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Prototyping
Teppo Räisänen
http://www.oamk.fi/~teraisan/
Teppo.raisanen@oamk.fi
General Information
 Prototyping is commonly used as a part
of user-centered design paradigms
 Prototyping was introduced during
1980s
 Prototyping has a strong position in
Contextual Design method
General Information
 What is a prototype?
 Looks like a finished product?
 Behaves like a finished product?
 May have small faults or missing
functionalities?
 Prototypes can be used in many ways
 To try out new features of an application
 Test a complete family of applications
Prototyping vs. Traditional
methods
 According to some sources prototyping
does not fit very well in ’waterfall’
design paradigm
 results of intermediate phases are not
suitable for prototyping
 In waterfall model it is expensive to go
back a step (e.g. from implementation
back to design)
Prototyping vs. Traditional
methods
 An experienced usability expert will be
able to see some of the usability issues
from the documentation
 This kind of practice is, however,
inadequate
 Many usability issues will not be found
 One solution is to separate UI design to
an independent subproject
Prototyping vs. Traditional
methods
 Especially important is to use
prototyping, when new product
concepts are introduced
 Prototypes can also be used as a means
of communication between project units
 Often parts of requirements spesification
are intepreted in different ways
 Prototypes are useful for completing formal
spesifications
Functional Prototypes
 Functional protoype is essentially a
product with fully implemented
functionalities
 The goal is still to keep the costs lower
than those of a finished product
 There are basically three ways to cut
the expenses
Functional Prototypes
1. Cut down the product features
 only part of all features are implemented
 the implemented features are fully
functional
2. Cut down the functionalities
 all features are implemented
 some functionalities are missing
Functional Prototypes
3. Cut down resources used in
implementation
 Memory optimization is not implemented
 Efficency is not maximized
 Very effective computers are used during
testing to make up missing efficency
 Error hanling is not fully implemented
Functional Prototypes
 Often mixtures of aforementioned
methods are used to cut down the costs
of developing a prototype
Paper Prototypes
 In some cases it is practical to use
paper prototypes instead of functional
ones
 E.g. Contextual Design stresses use of
paper prototypes
 Piece of paper is used to represent UI
 A member of usability staff arranges the
UI according to user’s actions
Paper Prototypes
 Changes to the UI can be illustrated by
 Using Post-it labels
 Drawing to the paper
 Using various pieces of paper
 The person responsible for arranging
the UI must know the underlying
system well
Paper Prototypes
 E.g. heuristic evaluation methods can
be used
 We will go into heuristics later in the
course
 Use of paper prototypes is not
restricted to just desktop applications
 Wood block => mobile device
 Cardbroad box => laptop computer
 Pencil => bar code reader
Paper Prototypes
 Various software tools can be used to
sketch the contents of paper
prototypes, e.g.
 Visual Basic for the UI views
 Flash for mobile device emulations
 It may be psychologically easier for the
test person to suggest changes to a
ballpark drawing
Paper Prototypes
 Compared to functional prototypes,
paper prototypes are easier, faster and
cheaper to produce
 Several degrees of accuracy can be
used during iterative cycles
Wizard of Oz
 Wizard of Oz is a spesific technique of
prototyping
 Used to test and demonstrate technically
’impossible’ features
 E.g. speech recognizing text editor in
1970s
 User believes he/she is using a
computer-based system
Wizard of Oz
 In reality user’s actions are transmitted
to a person, who processes actions and
forms the feedback of the system
 Because of that, the response times can
be quite long
 User can be told, that advanced processes
are time-comsuming
 Several ’wizards’ can be used to speed up
system’s actions
Emulation Techniques
 Emulation = imitating a product’s
functions using another product
 E.g. mobile devices can be emulated
using desktop computers
 More processing power, thus no need for
code optimization
 Ability to test device’s UI before hardware
examples are manufactured
Emulation Techniques
 Emulator’s do not transmit a truthful
image of a product, e.g.
 no physical buttons of the actual device
 different display format
Simulation Techniques
 Simulations are used to mimic a device
by using another kind of technical
enviroment
 E.g. flight simulators used for pilot
training
 The difference between simulation and
emulation is, that simulation utilizes the
actual UI of a device
Simulation Techniques
 Simulation can be used during early
design phases of a product, e.g.
 Model can be made of wood or plastic
 The hardware buttons are included in the
model
 Buttons are wired to a computer system,
which gives feedback according to the
user’s actions
Simulation Techniques
 Simulations are effective means of
 marketing a product
 localization
 testing the physical adequacy of the
product
 Simulations are generally more
expensive than other forms of
prototyping
Manuscripts
 A manuscript (like in a case of a movie)
can be written of a product
 Manuscript will represent a spesific
task, which is completed by using the
product
 The goal is to demonstrate the product
in daily use and advantages of using
the product
Manuscripts
 Suitable formats of manuscripts are
 animations
 comic strips
 theater plays
 etc.
