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Low-fi Prototyping

Learn about low-fi prototyping techniques, misused metaphors in user interface design, and the importance of conceptual models. Discover how to create low-fi sketches and storyboards, as well as the benefits of using low-fi prototypes in the design process.

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Low-fi Prototyping

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  1. Low-fi Prototyping October 25, 2007

  2. Interface Hall of Shame or Fame? • From IBM’s RealCD • prompt • button User Interface Design, Prototyping, and Evaluation

  3. Interface Hall of Shame! • From IBM’s RealCD • prompt • button • Black on black??? • cool! • but you can’t see it • “click here” shouldn’t be necessary • like a door that has a sign telling you to push User Interface Design, Prototyping, and Evaluation

  4. Misused Metaphors Misused Metaphors • Direct translations • software telephony solution that requires the user to dial a number by clicking on a simulated keypad • software CD player that requires turning volume knob with the mouse • airline web site that simulates a ticket counter! User Interface Design, Prototyping, and Evaluation

  5. Low-fi Prototyping October 25, 2007

  6. Outline • Review conceptual models • Low-fi prototyping • Wizard of Oz technique • Informal UI prototyping tools • Hi-fi prototyping • What prototyping tools lack User Interface Design, Prototyping, and Evaluation

  7. Design Model Customer Model System Image Review Conceptual Models • Conceptual models ? • mental representation of how the object works & how interface controls effect it • Design model should equal customer’s model ? • mismatches lead to errors • use customer’s likely conceptual model to design • Design guides ? • make things visible • map interface controls to customer’s model • provide feedback

  8. Why Do We Prototype? • Experiment with alternative designs • Get feedback on our design faster • fix problems before code is written • saves money • Keep design centered on the customer • must test & observe ideas with customers User Interface Design, Prototyping, and Evaluation

  9. Fidelity in Prototyping • Fidelity refers to the level of detail • High fidelity? • prototypes look like the final product • Low fidelity? • artists renditions with many details missing User Interface Design, Prototyping, and Evaluation

  10. Low-fi Sketches & Storyboards User Interface Design, Prototyping, and Evaluation

  11. Low-fi Sketches & Storyboards • Where do storyboards come from? • film & animation • Give you a “script” of important events • leave out the details • concentrate on the important interactions User Interface Design, Prototyping, and Evaluation

  12. Ink Chat User Interface Design, Prototyping, and Evaluation

  13. Why Use Low-fi Prototypes? • Traditional methods take too long • sketches -> prototype -> evaluate -> iterate • Can instead simulate the prototype • sketches -> evaluate -> iterate • sketches act as prototypes • designer “plays computer” • other design team members observe & record • Kindergarten implementation skills • allows non-programmers to participate User Interface Design, Prototyping, and Evaluation

  14. Hi-fi Prototypes Warp • Perceptions of the tester/reviewer • representation communicates “finished” • comments focus on color, fonts, & alignment • Time • encourage precision • specifying details takes more time • Creativity • lose track of the big picture User Interface Design, Prototyping, and Evaluation

  15. The Basic Materials • Large, heavy, white paper (11 x 17) • 5x8 in. index cards • Post-its • Tape, stick glue, correction tape • Pens & markers (many colors & sizes) • Overhead transparencies • Scissors, X-acto knives, etc. User Interface Design, Prototyping, and Evaluation

  16. from “Prototyping for Tiny Fingers” by Rettig

  17. User Interface Design, Prototyping, and Evaluation

  18. ESP

  19. Constructing the Model • Set a deadline • don’t think too long - build it! • Draw a window frame on large paper • Put different screen regions on cards • anything that moves, changes, appears/disappears • Ready response for any user action • e.g., have those pull-down menus already made • Use photocopier to make many versions User Interface Design, Prototyping, and Evaluation

  20. Constructing the Model User Interface Design, Prototyping, and Evaluation

  21. Constructing the Model User Interface Design, Prototyping, and Evaluation

  22. Constructing the Model User Interface Design, Prototyping, and Evaluation

  23. Constructing the Model User Interface Design, Prototyping, and Evaluation

  24. Constructing the Model User Interface Design, Prototyping, and Evaluation

  25. Select your “customers” understand background of intended users use a questionnaire to get the people you need don’t use friends or family I think existing “customers” are OK (Rettig disagrees) Prepare scenarios that are typical of the product during actual use make prototype support these (small, yet broad) Practice to avoid “bugs” Preparing for a Test User Interface Design, Prototyping, and Evaluation

  26. Conducting a Test • Four testers (minimum) • greeter – puts users at ease & gets data • facilitator – only team member who speaks • gives instructions & encourages thoughts, opinions • computer – knows application logic & controls it • always simulates the response, w/o explanation • observers – take notes & recommendations • Typical session is 1 hour • preparation, the test, debriefing • Read the paper we handed out for details on conducting a test User Interface Design, Prototyping, and Evaluation

