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IM2044 – Week 6: Lecture
Dr. Andres Baravalle

1
Interaction design
• The next slides are based on the
companion slides for the textbook
• By the end of this week, you should have
studied all chapters of the textbook up to
chapter 11
• Today we will covering chapter 11.

2
Overview
•
•
•
•
•

Prototyping and construction
Conceptual design
Physical design
Generating prototypes
Support for design

3
Prototyping and construction
• What is a prototype?
• Why prototype?
• Different kinds of prototyping
Low fidelity
High fidelity
• Compromises in prototyping
Vertical
Horizontal
• Construction

4
What is a prototype?
In other design fields a prototype is a
small-scale model:
• A miniature car
• A miniature building or town
• The example here comes
from a 3D printer

5
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 slide show (e.g. impress, powerpoint)
• A video simulating the use of a system
• A mock-up (e.g. lump of wood, cardboard)
• A wireframe
• A piece of software with limited functionality
written in the target language or in another
language
6
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
Filtering dimensions of
prototyping

8
Manifestation dimensions of
prototyping

9
What to prototype?
•
•
•
•

Technical issues
Work flow, task design
Screen layouts and information display
Difficult, controversial, critical areas

10
Types of prototyping
• Throwaway prototyping
– Producing a model that will eventually be
discarded rather than becoming part of the
final delivered software
– E.g. low-fidelity prototyping, storyboards,
sketching, Wizard-of-Oz

• Evolutionary prototyping
– Producing a model that will be continuously
improved
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’

12
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

13
Sketching
• Sketching is important to low-fidelity
prototyping
• Don’t be inhibited about drawing ability.
Practice simple symbols

14
Card-based prototypes
• Index cards (3 X 5
inches)
• Each card
represents
one screen or part
of screen
• Often used in
website
development

15
‘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

User
>Blurb blurb
>Do this
>Why?

16
Wireframes
• Identify the elements that will be displayed
on the page or screen, such as
– Navigation
– Content sections
– Imagery and/or media
– Form elements

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
• For a high-fidelity software prototype common
environments include Adobe Director and
Adobe Flash

18
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
19
Construction
• Taking the prototypes (or learning from
them) and creating a whole
• Quality must be attended to: usability (of
course), reliability, robustness,
maintainability, integrity, portability,
efficiency, etc

20
Conceptual design: from
requirements to design
• Transform user requirements/needs into a
conceptual model
• “a description of the proposed system in
terms of a set of integrated ideas and
concepts about what it should do, behave
and look like, that will be understandable by
the users in the manner intended”
• Don’t move to a solution too quickly. Iterate,
iterate, iterate
• Consider alternatives: prototyping helps
21
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?
22
Considering interaction types
• Which interaction type?
How the user invokes actions
Instructing, conversing, manipulating or
exploring
• Do different interface types provide insight?
WIMP, shareable, augmented reality, etc

23
Expanding the 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
telephone memory storage
• What information needs to be available?
What data is required to perform the task?
How is this data to be transformed by the
system?
24
Using scenarios in conceptual
design
• Express proposed or imagined situations
• Used throughout design in various ways
• 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

25
Generate storyboard from
scenario

26
Generate card-based prototype
from use case

27
Support for design
• Patterns for interaction design
• Individual patterns
• Pattern languages
• Pattern libraries
• Tools and environments

28
Summary
• Different kinds of prototyping are used for different
purposes and at different stages
• Prototypes answer questions, so prototype
appropriately
• Construction: the final product must be engineered
appropriately
• Conceptual design (the first step of design)
• Consider interaction types and interface types to
prompt creativity
• Storyboards can be generated from scenarios
• Card-based prototypes can be generated from use
cases
29

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Designing and prototyping

  • 1. IM2044 – Week 6: Lecture Dr. Andres Baravalle 1
  • 2. Interaction design • The next slides are based on the companion slides for the textbook • By the end of this week, you should have studied all chapters of the textbook up to chapter 11 • Today we will covering chapter 11. 2
  • 3. Overview • • • • • Prototyping and construction Conceptual design Physical design Generating prototypes Support for design 3
  • 4. Prototyping and construction • What is a prototype? • Why prototype? • Different kinds of prototyping Low fidelity High fidelity • Compromises in prototyping Vertical Horizontal • Construction 4
  • 5. What is a prototype? In other design fields a prototype is a small-scale model: • A miniature car • A miniature building or town • The example here comes from a 3D printer 5
  • 6. 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 slide show (e.g. impress, powerpoint) • A video simulating the use of a system • A mock-up (e.g. lump of wood, cardboard) • A wireframe • A piece of software with limited functionality written in the target language or in another language 6
  • 7. 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. What to prototype? • • • • Technical issues Work flow, task design Screen layouts and information display Difficult, controversial, critical areas 10
  • 11. Types of prototyping • Throwaway prototyping – Producing a model that will eventually be discarded rather than becoming part of the final delivered software – E.g. low-fidelity prototyping, storyboards, sketching, Wizard-of-Oz • Evolutionary prototyping – Producing a model that will be continuously improved 11
  • 12. 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’ 12
  • 13. 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 13
  • 14. Sketching • Sketching is important to low-fidelity prototyping • Don’t be inhibited about drawing ability. Practice simple symbols 14
  • 15. 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. ‘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 User >Blurb blurb >Do this >Why? 16
  • 17. Wireframes • Identify the elements that will be displayed on the page or screen, such as – Navigation – Content sections – Imagery and/or media – Form elements 17
  • 18. 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 • For a high-fidelity software prototype common environments include Adobe Director and Adobe Flash 18
  • 19. 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 19
  • 20. Construction • Taking the prototypes (or learning from them) and creating a whole • Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc 20
  • 21. Conceptual design: from requirements to design • Transform user requirements/needs into a conceptual model • “a description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended” • Don’t move to a solution too quickly. Iterate, iterate, iterate • Consider alternatives: prototyping helps 21
  • 22. 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? 22
  • 23. Considering interaction types • Which interaction type? How the user invokes actions Instructing, conversing, manipulating or exploring • Do different interface types provide insight? WIMP, shareable, augmented reality, etc 23
  • 24. Expanding the 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 telephone memory storage • What information needs to be available? What data is required to perform the task? How is this data to be transformed by the system? 24
  • 25. Using scenarios in conceptual design • Express proposed or imagined situations • Used throughout design in various ways • 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 25
  • 28. Support for design • Patterns for interaction design • Individual patterns • Pattern languages • Pattern libraries • Tools and environments 28
  • 29. Summary • Different kinds of prototyping are used for different purposes and at different stages • Prototypes answer questions, so prototype appropriately • Construction: the final product must be engineered appropriately • Conceptual design (the first step of design) • Consider interaction types and interface types to prompt creativity • Storyboards can be generated from scenarios • Card-based prototypes can be generated from use cases 29