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HCI Prototyping. Lynne Hall. Prototyping. Production of an intermediary product to be used as a basis for testing Aim is to save on time and money Aim is to have something that can be tested with real users. Prototyping. Different Features. Scenario. Horizontal Prototype. Functionality.
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HCI Prototyping Lynne Hall
Prototyping • Production of an intermediary product to be used as a basis for testing • Aim is to save on time and money • Aim is to have something that can be tested with real users
Prototyping Different Features Scenario Horizontal Prototype Functionality Vertical Prototype Full System
Horizontal Prototyping • Broad and shallow • Overview with limited underlying functionality • Simulation of entire interface
Horizontal Prototyping • Disadvantages • Not possible to perform real work • Users cannot interact with real data • Often possible to create a wish list interface • Advantages • Can be created quickly • Gives an idea of how the whole interface will hang together • Identifies top level functionality
Vertical Prototyping • Reduction of number of features • In-depth functionality for a few selected features • Tests part of system • Tests in depth under realistic circumstances with real user tasks • Main limitation: usesr cannot move freely through the system
Prototyping for Usability • Usability = ease of use of an application • Design typical user task scenarios • Identify tasks based on the scenarios • Use “Real Users” to test • Watch user performing task • Iterate design based on test
Cost of Prototyping • Cheaper than not doing it...... • Sommerville: cost of repairing an error made in analysis and design phase can cost up to 100 times the orginal cost • Usability work (including prototyping) should amount for 5-10% of a project’s budget • Testing early, iterating often makes the product cheaper. • Prototyping offers a cheap means of testing usability early in the lifecycle
Bottlenecks • Aim of using prototype is to avoid bottlenecks • Potential bottlenecks in prototyping: • unnecessary neatness • getting started • not working in parallel • write the tasks • make a “manifest” of all the pieces needed for the tasks • people put initials by what they’re working on • do periodic run-throughs to determine what’s missing
Design Strategies 1 • Scenarios • identify and define user problem • Participatory Design • all team members work together towards the design • facilitates communication and interaction
Design Strategies 2 • Iterative Design • design in stages, work with users at each stage • be prepared to get it wrong • Paper Prototyping • Fast, low-cost and effective • “Cheap and cheerful approach” to prototyping
Fidelity • Degree to which prototype accurately represents the appearance and interaction of the product • Judged by how it appears to the person viewing it • Not similarity to actual application • Not the degree to which the code and other attributes invisible to the user are accurate
Fidelity Spectrum • High Fidelity • Close to final product • Electronically faithful • Uses similar media • Low Fidelity • Basis for final product • Proof of concept • Use of low cost, non-electronic media
High Fidelity Prototyping • Represent core functionality of product’s user interface • Can be so realistic that user can’t tell them from product. • Fully interactive • possible to enter data • use widgets • Simulate functionality of final product • Can be horizontal or vertical or both
Low Fidelity Prototyping • prototyping fast process • no reuse of code (often there is no code) • produces prototype early during requirements specifications phase • Types of Lo-Fi Prototyping • Scenarios • Paper Prototyping • Storyboards • Screen Shots