Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
Mockup
• It’s about
• Look and feel
• Build on the wireframe with
graphics and polish
• May adjust layout slightly but
stays within the general
guide of the wireframe
From Sketches to Prototypes
• Sketches: early ideation stages of design
• Prototypes: capturing /detailing the actual design
Sketch vs.Prototype
Sketch Prototype
Invite A)end
Suggest Describe
Explore Refine
Ques;on Answer
Propose Test
Provoke Resolve
Tenta;ve, non commi)al Specific Depic;on
The primary differences are in the intent
Interactive Sketching
• Pop App
• Pop - https://popapp.in/
• Combining sketching and interactivity on mobiles
• Take pictures of sketches, link pictures together
▪ Series of still photos in a movie format.
▪ Demonstrates the experience of the product
▪ Discover where concept needs fleshing out.
▪ Communicate experience and interface
▪ You can use whatever tools, from Flash to iMovie.
Video Sketching
Proto.io - http://www.proto.io/
▪ Web based mobile prototyping tool
▪ Features
▪ Prototype for multiple devices
▪ Gesture input, touch events, animations
▪ Share with collaborators
▪ Test on device
Flinto
• https://www.flinto.com/
• High fidelity prototyping
• Use final png files/interface screens
• Connect mockup screens visually
• Apply transitions, scrolling etc
• Send prototypes to mobile for viewing
• Looks like real application
Limitations
▪ No access to sensor data
▪ Camera, orientation sensor
▪ No multimedia playback
▪ Audio, video
▪ Simple transitions
▪ No conditional logic
▪ No networking
App Inventor
• http://appinventor.mit.edu/
• http://appinventor.org/
• Visual Programming for Android Apps
• Features
• Access to Android Sensors
• Multimedia output
• Drag and drop web based interface
• Designer view – app layout
• Blocks view – program logic/control
Experience Prototyping
“Experience Prototype is any kind of
representation, in any medium, that is designed
to understand, explore or communicate what it
might be like to engage with the product,
space or system we are designing.”
Buchenau and Suri
Buchenau, M., & Suri, J. F. (2000, August). Experience prototyping. In Proceedings of the
3rd conference on Designing interactive systems: processes, practices, methods, and
techniques (pp. 424-433). ACM.
Experience Prototyping
The experience of even simple artifacts does not exist in a
vacuum but, rather, in dynamic relationship with other
people, places and objects.
Additionally, the quality of people’s experience changes over
time as it is influenced by variations in these multiple
contextual factors.
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
>Blurb blurb
>Do this
>Why?
User
Rapid Prototyping
• Speed development time with quick hardware mockups
• handheld device connected to PC
• LCD screen, USB phone keypad, Camera
• Can use PC development tools for rapid development
• Flash,Visual Basic, etc
Hardware Prototyping Example
▪ Can we develop unobtrusive input devices ?
▪ Reduce need for speech, touch pad input
▪ Socially more acceptable
▪ Examples
▪ Ring,
▪ pendant,
▪ bracelet,
▪ gloves, etc
Goals of Prototyping
• Learn
• Solve Disagreements
• Reduce miscommunication
• Start a conversation
• Fail quickly and cheaply
• Test ideas without spending time and money
• Manage the solution building process
• Break large problem into smaller testable parts
What is evaluation?
• Evaluation is concerned with
gathering data about the usability
of a design or product by a
specified group of users for a
particular activity within a specified
environment or work context
“Iterative design, with its repeating cycle of design and
testing, is the only validated methodology in existence
that will consistently produce successful results. If you
don’t have user-testing as an integral part of your
design process you are going to throw buckets of
money down the drain.”
See AskTog.com Bruce Tognazzini
When to evaluate?
• Once the product has been developed
• pros : rapid development, small evaluation cost
• cons : rectifying problems
• During design and development
• pros : find and rectify problems early
• cons : higher evaluation cost, longer development
design implementationevaluation
redesign &
reimplementation
design implementation
Quick and dirty
• ‘quick & dirty’ evaluation: informal feedback from
users or consultants to confirm that their ideas are
in-line with users’ needs and are liked.
