the ! ! ! ! ! approx. 40 interdisciplinary researchers ! located in the center ! of Salzburg ● Experience Prototyping - Contextual Experience Prototyping !2 / 102
  • 3. ● Agenda • 14-15:30 (Contextual) Experience Prototyping • 15:30-16:00 Coffee Break • 16:00-17:30 Prototyping the Experience … ● Experience Prototyping - Contextual Experience Prototyping !4 / 102
  • 4. 1 What is the experience? prototyping UX … What is the context? … workers man the Motorola smartphone plant in Fort Worth, Texas. U.S. factories…. ● Experience Prototyping - Contextual source: http://www.salon.com/ Experience Prototyping !5 / 102
  • 5. 1tasks coworkers time pressure work day supervisors clothing light What is the context? machines materials temperature room ● Experience Prototyping - Contextual Experience Prototyping noise !6 / 102
  • 6. 1 t fun emotions What is the experience? happiness anger trust ● Experience Prototyping - Contextual Experience Prototyping anger safety !7 / 102
  • 7. regulations/law 1 im mobile phone car What is the experience? traffic jam What is the context? ● Experience Prototyping - Contextual Experience Prototyping safety safety anger boredness !8 / 102
  • 8. 1 Kids experiences … Maypole Project fun ! Goal: Create prototypes that would give children an experience as close as possible to that evoked by the final solution ! Nokia built working sets of picture communicators that the design team was able to distribute to children who could take them away and play with them for days at a time social ! communication mobile context ● Experience Prototyping - Contextual Experience Prototyping emotions !9 / 102
  • 9. 1 What is a prototype? pro-to-type n. 1. An original type, form, or instance serving as a basis or standard for later stages. 2. 2. An original, full-scale, and usually working model of a new product or new version of an existing product. 3. An early, typical example [http://www.dictionary.com; accessed January 13, 2004] “ ‘Prototyping’ is externalizing and making concrete a design idea for the purpose of evaluation” Bill Verplank, 1992 ● Experience Prototyping - Contextual Experience Prototyping !10 / 102
  • 10. 1 What is a prototype? ● Experience Prototyping - Contextual Experience Prototyping !11 / 102
  • 11. 1 Goals … visualising … communicating … iterating … for evaluation purposes ● Experience Prototyping - Contextual Experience Prototyping !12 / 102
  • 12. 1 Da Vinci’s flying machine … ● Experience Prototyping - Contextual Experience Prototyping !13 / 102
  • 13. 1 Visualisation … • http://www.engadget.com/2013/05/15/visualized-google-glass-prototypes/ ● Experience Prototyping - Contextual Experience Prototyping !14 / 102
  • 14. 1 Service prototype • The aim is verifying what happens when some external factors interfere during the service delivery, factors that it’s not possible to verify during the preceding tests in the laboratory but that have a great impact on the user perception and experience. The service prototype is a tool for testing the service by observing the interaction of the user with a prototype of the service put in the place, situation and condition where the service will actually exist. ! (2007) Dan Saffer, Designing for Interaction. Creating Smart Applications and Clever Devices, New Riders Book. ● Experience Prototyping - Contextual Experience Prototyping !15 / 102
  • 15. 1 The process … CHAPTER The Effective Prototyping Process S T EP STEP S T EP Plan Verify Requirements ch 4 Develop Task Flows ch 5 Define Content and Fidelity S T EP S T EP ch 6 Specification Choose a Method Choose a Tool ch 8 ch 9 Select Design Criteria ch 10 S T EP S TE P 7 8 9 10 11 ch 7 Review the Design ch 11 ch 12 S T EP Results Create the Design STEP Design Determine Characteristics S T EP 4 5 6 ch 3 Validate the Design ST EP PHASE PHASE PHASE PHASE 1 2 3 4 1 2 3 Deploy the Design ch 13 Prototyping requirements to evaluate requirements … Helps understanding the context and scenarios … Low vs. high fidelity Audience, stage, speed, longevity, expression, style, medium, fidelity Card sorting, wireframing, storyboards, paper prototypes, digital prototypes, video prototypes, Wizard of Oz, Coding Map method to tool … Visual design guidelines, usability guidelines Build the prototype … Internal review of the prototype … Evaluate, validate and iterate the prototype … Your prototype is ready … Arnowitz, J., Arent, M., and Berger, N. Effective Prototyping for Software Makers. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2006. ● Experience Prototyping - Contextual Experience Prototyping !16 / 102
