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Chapter 11
DESIGN, PROTOTYPING and
CONSTRUCTION
Overview
• Prototyping
• Conceptual design
• Concrete design
• Using scenarios
• Generating prototypes
• Construction
www.id-book.com 2
Prototyping
• What is a prototype?
• Why prototype?
• Different kinds of prototyping
- Low fidelity
- High fidelity
• Compromises in prototyping
- Vertical
- Horizontal
• Final product needs to be engineered
www.id-book.com 3
www.id-book.com
What is a prototype?
In other design fields a prototype is a small-scale
model:
• a miniature car
• a miniature building or town
• the examples here come
from a 3D printer
4
www.id-book.com 5
www.id-book.com
What is a prototype?
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 Powerpoint 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
6
www.id-book.com
Why prototype?
• 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
7
www.id-book.com
Filtering dimensions of prototyping
8
www.id-book.com
Manifestation dimensions of prototyping
9
www.id-book.com
What to prototype?
• Technical issues
• Work flow, task design
• Screen layouts and information display
• Difficult, controversial, critical areas
10
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’
www.id-book.com 11
www.id-book.com
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
12
Example storyboard
www.id-book.com 13
www.id-book.com
Sketching
• Sketching is
important to
low-fidelity
prototyping
• Don’t be
inhibited about
drawing ability.
Practice simple
symbols
14
www.id-book.com
Card-based prototypes
• Index cards (3 X 5
inches)
• Each card represents
one screen or part of
screen
• Often used in website
development
15
www.id-book.com
‘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
• What is ‘wrong’ with this approach?
>Blurb blurb
>Do this
>Why?
User
16
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
• High-fidelity prototypes can be developed by
integrating existing hardware and software
components
• Danger that users think they have a complete
system…….see compromises
www.id-book.com 17
www.id-book.com
Compromises in prototyping
• All prototypes involve compromises
• For software-based prototyping maybe there is a slow
response? sketchy icons? limited functionality?
• Two common types of compromise
• horizontal: provide a wide range of functions, but
with little detail
• vertical: provide a lot of detail for only a few
functions
• Compromises in prototypes mustn't be ignored. Product
needs engineering
18
Conceptual design
www.id-book.com
• Transform user requirements/needs into a
conceptual model
• A conceptual model is an outline of what people
can do with a product and what concepts are
needed to understand and interact with it
• Mood board may be used to capture feel
• Consider alternatives: prototyping helps
19
Is there a suitable metaphor?
• Interface metaphors combine familiar knowledge with
new knowledge in a way that will help the user
understand the product.
• Three steps: 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?
20www.id-book.com
www.id-book.com
Considering interaction and
interface types
• Which interaction type?
– How the user invokes actions
– Instructing, conversing, manipulating or exploring
• Do different interface types provide insight?
– shareable, tangible, augmented reality, etc.
21
www.id-book.com
Expanding the initial conceptual model
• What functions will the product perform?
- What will the product do and what will the human do
(task allocation)?
• How are the functions related to each other?
- Sequential or parallel?
- Categorisations, e.g. all actions related to privacy
on a smartphone
• What information is needed?
- What data is required to perform the task?
- How is this data to be transformed by the system?
22
Concrete design
• Many aspects to concrete design
– Color, icons, buttons, interaction devices etc.
• User characteristics and context
– Accessibility, cross-cultural design
• Cultural website guidelines
successful products “are … bundles of social solutions. Inventors
succeed in a particular culture because they understand the values,
institutional arrangements, and economic notions of that culture.”
www.id-book.com 23
Using scenarios
• Express proposed or imagined situations
• Used throughout design in various ways
– as a basis for overall design
– scripts for user evaluation of prototypes
– concrete examples of tasks
– as a means of co-operation across
professional boundaries
• Plus and minus scenarios to explore extreme
cases
www.id-book.com 24
www.id-book.com
Generate storyboard from scenario
25
www.id-book.com
Generate card-based
prototype from use case
26
Explore the user’s experience
• Use personas, card-based prototypes or
stickies to model the user experience
• Visual representation called:
– design map
– customer/user journey map
– experience map
• Two common representations
– wheel
– timeline
www.id-book.com 27
An experience map drawn as a wheel
www.id-book.com 28
An experience map drawn as a timeline
www.id-book.com 29
Construction: physical computing
• Build and code prototypes using electronics
• Toolkits available include
– Arduino
– LilyPad (for fabrics)
– Senseboard
– MaKey MaKey
• Designed for use by wide range of people
www.id-book.com 30
Physical computing kits
www.id-book.com
31
Physical computing kits
www.id-book.com 32
Physical computing kits
www.id-book.com 33
Construction: SDKs
• Software Development Kits
– programming tools and components to develop
for a specific platform, e.g. iOS
• Includes: IDE, documentation, drivers,
sample code, application programming
interfaces (APIs)
• Makes development much easier
• Microsoft’s Kinect SDK has been used in
research
www.id-book.com
34
Summary
• Different kinds of prototyping are used for different
purposes and at different stages
• Prototypes answer questions
• The final product must be engineered appropriately
• Two aspects of design: conceptual and concrete
• To generate conceptual design, consider interface
metaphors, interaction types and interface types
• Storyboards can be generated from scenarios