 Manuscripts are not to be used as
testing methods
 Instead they are good for
demonstrating a product to a large
audience
After Prototype Has Been
Used
 Usually the best choice is to throw the
prototype away
 It is meant to be used as a sketch
 There are many real-world examples of
failures, when code parts of prototypes
have been used in products
After Prototype Has Been
Used
 Prototypes, which ’look too good’ can
be potentially dangerous:
 Customer may think, that the product is
almost finished
 Management is not willing to throw ’almost
finished’ parts of prototype away
 One way of avoiding prototype’s code
to be used is to implement prototype
with a language unsuitable for for the
product

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10Prototyping.ppt

  • 2. General Information  Prototyping is commonly used as a part of user-centered design paradigms  Prototyping was introduced during 1980s  Prototyping has a strong position in Contextual Design method
  • 3. General Information  What is a prototype?  Looks like a finished product?  Behaves like a finished product?  May have small faults or missing functionalities?  Prototypes can be used in many ways  To try out new features of an application  Test a complete family of applications
  • 4. Prototyping vs. Traditional methods  According to some sources prototyping does not fit very well in ’waterfall’ design paradigm  results of intermediate phases are not suitable for prototyping  In waterfall model it is expensive to go back a step (e.g. from implementation back to design)
  • 5. Prototyping vs. Traditional methods  An experienced usability expert will be able to see some of the usability issues from the documentation  This kind of practice is, however, inadequate  Many usability issues will not be found  One solution is to separate UI design to an independent subproject
  • 6. Prototyping vs. Traditional methods  Especially important is to use prototyping, when new product concepts are introduced  Prototypes can also be used as a means of communication between project units  Often parts of requirements spesification are intepreted in different ways  Prototypes are useful for completing formal spesifications
  • 7. Functional Prototypes  Functional protoype is essentially a product with fully implemented functionalities  The goal is still to keep the costs lower than those of a finished product  There are basically three ways to cut the expenses
  • 8. Functional Prototypes 1. Cut down the product features  only part of all features are implemented  the implemented features are fully functional 2. Cut down the functionalities  all features are implemented  some functionalities are missing
  • 9. Functional Prototypes 3. Cut down resources used in implementation  Memory optimization is not implemented  Efficency is not maximized  Very effective computers are used during testing to make up missing efficency  Error hanling is not fully implemented
  • 10. Functional Prototypes  Often mixtures of aforementioned methods are used to cut down the costs of developing a prototype
  • 11. Paper Prototypes  In some cases it is practical to use paper prototypes instead of functional ones  E.g. Contextual Design stresses use of paper prototypes  Piece of paper is used to represent UI  A member of usability staff arranges the UI according to user’s actions
  • 12. Paper Prototypes  Changes to the UI can be illustrated by  Using Post-it labels  Drawing to the paper  Using various pieces of paper  The person responsible for arranging the UI must know the underlying system well
  • 13. Paper Prototypes  E.g. heuristic evaluation methods can be used  We will go into heuristics later in the course  Use of paper prototypes is not restricted to just desktop applications  Wood block => mobile device  Cardbroad box => laptop computer  Pencil => bar code reader
  • 14. Paper Prototypes  Various software tools can be used to sketch the contents of paper prototypes, e.g.  Visual Basic for the UI views  Flash for mobile device emulations  It may be psychologically easier for the test person to suggest changes to a ballpark drawing
  • 15. Paper Prototypes  Compared to functional prototypes, paper prototypes are easier, faster and cheaper to produce  Several degrees of accuracy can be used during iterative cycles
  • 16. Wizard of Oz  Wizard of Oz is a spesific technique of prototyping  Used to test and demonstrate technically ’impossible’ features  E.g. speech recognizing text editor in 1970s  User believes he/she is using a computer-based system
  • 17. Wizard of Oz  In reality user’s actions are transmitted to a person, who processes actions and forms the feedback of the system  Because of that, the response times can be quite long  User can be told, that advanced processes are time-comsuming  Several ’wizards’ can be used to speed up system’s actions
  • 18. Emulation Techniques  Emulation = imitating a product’s functions using another product  E.g. mobile devices can be emulated using desktop computers  More processing power, thus no need for code optimization  Ability to test device’s UI before hardware examples are manufactured
  • 19. Emulation Techniques  Emulator’s do not transmit a truthful image of a product, e.g.  no physical buttons of the actual device  different display format
  • 20. Simulation Techniques  Simulations are used to mimic a device by using another kind of technical enviroment  E.g. flight simulators used for pilot training  The difference between simulation and emulation is, that simulation utilizes the actual UI of a device
  • 21. Simulation Techniques  Simulation can be used during early design phases of a product, e.g.  Model can be made of wood or plastic  The hardware buttons are included in the model  Buttons are wired to a computer system, which gives feedback according to the user’s actions
  • 22. Simulation Techniques  Simulations are effective means of  marketing a product  localization  testing the physical adequacy of the product  Simulations are generally more expensive than other forms of prototyping
  • 23. Manuscripts  A manuscript (like in a case of a movie) can be written of a product  Manuscript will represent a spesific task, which is completed by using the product  The goal is to demonstrate the product in daily use and advantages of using the product
  • 24. Manuscripts  Suitable formats of manuscripts are  animations  comic strips  theater plays  etc.  Manuscripts are not to be used as testing methods  Instead they are good for demonstrating a product to a large audience
  • 25. After Prototype Has Been Used  Usually the best choice is to throw the prototype away  It is meant to be used as a sketch  There are many real-world examples of failures, when code parts of prototypes have been used in products
  • 26. After Prototype Has Been Used  Prototypes, which ’look too good’ can be potentially dangerous:  Customer may think, that the product is almost finished  Management is not willing to throw ’almost finished’ parts of prototype away  One way of avoiding prototype’s code to be used is to implement prototype with a language unsuitable for for the product