  • 16. 1 Experience Prototyping • The experience prototype allows designers to show and test the solution through an active participation of the users. What about the experience? ● Experience Prototyping - Contextual Experience Prototyping !17 / 102
  • 17. Experience prototyping 1 What is experience prototyping? Experience prototyping is a method for testing new service ideas and designs. They are used to show what the experience will be like and help to test and develop parts of the solution. Prototypes could be a physical model of a roleplay to focus on the service’s interactions. Prototypes should focus on the service’s most important or unusual touchpoints. Prototypes do not need to look beautiful or take a long time to make. It is more important to create something quickly, test it and then improve the design. Useful tips Don’t be afraid to use your imagination; prototypes don’t need to work, they are just props to help explain what the experience might be like. Remember that prototypes are only created to help you improve, so don’t worry if it doesn’t 1 Look at your service blueprint and think about which touchpoints might need protoyping. 2 5 Create another version of the prototype with the improvements based on your users’ feedback... 4 Ask your users to feedback on the prototype. Remember to get the opinion of older adults and younger people. Decide how you are going to prototype it; you could make a model or act out an interaction. What is the difference? Is this experience prototyping? 3 Take photographs or video so that you can review the prototype. Does the prototype meet the service principles you created in the discover stage? If not, how can you change it to meet them? ● Experience Prototyping - Contextual Experience Prototyping http://hvcollege.com !18 / 102
  • 18. 1 Experience Prototyping • The experience prototype allows designers to show and test the solution through an active participation of the users. ! ! it is NOT about the 
 creation of a formalized 
 toolkit or a set of 
 techniques ! it is about developing 
 an attitude and language 
 to solve design problems ! The experience prototype is a simulation of the service experience that foresees some of its performances through the use of the specific physical touchpoints involved. (2000) Marion Buchenau, Jane Fulton Suri, Experience Prototyping, paper presented at the Symposium on Designing Interactive Systems. ● Experience Prototyping - Contextual Experience Prototyping !19 / 102
  • 19. 1 Experience Prototyping Experience Prototyping Traditional Prototyping • Creating a prototype a design ! an interactive system ! within a specific context of use ! prototype Product (Charachteristics of the product) prototype User Requirements (Characteristics of target users) aware prototype Context of use (Characteristics of the context) aware ! • The prototype design criteria product requirements? ! usability criteria? ! ! UX factors ! towards an 
 “integrated experience” ! Design problem is shaped by the product requirements Design problem is an integrated experience Designer adapt presentation Audience Stake holders Designers Users ● Experience Prototyping - Contextual Experience Prototyping !20 / 102
  • 20. 1 UX Factors ● Experience Prototyping - Contextual Experience Prototyping !21 / 102