• Card-based prototypes can be generated from use cases
• Physical computing kits and SDKs facilitate transition
from design to construction
www.id-book.com
35

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CIS375 Interaction Designs Chapter11

  • 2. Overview • Prototyping • Conceptual design • Concrete design • Using scenarios • Generating prototypes • Construction www.id-book.com 2
  • 3. Prototyping • What is a prototype? • Why prototype? • Different kinds of prototyping - Low fidelity - High fidelity • Compromises in prototyping - Vertical - Horizontal • Final product needs to be engineered www.id-book.com 3
  • 4. www.id-book.com What is a prototype? In other design fields a prototype is a small-scale model: • a miniature car • a miniature building or town • the examples here come from a 3D printer 4
  • 6. www.id-book.com What is a prototype? 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 Powerpoint 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 6
  • 7. www.id-book.com Why prototype? • 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 7
  • 10. www.id-book.com What to prototype? • Technical issues • Work flow, task design • Screen layouts and information display • Difficult, controversial, critical areas 10
  • 11. 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’ www.id-book.com 11
  • 12. www.id-book.com 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 12
  • 14. www.id-book.com Sketching • Sketching is important to low-fidelity prototyping • Don’t be inhibited about drawing ability. Practice simple symbols 14
  • 15. www.id-book.com Card-based prototypes • Index cards (3 X 5 inches) • Each card represents one screen or part of screen • Often used in website development 15
  • 16. www.id-book.com ‘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 • What is ‘wrong’ with this approach? >Blurb blurb >Do this >Why? User 16
  • 17. 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 • High-fidelity prototypes can be developed by integrating existing hardware and software components • Danger that users think they have a complete system…….see compromises www.id-book.com 17
  • 18. www.id-book.com Compromises in prototyping • All prototypes involve compromises • For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality? • Two common types of compromise • horizontal: provide a wide range of functions, but with little detail • vertical: provide a lot of detail for only a few functions • Compromises in prototypes mustn't be ignored. Product needs engineering 18
  • 19. Conceptual design www.id-book.com • Transform user requirements/needs into a conceptual model • A conceptual model is an outline of what people can do with a product and what concepts are needed to understand and interact with it • Mood board may be used to capture feel • Consider alternatives: prototyping helps 19
  • 20. Is there a suitable metaphor? • Interface metaphors combine familiar knowledge with new knowledge in a way that will help the user understand the product. • Three steps: 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? 20www.id-book.com
  • 21. www.id-book.com Considering interaction and interface types • Which interaction type? – How the user invokes actions – Instructing, conversing, manipulating or exploring • Do different interface types provide insight? – shareable, tangible, augmented reality, etc. 21
  • 22. www.id-book.com Expanding the initial conceptual model • What functions will the product perform? - What will the product do and what will the human do (task allocation)? • How are the functions related to each other? - Sequential or parallel? - Categorisations, e.g. all actions related to privacy on a smartphone • What information is needed? - What data is required to perform the task? - How is this data to be transformed by the system? 22
  • 23. Concrete design • Many aspects to concrete design – Color, icons, buttons, interaction devices etc. • User characteristics and context – Accessibility, cross-cultural design • Cultural website guidelines successful products “are … bundles of social solutions. Inventors succeed in a particular culture because they understand the values, institutional arrangements, and economic notions of that culture.” www.id-book.com 23
  • 24. Using scenarios • Express proposed or imagined situations • Used throughout design in various ways – as a basis for overall design – scripts for user evaluation of prototypes – concrete examples of tasks – as a means of co-operation across professional boundaries • Plus and minus scenarios to explore extreme cases www.id-book.com 24
  • 27. Explore the user’s experience • Use personas, card-based prototypes or stickies to model the user experience • Visual representation called: – design map – customer/user journey map – experience map • Two common representations – wheel – timeline www.id-book.com 27
  • 28. An experience map drawn as a wheel www.id-book.com 28
  • 29. An experience map drawn as a timeline www.id-book.com 29
  • 30. Construction: physical computing • Build and code prototypes using electronics • Toolkits available include – Arduino – LilyPad (for fabrics) – Senseboard – MaKey MaKey • Designed for use by wide range of people www.id-book.com 30
  • 34. Construction: SDKs • Software Development Kits – programming tools and components to develop for a specific platform, e.g. iOS • Includes: IDE, documentation, drivers, sample code, application programming interfaces (APIs) • Makes development much easier • Microsoft’s Kinect SDK has been used in research www.id-book.com 34
  • 35. Summary • Different kinds of prototyping are used for different purposes and at different stages • Prototypes answer questions • The final product must be engineered appropriately • Two aspects of design: conceptual and concrete • To generate conceptual design, consider interface metaphors, interaction types and interface types • Storyboards can be generated from scenarios • Card-based prototypes can be generated from use cases • Physical computing kits and SDKs facilitate transition from design to construction www.id-book.com 35