• Quick & dirty evaluations are done any time.
• Emphasis is on fast input to the design process
rather than carefully documented findings.
Formal Usability Testing
• Recording typical users’ performance on typical tasks in
controlled settings. Field observations may be used.
• As the users perform these tasks they are watched &
recorded on video & their key presses are logged.
• This data is used to calculate performance times, errors &
help explain why the users did what they did.
• User satisfaction questionnaires & interviews are used to
elicit users’ opinions.
Field/Ethnographic Studies
• Field studies are done in natural settings
• The aim is to understand what users do naturally
and how technology impacts them.
• In product design field studies can be used to:
- identify opportunities for new technology
- determine design requirements
- decide how to introduce new technology
- evaluate technology in use.
Predictive Evaluation
• Experts apply their knowledge of typical
users, often guided by heuristics, to
predict usability problems.
• Can involve theoretically based models.
• A key feature of predictive evaluation is
that users need not be present
• Relatively quick and inexpensive
Evaluation approaches and methods
Method Usability
testing
Field
studies
Predictive
Observing x x
Asking
users
x x
Asking
experts
x x
Testing x
Modeling x
BUNRATTY FOLK PARK
• Irish visitor attraction run by Shannon Heritage
• 19th century life is recreated
• Buildings from the mid-west have been relocated to the 26-land
surrounding Bunratty Castle
• 30 buildings are set in a rural or village setting there.
AUGMENTED REALITY
In Bunratty Folk Park:
• Allows the visitor to point a camera at an exhibit, the device
recognises its by it’s location and layers digital information on to
the display
• 3-dimensional virtual objects can be positioned with real ones on
display
• Leads to dynamic combination of a live camera view and
information
NAVIGATIONALAID
Smartphone Platform
Most people carry mobile phones and are comfortable with
them
Ideal Augmented RealityTechnology
• Global tracking tools
• Wireless communication capabilities
• Location based computing
• Large display for interaction
HUMAN CENTRED DESIGN
Goal of the Navigational Aid
• Easy to use, clear and understandable
• Useful to visitors
• Creating interaction between the visitor and the aid through
the user interface
• Engage the visitor
To ensure this…
• It is necessary to understand the visitor of a navigational aid
in Bunratty Folk Park
• Identify visitor motives and goals while going through the
Folk Park.
HUMAN CENTRED DESIGN
Understanding Technology and Related Work
• Literature
• Similar Technologies
• Electronic Tours in Museum Settings
• Interactions design in Outdoor Museums
Understanding the User over time
• Observations
• Interviews
HUMAN CENTRED DESIGN
Findings
• Most visitors do not use the map
• Most visitors have mobile phones
• Visitors want more information
• View the Folk Park at their own pace
• Information should be straight to the point
• Large social interaction within groups
NEXT STEPS FROM RESEARCH
• DefineVisitors Goals
• Define Functionalities of the Aid
• Develop Personas – visitors who use the Aid
• Develop Scenarios – how the persona uses the navigational aid
in the Folk Park
• Draw up Storyboards on scenarios
FUNCTIONALITY
• View Options
• CameraView
• MapView
• ListView
• Sub-Options
• Places
• Events
• Restaurants
• Augmented Reality Features
for navigation
• Text Information
• 3D Objects
• 3D Tour Guide
• 3D Placement of Buildings
WIKITUDE
• Popular augmented reality browser for
mobile devices
• Mapping
• Point of Interest abilities
• Multiplatform
• Shows the points of interest of
Bunratty Folk Park
• Markers can be selected in and an
information pop-up appears
FINAL DESIGN CONCEPT
Key Issues
• Fix issues found in previous sessions
• Design with guidelines in mind
• Appealing to the Mental Model
• Icon Design
• Aesthetic Design
• Colour/Font
• Buttons
• Look
DemoVideo
• Human emotional or physical necessities.
• Needs help define your design
• Needs are verbs not Nouns
• Verbs - (activities and desires)
• Nouns (solutions)
• Identify needs directly out of the user traits you noted, or from
contradictions between
• disconnect between what she says and what she does..