  • 21. 1 Experience Prototyping • Experiencing the prototype ! Challenges Design for broader spectrum of target users (e.g. children, elderly, people with disability, illiterate people, etc.) Investigate experiences Designer • UX Factors Design for new contexts (e.g. airplane, cars, rural areas, Experience factories, narrations, diaries, … • by means of interviews, focus groups,etc.) Prototyping ! Design for new forms and materials of interaction (e.g. tangible, ! Examples gesture-based, dialog-based, bendable, etc.) • Investigate Emotions • Investigate Trust Purpose Improve design decisions through • Investigate the “whole experience” (self-)experiencing the integrated ! experience of design concepts Customize the communication of design concepts to different audiences ● Experience Prototyping - Contextual Experience Prototyping !22 / 102
  • 22. 1 Experience Prototyping • How does an experience prototype influence the experience? Factors defining experience quality ! Degree of context and explanations influences the prototype? Appropriate framing of experience • What Experience requirements ! Designers ! Fidelity of the prototype Experience-requirements ! Designer's empathy for audience Analysis through e.g. : contextual observations, user testing or participative design methods Designer's empathy for situation Progress in realization Fidelity of prototype ● Experience Prototyping - Contextual Experience Prototyping !23 / 102
  • 23. 1 Experience Prototypes ● Experience Prototyping - Contextual Experience Prototyping !24 / 102
  • 24. ● Experience Prototypes • Fidelity: High • Method: Video Prototyping • Context: Mobile Context, Social Context ! • Experiences - UX Factors: Social (Reputation, Friends, Meeting new people) ! Emotions ! Perceived Usefulness ! ● Experience Prototyping - Contextual Experience Prototyping !25 / 102
  • 25. ● Experience prototype • The experience prototype allows designers to show and test the solution through an active participation of the users. any representation, in any medium, that is designed to enhance the understanding, exploration or communication of what it might be like to engage with the product, space, or system a company is designing. • Experience Prototype StreetFlyer Flying Sensation Experience Prototype ● Experience Prototyping - Contextual Experience Prototyping !26 / 102
  • 26. ● The story I was a frequent pedal paddler when I was a kid until I got myself into an accident. After that I have never really found the two wheeled form of transportation to be quite as exciting again. Well, of course, I have been up in the saddle after that, and even gotten myself one of those high end mountain bikes when I was in my twenties, but I didn’t really use it that much. When it got stolen, I never cared to really venture into that territory again. Of course, like every guy, I have been pushed by adrenaline to get myself a motorcycle, but the thought of ending up in one of those accidents again, this time during way higher speeds, makes me want to take the safe route around. However, there are definitely other things out there that have wheels, and that are strikingly similar to biking. fear, lost excitement …. value fear safety, trust curious for new things ● Experience Prototyping - Contextual Experience Prototyping !27 / 102
  • 27. 1 What’s the contextual in it? • Schilit and Theimer (1994) refer to context as location, identities of nearby people and objects, and changes to those objects. • In a similar definition, Brown, Bovey et al. (1997) define context as location, identities of the people around the user, the time of day, season, temperature, etc. • Ryan, Pascoe et al. (1998) define context as the user’s location, environment, identity and time. • Dey and Abowd’s definition (2001) ! Context is any information that can be used to characterize the situation of an entity. An entity is a person, place, or object that is considered relevant to the interaction between a user and an application, including the user and applications themselves. ● Experience Prototyping - Contextual Experience Prototyping !28 / 102