  27. Conducting a Test User Interface Design, Prototyping, and Evaluation

  28. Evaluating Results • Sort & prioritize observations • what was important? • lots of problems in the same area? • Create a written report on findings • gives agenda for meeting on design changes • Make changes & iterate User Interface Design, Prototyping, and Evaluation

  29. Advantages of Low-fi Prototyping • Takes only a few hours • no expensive equipment needed • Can test multiple alternatives • fast iterations • number of iterations is tied to final quality • Almost all interaction can be faked User Interface Design, Prototyping, and Evaluation

  30. Wizard of Oz Technique • Faking the interaction. Comes from? • the film “The Wizard of OZ” • “the man behind the curtain” • Long tradition in computer industry • e.g., prototype of a PC w/ a VAX behind the curtain • Much more important for hard to implement features • speech & handwriting recognition User Interface Design, Prototyping, and Evaluation

  31. Problems with Low-fi Prototypes • “Computer” inherently buggy • Slow compared to real app • timings not accurate • Hard to implement some functionality • pulldowns, feedback, drag, viz … • Won’t look like final product • sometimes hard to recognize widgets • End-users can’t use by themselves • not in context of user’s work environment User Interface Design, Prototyping, and Evaluation

  32. Denim Outpost Suede Informal UI Prototyping Tools Topiary SketchWizard User Interface Design, Prototyping, and Evaluation

  33. Informal UI Prototyping Tools • Support advantages of low-fi paper prototypes • brainstorming • consider different ideas rapidly • do not require specification of details • incomplete designs • need not cover all cases, just illustrate important examples • Add advantages of electronic tools • evolve easily • support for “design memory” • transition to other electronic tools • allow end-user interaction User Interface Design, Prototyping, and Evaluation

  34. Designers’ Outpost:A Tangible Interface for Designing Information Architectures • Combines physical & virtual • physical post-its, virtual feedback • Supports existing practice • affordances of paper • collaboration • large, persistent representation • Adds advantages of e-media • editing, reuse, distribution • hand-off later to other tools User Interface Design, Prototyping, and Evaluation

  35. User Interface Design, Prototyping, and Evaluation

  36. DENIM:Designing Web Sites by Sketching • Early-phase navigation & interaction design • Integrates multiple views • site map – storyboard – page sketch User Interface Design, Prototyping, and Evaluation

  37. Video User Interface Design, Prototyping, and Evaluation

  38. Travelshare Low-fi Prototyping & Testing User Interface Design, Prototyping, and Evaluation

  39. Read my important email SUEDE:Informal Prototyping for Speech-based UIs • Support design practice • example scripts • Wizard of Oz (WoZ) • built-in iterative design • design – test – analysis • Fast & fluid design • no speech recognition or synthesis • need not be programmer User Interface Design, Prototyping, and Evaluation

  40. User Interface Design, Prototyping, and Evaluation

  41. TOPIARY:Informal Prototyping for Location-enhanced UIs • Create location-based scenarios • place people, places, & thingson map • Use scenarios as conditions on storyboard transitions • Iterative design • Wizard of Oz (WoZ) • Place Lab Wi-fi location sensor • Fast & fluid design • no GPS or other special hardware required • need not be programmer User Interface Design, Prototyping, and Evaluation

  42. Video User Interface Design, Prototyping, and Evaluation

  43. SketchWizard:Informal Prototyping for Pen-based UIs • Create pen-based UIs without needing recognizers in place • Iterative design • Wizard of Oz (WoZ) • Fast & fluid design • tools to support quick replacement of objects/reco results User Interface Design, Prototyping, and Evaluation

  44. User Interface Design, Prototyping, and Evaluation

  45. Summary • Low-fi testing allows us to quickly iterate • get feedback from users & change right away • Informal prototyping tools bridge the gap between paper & high-fi tools • High-fi UI tools good for testing more developed UI ideas • generally ignore the “insides” of application User Interface Design, Prototyping, and Evaluation

  46. Next Time • Heuristic Evalation • Reading • Lewis & Rieman 4.3-4.4 • Nielsen HE chapter (read 5 links under "Jakob Nielsen's Online Writings on Heuristic Evaluation") User Interface Design, Prototyping, and Evaluation

  47. Further ReadingPrototyping • Books • Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces, by Carolyn Snyder, Morgan Kaufmann, 2003 • Articles • “Prototyping for Tiny Fingers” by Marc Rettig, in Communications of the ACM, 1994 • “Using Paper Prototypes to Manage Risk” by Carolyn Snyder, http://world.std.com/~uieweb/paper.htm • “The Perils of Prototyping” by Alan Cooper, http://www.chi-sa.org.za/Documents/articles/perils.htm • Web Sites • Group for User Interface Research, for DENIM & SUEDE downloads, http://guir.berkeley.edu • InfoDesign Toolkit, http://www.infodesign.com.au User Interface Design, Prototyping, and Evaluation

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