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What is a prototype?

Design, prototyping and construction CSSE371 Steve Chenoweth and Chandan Rupakheti (Chapter 11- Interaction Design Text). What is a prototype?. In other design fields a prototype is a small-scale model: a miniature car a miniature building or town The purpose, typically, is to:

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What is a prototype?

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  1. Design, prototypingand constructionCSSE371Steve Chenoweth and Chandan Rupakheti(Chapter 11- Interaction Design Text)

  2. What is a prototype? • In other design fields a prototype is a small-scalemodel: • a miniature car • a miniature building or town • The purpose, typically, is to: • Do a proof of concept • Especially of some hard part of the system, or • Selling the project based on the prototype

  3. What is a prototype in ID? • 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 Power Point 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

  4. What else is a prototype? • In software development, we prototype for other critical reasons: • What are other reasons you might prototype on your project, besides for interaction ID? Question 1

  5. Why prototype in ID? • 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

  6. What to prototype in ID? • Technical issues • Work flow, task design • Screen layouts and information display • Difficult, controversial, critical areas

  7. 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’ “Pay no attention to the man behind the curtain.” – See Slide 11. Start Question 2

  8. 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

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

  10. Card-based prototypes • Index cards (3 X 5 inches) • Each card represents one screen or part of screen • Often used in website development • Card-based prototypes can be generated from use cases

  11. ‘Wizard-of-Oz’ prototyping • The user thinks they are interacting with a computer, but a developer is responding to input rather than the system. • Usually done early in design to understand users’ expectations • What is ‘wrong’ with this approach? User >Blurb blurb >Do this >Why? Finish Question 2

  12. 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 ID prototype in software, common environments include Macromedia Director, Visual Basic, and Smalltalk, Interface Builder … • Danger that users think they have a full system Question 3

  13. Compromises in prototyping • Horizontal • Vertical

  14. Construction • Product must be engineered • Evolutionary prototyping • ‘Throw-away’ prototyping • What is the danger of using it as a starting point, anyway? Question 4

  15. Conceptual design:from requirements to design • Transform user requirements/needs into a conceptual model • “an outline of what people can do and how to interact with it” • Don’t move to a solution too quickly. Iterate, iterate, iterate • Consider alternatives: prototyping helps

  16. Guiding Principles • Keep an open mind, but never forget the user • Discuss ideas with all stakeholders • Low fidelity prototyping • Iterate, Iterate, Iterate

  17. Is there a suitable metaphor? • We’ll be looking at interface metaphors in more depth, later in the course… • A perfect example – • Microsoft Excel is an almost exact metaphor for an accounting spread sheet, something that was on paper, and was used since forever in accounting. • This made spread sheet programs very understandable! • Three steps to considering a metaphor: • understand functionality, • identify potential problem areas, • generate metaphors

  18. 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?

  19. Considering interaction types • Which interaction type? • How the user invokes actions • Instructing, conversing, manipulating or exploring •  See Ch 2, starting on p. 64 • We’ll be spending more time on these later, as well • Do different interface types provide insight? • WIMP, shareable, augmented reality, etc •  See also notes, below Questions 5,6

  20. Expanding the conceptual model • What functions will the product perform? • How are the functions related to each other? • What information needs to be available?

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