  • 28. 1 Experience Prototyping Methods Roomstorming Bodystorming Video Prototyping Wizard of Oz Prototyping Interaction Prototyping Semi-Functional Paper Prototyping Prototype Design Studio Sketching Functional Prototype Wireframing Low Fidelity ● Experience Prototyping - Contextual Experience Prototyping High Fidelity !29 / 102
  • 29. 1 Experience Prototyping Methods • Sketching ! vs. Prototyping The difference lies in the intent. ! • Paper Prototyping, WireFraming, … Low Fidelity to explore and communicate ideas ! Iterate ! ! • DesignStudio Bring all stakeholders together ! iterate, sketch, prototype, design … ! ! • Wizard of Oz Prototyping Evaluation vs. Prototyping ! Live prototyping, experience dynamic situations ! ● Experience Prototyping - Contextual Experience Prototyping !30 / 102
  • 30. 1 Some examples … • PainStation • SpaceTop • Musical Embrace • IllumiRoom • AgeSuit •… ● Experience Prototyping - Contextual Experience Prototyping !31 / 102
  • 31. ● PainStation ● Experience Prototyping - Contextual Experience Prototyping !32 / 102
  • 32. ● PainStation - Experience Game-experience: A simple Pong Game ● Experience Prototyping - Contextual Experience Prototyping !33 / 102
  • 33. ● PainStation - Experience Physical experience: how much pain can you stand … ● Experience Prototyping - Contextual Experience Prototyping !34 / 102
  • 34. ● PainStation - Experience Physical experience: playing together, community, … ● Experience Prototyping - Contextual Experience Prototyping !35 / 102
  • 35. ● PainStation ● Experience Prototyping - Contextual Experience Prototyping http://vimeo.com/3956100 !36 / 102
  • 36. ● SpaceTop • Experience Experiencing alternative interaction ! Emotions (e.g. Fun), perceived trust, perceived utility, … ! ! ! • Context Mixed Interaction Environment (3D + real world) ! Augmented Reality ! ● Experience Prototyping - Contextual Experience Prototyping !37 / 102
  • 37. ● SpaceTop ● Experience Prototyping - Contextual Experience Prototyping !38 / 102
  • 38. ● Musical Embrace • Experience Social experience ! Bodily interaction ! Touch experience ! Emotions ! Interacting in an “unorthodox” way ! ! • Context digital game ! real world ! http://exertiongameslab.org/projects/musical-embrace ● Experience Prototyping - Contextual Experience Prototyping !39 / 102
  • 39. ● Examples ● Experience Prototyping - Contextual Experience Prototyping !40 / 102
  • 40. ● AgeSuit • AgeSuit http://www.youtube.com/watch?v=PXLVLSgX3Ig ● Experience Prototyping - Contextual Experience Prototyping !41 / 102
  • 41. ● AgeSuit • Experiences Vision ! Restricted motion ! Reduced muscular strength ! Being old ! Being ill ! ! ! • Context Real life ! Getting older ! Living in an aging society !… ! ● Experience Prototyping - Contextual Experience Prototyping !42 / 102
  • 42. ● AgeSuit ● Experience Prototyping - Contextual Experience Prototyping !43 / 102
  • 43. ● IllumiRoom • IllumiRoom: Peripheral Projected Illusions for Interactive Experiences IllumiRoom augments the area surrounding a television screen with projected visualizations to enhance the traditional living room entertainment experience. ! Jones, B. R., Benko, H., Ofek, E., and Wilson, A. D. Illumiroom: peripheral projected illusions for interactive experiences. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2013), ACM, pp. 869–878. ! http://www.youtube.com/watch?v=sJ4hWa6y710 ● Experience Prototyping - Contextual Experience Prototyping !44 / 102
  • 44. ● Illumiroom ● Experience Prototyping - Contextual Experience Prototyping !45 / 102
  • 45. ● and many more … • Joggobot ! Graether, E., Mueller, F. 2012. Joggobot: A Flying Companion as Flying Companion. CHI 2012. Interactivity. ! ! ! ! ! ! ! • and many more … ● Experience Prototyping - Contextual Experience Prototyping !46 / 102
  • 46. 1 Experience Prototyping at the ICT&S Center Automotive Context Factory Context ● Experience Prototyping - Contextual Experience Prototyping Experience Research !47 / 102
  • 47. 1 Example: Factory • Factory Mid/Fi Simulation ! Performance ! Emotions ! Perception of alerting modes ! ● Experience Prototyping - Contextual Experience Prototyping !48 / 102
  • 48. 1 Example: Factory • Factory Mid/Fi Simulation ! Performance ! Emotions ! Perception of alerting modes ! ● Experience Prototyping - Contextual Experience Prototyping !49 / 102
  • 49. 1 Example: Factory ● Experience Prototyping - Contextual Experience Prototyping !50 / 102
  • 50. 1 Example: Factory • Levels of Fidelity • Multimodal feedback experiences ● Experience Prototyping - Contextual Experience Prototyping !51 / 102
  • 51. 1 Example: Mobile Navigation • CIF running on a Laptop • Human Wizard uses ConWIZ Control prototype ! Control simulation of environmental parameters ! ! • Evaluation of navigation commands ! usability of mobile wizard ! [1] Thomas Grill, Ondrej Polacek, Manfred Tscheligi. Conwiz: A tool supporting contextual wizard of oz simulation. Proc. of MUM 2012. ACM, 2012. ● Experience Prototyping - Contextual Experience Prototyping ConWiz - Mobile Wizard Evaluation !5!52/ 102 2
  • 52. 1 Example: Digital Bookshelf • Hi/Fi Interaction Prototype ! Gesture based real world interaction ! Experiencing digital information ! ● Experience Prototyping - Contextual Experience Prototyping !53 / 102
  • 53. 1 Example: Digital Bookshelf ● Experience Prototyping - Contextual Experience Prototyping !54 / 102
  • 54. ● LOLLio Pump Liquid Sensors Human Prototyping - Contextual Experience ● ExperienceComputer Interaction & Usability Prototyping Steven Greenberg http://www.icts.sbg.ac.at/ / 102
  • 55. ● Human Prototyping - Contextual Experience ● ExperienceComputer Interaction & Usability Prototyping http://www.icts.sbg.ac.at/ / 102
  • 56. 1 GhostCatcher Game ● Experience Prototyping - Contextual Experience Prototyping / 102
  • 57. ● RainbowBalance Game ● Experience Prototyping - Contextual Experience Prototyping / 102
  • 58. 1 Example: Turning Display • Mid/Fi Experience Prototype ! Content rotation apart from a numerical speed representation ! Effects of steering wheel display on visual fatigue ! Effects under real driving conditionsContent rotation apart from a numerical speed representation ! Effects of steering wheel display on visual fatigue ! Effects under real driving conditions ! ● Experience Prototyping - Contextual Experience Prototyping !59 / 102
  • 59. 1 Example: Turning Display ● Experience Prototyping - Contextual Experience Prototyping !60 / 102
  • 60. 1 Example: CarTeam ● Experience Prototyping - Contextual Experience Prototyping !61 / 102
  • 61. 1 Intentionally left blank time for a break … ● Experience Prototyping - Contextual Experience Prototyping !62 / 102
  • 62. 2 CIF Tutorial Putting hands on Contextual Experience Prototyping • The CIF Tutorial shall provide the participants with insights about targeting experiences when prototyping ! the role of context ! ! usage of tools for contextual experience prototyping by example of the Contextual Interaction Framework • controlling and measuring the environment • studying experiences • supporting the researcher ! ● Experience Prototyping - Contextual Experience Prototyping !63 / 102
  • 63. 2 The Contextual Interaction Framework ● Experience Prototyping - Contextual Experience Prototyping !64 / 102
  • 64. 2 Motivation • Conduct user studies in the (simulated) target context ! Analyze the interplay of user interaction and selected context parameters ! Change selected context parameters and adapt interactive systems (following the ubiquitous computing approach) to evaluate changes in user behavior ! • Rapid prototyping Speed up the development and configuration of interactive systems and the simulated context in which they are applied. ! Reusing existing software components ! ● Experience Prototyping - Contextual Experience Prototyping !65 / 102
  • 65. 2 OSGi – Open Services Gateway initiative • Multiplatform (based on Java) • Modularization using OSGi (Open Services Gateway initiative) ! Dynamic Module System: • Enables configuration at runtime via bundles (plugin-like concept): load and unload, start and stop 
 Exchange data between modules via services that provide predefined data types ! ! Configuration of the data flow using the wiring concept ! ● Experience Prototyping - Contextual Experience Prototyping !66 / 102
  • 66. 2 What can the Contextual Interaction Framework do for us? • Connect measurement devices (sensors) ! interaction devices (e.g. Wii, Kinekt) ! actuators (e.g. switches, audio) ! ! • Provide a framework to dynamically link the data measured or sensed to functionality (e.g. logging of button presses, calculate activity level of a user) ! Set states of actuators based on manual switches or other sensor data (e.g. switch a fan on if the user opens a window in a virtual reality simulation) ! Compute and calculate states and data based on user activities ! • Provide us with an integrated environment for conducting contextual UX studies ● Experience Prototyping - Contextual Experience Prototyping !67 / 102
  • 67. 2 CIF - Basic structure Real World Control Module Wizard Framework - control the behaviour of real world objects through communication with the interaction platform integrates & controls Interaction Framework - start, stop simulation - set scenes - set parameters of objects controls Wizard of Oz Communication Protocol ● Experience Prototyping - Contextual Experience Prototyping Sim. Control Module Visualization Framework !68 / 102
  • 68. 2 CIF - Basic structure Real World Control Module Wizard Framework - control the behaviour of real world objects through communication with the interaction platform Sim. Control Module - start, stop simulation - set scenes - set parameters of objects WOz protocol Control Module Control Module Interaction/ State Analyzer PlugIns Interaction Framework Visualization Framework Feedback Generator PlugIns Scenario Implementation defines scenario Object library Agent library Logging Platform Scene library Visualisation Sensor 1 Scree nX Actuat or X Sensor 2 Actuat or X Sensor X ... Audio Sim. Ext. Interf. Sim. Tracking System X input Audio X represented through output devices i.e. screens, speaker and other actuators output - feedback observation/ evaluation logging may enhance usability evaluation and analysis of the particular data ● Experience Prototyping - Contextual Experience Prototyping !69 / 102
  • 69. 2 CIF Study Editor - GUI Concept - + Library IFW Study Editor: OG Study Setup Align Diagram Zoom in Inspector Zoom out Zoom fit Bundle Library All Active Bundle name Producers / Sensors RFID Reader Distancesensor Microphone Status Activity Meter Distance Sensor DB Logger ⚙ string started started float float float Consumers / Actuators Converters float int Datatype Converter DB Analyzer X Y Z ... System bundles DB Logger Head Motion Analyser Camera ⚙ string raw image raw image string float int Wizard ⚙ Wizard Data Converter string wzType wzType wzType wzType bool int wzType Speaker Wizard Data Converter string Light Sensor bool float wzType bool float ● Experience Prototyping - Contextual Experience Prototyping !70 / 102
  • 70. 2 CIF Study Editor ● Experience Prototyping - Contextual Experience Prototyping !71 / 102
  • 71. 2 The Contextual Interaction Framework HandsOn ● Experience Prototyping - Contextual Experience Prototyping !72 / 102
  • 72. 2 Prototyping a game-experience • Starting point: A pong game What experience do we want to design for? Which context is relevant for us when designing an experience prototype? ● Experience Prototyping - Contextual Experience Prototyping !73 / 102
  • 73. 2 Prototyping a game-experience • Starting point: A pong game ! • Context: A pong game ! Playing pong with another person ! alternative interaction modalities and alternative devices ! ! • Experience: Haptic experiences (sliding vs. touching vs. pressure vs. …) ! Social experiences ! Body-based experiences !… ! ● Experience Prototyping - Contextual Experience Prototyping !74 / 102
  • 74. 2 Prototyping a game-experience • The prototyping experience … ! ! Using sensors and actuators • Arduinos (Arduino Library) • Phidgets (Slider, Poti -> testing multiple modes) • Android Connectivity Layer based on ConWIZ protocol • Wii Controller (Controller for Pong) • Connecting Actuators • e.g. Light (Led or 220V) Kinekt, Wii, … Android ● Experience Prototyping - Contextual Experience Prototyping CIF Phidget Bundle Arduino CIF Library !75 / 102
  • 75. 2 Prototyping a game-experience • Design Goals & Guidelines Focus on experiences: ! Social experiences ! Fun ! Immersion ! ! • Prototyping the experience of a contextual pong game CIF Study Editor ● Experience Prototyping - Contextual Experience Prototyping !76 / 102
  • 76. 2 Prototyping a game-experience • Discussion: ! What is the Experience Prototyping here? ! What is different? ! Did we experience a different prototyping experience? ! Did we reflect such in the prototype? ! ● Experience Prototyping - Contextual Experience Prototyping !77 / 102
  • 77. The Contextual Wizard of Oz 2 • Connecting Context and Wizard of Oz • Rapid Prototyping Simulation ! Observation ! Study support ! • Configurable • Mobile Contextual Interaction Framework Scenario Configuration / Study Editor Context Simulation CIF Core Utilities TCP ConWIZ Server Study Configuration WOz Protocol ● Experience Prototyping - Contextual Experience Prototyping WebServer FileServer DB Server Network Communication Wizard UI TCP Ext. Context Simulation (3D App., etc.) WOz Protocol TCP Mobile Wizard Mobile Wizard !78 / 102
  • 78. 2 ConWIZ Datatypes supported • Supports basic datatypes ! complex datatypes ! • Extensible • No client-side configuration needed ● Experience Prototyping - Contextual Experience Prototyping !79 / 102
  • 79. 2 ConWiz Protocol Authentification Connect, Disconnect, Ping, Status, ... Request data ConWiz Server ConWiz Client GET Update data UPDATE - Wizard of Prototyping Contextual Experience Prototyping ● Experience Oz - ConWiz- Protocol - Applying the ConWiz SET 102 !80 / / 32
  • 80. 2 ConWiz Protocol - Mobile Wizard REG Authentification ACK Monitor data Configure Scenarios, Control/ Manipulate data - Wizard of Prototyping Contextual Experience Prototyping ● Experience Oz - ConWiz- Protocol - Applying the ConWiz UPDATE ACK SET ACK 102 !81 / / 32
  • 81. 2 ConWiz Protocol: Authentification Authentication • Visualization Framework connects to Server ! Connect - ACK • Keep ! alive signal Ping - ACK • Disconnect ! ConWiz Client ConWiz Server CONTROL(CONNECT) ACK CONTROL(PING) ACK CONTROL(DISCONNECT) ACK Disconnect - ACK - Wizard of Prototyping Contextual Experience Prototyping ● Experience Oz - ConWiz- Protocol - Applying the ConWiz 102 !82 / / 32
  • 82. 2 ConWiz Protocol: Authentification - Wizard of Prototyping Contextual Experience Prototyping ● Experience Oz - ConWiz- Protocol - Applying the ConWiz 102 !83 / / 32
  • 83. 2 ConWiz Protocol: Transitive Commands ConWiz Scenario: Authentication, Configuration, Control ConWiz Client ConWiz Server CONTR(CONNECT) ACK 3D Visualization register() CONTR(CONNECT) register() SET(SCENARIOS) ACK SET(SCENARIOS) ACK ACK CONTROL(PING) ACK UPDATE(WzObject) ACK UPDATE(WzObject) ACK CONTROL(DISCONNECT) CONTROL(DISCONNECT) ACK ACK - Wizard of Prototyping Contextual Experience Prototyping ● Experience Oz - ConWiz- Protocol - Applying the ConWiz 102 !84 / / 32
  • 84. 2 A Wizard of Oz Scenario •A configured scenario will be loaded ! Based on the configuration the wizard server is configured ! • The CIF has the task to log the incoming commands for evaluation purposes • Further a CIF bundle provides a visualization to experience the particular Wizard of Oz commands ● Experience Prototyping - Contextual Experience Prototyping !85 / 102
  • 85. 2 Prototyping in the real world context • Starting point ! What experience do we want to design for? Which context is relevant for us when designing an experience prototype? ● Experience Prototyping - Contextual Experience Prototyping !86 / 102
  • 86. 2 Prototyping in the real world context • Starting point Interaction is usually done in one location. ! Performing dislocated interaction implies a number of experiences based on the type, medium, feedback involved ! Experiencing colloborative interaction ! ! Experiences done while interacting dislocated, ad-hoc, in a realworld context come up with unpredictable implications ! ! The context of interaction is defined by • The availability of a controller • Intuitiveness and feedback • the perception of the human
 with respect to his experiences ! ● Experience Prototyping - Contextual Experience Prototyping !87 / 102
  • 87. 2 Prototyping in the real world context • The prototyping experience … ! ! Using mobile devices • Phones, Tablets • Ambient displays ! ! Sensors and actuators • Accellerometer • Light • Vibra • Location services • Display •… ● Experience Prototyping - Contextual Experience Prototyping !88 / 102
  • 88. 2 Prototyping the ambient … • Android Motion Controller • CIF Ambient Color Visualisation & Motion ! Communication ! • Multiple ! devices cooperate & conquer • Visual experience • Emotion - fun, mood, vibes, … ● Experience Prototyping - Contextual Experience Prototyping !89 / 102
  • 89. 2 Prototyping the ambient … • Discussion: ! What is the Experience Prototyping here? ! What is different? ! The context? ! Did we experience a different prototyping experience? ! Did we reflect such in the prototype? ! ● Experience Prototyping - Contextual Experience Prototyping !90 / 102
  • 90. 2 Lessons learned • Focusing on experiences when prototyping is the key issue to a good UX ! • Thinking about the experiences I want to create with a prototype effects the design process ! • Tools like the Contextual Interaction Framework allow to quickly and dynamically create real-world prototypes that regard ! (user) experiences ! in a specific context ! using particular contextual information ! ! is not about designing for the user but 
 creating experiences for the audience … • It ● Experience Prototyping - Contextual Experience Prototyping !91 / 102
  • 91. 2 Feedback & Discussion ? ● Experience Prototyping - Contextual Experience Prototyping !92 / 102
  • 92. 2 Contextual Interaction Framework • Java based multi-platform enabled framework • OSGi Equinox ! • Available for download as ! Developer Library ! Standalone version • Starts with CIF Study editor ! Mobile Android App ! ! • Feel free to contact me for a preversion ! it shall be available at the beginning of 2014 as an open source framework for allowing to conduct ● Experience Prototyping - Contextual Experience Prototyping 102 !93 / / 23
  • 93. 2 • http://cif.hciunit.org ! • Many thank’s to ! Martin Wuchse ! Michael Hummer ! Ondrej Polacek ! ! for contributing to the Contextual Interaction Framework ! ● Experience Prototyping - Contextual Experience Prototyping !94 / 102
  • 94. ● References • Buchenau, M., and Suri, J. F. Experience prototyping. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (2000), ACM, pp. 424–433. • Arnowitz, J., Arent, M., and Berger, N. Effective Prototyping for Software Makers. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2006. • Buxton, B. Sketching User Experiences: Getting the Design Right and the Right Design, first ed. Morgan Kaufmann, March 2007. • Hassenzahl, M., Lai-Chong Law, E., and Hvannberg, E. User experience towards a unified view. In Proceedings of the The Second COST294MAUSE International Open Workshop: User Experience- Towards a Unified View (2006), E. Law, E. Hvannberg, and M. Hassenzahl, Eds., pp. 1–3. • Henry Dreyfuss. Designing for People. New York: Allworth Press, 1972 ● Experience Prototyping - Contextual Experience Prototyping !95 / 102
  • 95. * Contact HCI & Usability Unit ICT&S Center, University of Salzburg Sigmund-Haffner Gasse 18 ! 5020 Salzburg, Austria hci-unit@icts.sbg.ac.at ! ! ! Dr. Thomas Grill thomas.grill@sbg.ac.at Human Computer Interaction & Usability Unit hci-unit@icts.sbg.ac.at