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Video Prototyping

Video Prototyping. October 16, 2007. Hall of Fame or Shame?. http://www.dol.wa.gov/. Hall of Fame. http://www.dol.wa.gov/ UI is clean & uncluttered Multiple language options are clearly indicated Similarity & connectedness to present strong aesthetic & indicate navigation

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Video Prototyping

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  1. Video Prototyping October 16, 2007

  2. Hall of Fame or Shame? • http://www.dol.wa.gov/ User Interface Design, Prototyping, and Evaluation

  3. Hall of Fame • http://www.dol.wa.gov/ • UI is clean & uncluttered • Multiple language options are clearly indicated • Similarity & connectedness to present strong aesthetic & indicate navigation • ex. of Gestalt Principles • Use of red/green troubling, but not an issue in this UI User Interface Design, Prototyping, and Evaluation

  4. Video Prototyping October 16, 2007

  5. Outline • Review • Finish Teams Overview • Types of Prototypes • Video Brainstorming • Video Prototyping • Forms of Video Prototyping • Steps to Create Video Prototypes • Tips & Tricks • Introductions User Interface Design, Prototyping, and Evaluation

  6. Human Abilities Review • Color can be helpful, but pay attention to ? • how colors combine • limitations of human perception • people with color deficiency • Model Human Processor ? • perceptual, motor, cognitive processors + memory • model allows us to make predictions • e.g., perceive distinct events in same cycle as one • Memory ? • three types: sensor, WM, & LTM • interference can make hard to access LTM • cues in WM can make it easier to access LTM • Key time to remember? • 100 ms (~processor cycle time & memory access) • Fitts’ Law ? • moving hand is a series of microcorrections • time to move hand to target size S, distance D away given by • Tpos = a + blog2 (D/S + 1) • time to move hand depends only on relative precision required User Interface Design, Prototyping, and Evaluation

  7. Groups strong leader individual accountability organizational purpose individual work products efficient meetings measures performance by influence on others delegates work Teams shared leadership individual & mutual accountability specific team purpose collective work products open-ended meetings measures performance from work products does real work together Teams vs. Groups • Teams & good performance are inseparable • a team is more than the sum of its parts User Interface Design, Prototyping, and Evaluation

  8. Keys to Team Success • Common commitment • requires a purpose in which team members believe • “prove that all children can learn”, “revolutionizing X…” • Specific performance goals • comes directly from the common purpose • “increasing the scores of graduates form 40% to 95%” • helps maintain focus – start w/ something achievable • A right mix of skills • technical/functional expertise (programming/design/writing) • problem-solving & decision-making skills • interpersonal skills • Agreement • who will do particular jobs, when to meet & work, schedules User Interface Design, Prototyping, and Evaluation

  9. design (visual/interaction) user testing Team Action Items • Meet & get used to each other • Figure out strengths of team members • Assign each person a role • responsible for seeing work is organized & done • not responsible for doing it themselves • Names/roles listed on next assign. turned in • Roles • group manager (coordinate - big picture) • documentation (writing) User Interface Design, Prototyping, and Evaluation

  10. Types of Prototypes • Prototypes are concrete representations of a design • Prototype dimensions • representation: form of the prototype • off-line (paper) or on-line (software) • precision: level of detail (e.g., informal or polished) • interactivity: watch-only vs. fully interactive • fixed prototype (video clips) • fixed-path prototype (each step triggered by specified actions) • at extreme could be 1 path or possibly more open (e.g., Denim) • open prototype (real, but limited error handling or performance) • evolution: expected life cycle of prototype • e.g., throw away or iterative User Interface Design, Prototyping, and Evaluation

  11. Video Brainstorming • Participants act ideas out in front of a video camera • Goal is to create as many new ideas as possible • each should take 2-5 minutes to generate & capture • run standard brainstorming session first for ideas • Advantages • video easier to understand later than notes • participants actively experience interaction & preserve record of the idea Video brainstorming of an animated character in Prototyping Tools & Techniques by Beaudouin-Lafon & Mackay.Character follows user with its eyes. User Interface Design, Prototyping, and Evaluation

  12. Video Prototyping • Illustrate how users will interact w/ system • Unlike brainstorming, video prototyping contracts the design space • Quick to build • Inexpensive • Forces designers to consider details of how users will react to the design • May better illustrate context of use User Interface Design, Prototyping, and Evaluation

  13. Forms of Video Prototypes • May build upon paper prototypes or use existing software & images of real settings • Narration optional • narrator explains events & others move images/illustrate interaction • actors perform movements & viewer expected to understand w/o voice-over • Usually fixed prototypes, but can also use in open prototypes • live video as a Wizard of Oz tool & 2nd camera to capture • If have good storyboards, should be able to create video prototype in 1 hour User Interface Design, Prototyping, and Evaluation

  14. Wizard of Oz Video Prototype Image from Beaudouin-Lafon & Mackay User Interface Design, Prototyping, and Evaluation

  15. Steps to Create a Video Prototype • Review field data about users & work practices • Review ideas from video brainstorm • Create use scenario in words • Develop storyboard of each action/event w/ annotations explaining what is happening in scene. Put each element on a card. User Interface Design, Prototyping, and Evaluation

  16. Steps to Create a Video Prototype Image from X by Beaudouin-Lafon & Mackay User Interface Design, Prototyping, and Evaluation

  17. Steps to Create a Video Prototype • Review field data about users & work practices • Review ideas from video brainstorm • Create use scenario in words • Develop storyboard of each action/event w/ annotations explaining what is happening in scene. Put each element on a card. • Shoot a video clip for each storyboard card • avoid editing in the camera – just shoot in storyboard order • Use title cards to separate clips (like a silent movie) • if you make an error, rewind to last title card & reshoot User Interface Design, Prototyping, and Evaluation

  18. Example Videos User Interface Design, Prototyping, and Evaluation

  19. Video Prototyping Tutorial User Interface Design, Prototyping, and Evaluation

  20. Tips & Tricks • Add structure to better explain context • begin with a title • follow with an “establishing shot” • shows user in context defined by the scenario • create series of closeup & mid-range shots, interspersed with title cards to tell the story • place a final card with credits at the end • Use colored paper for title cards to make easy to find when editing/searching video • “Time-lapse photography” lets images appear & disappear based on user interaction • e.g., illustrate pop-up menu by recording clip of user pressing button, pause camera, add menu, restart camera • Be careful about taking video out of the original design setting for ethical reasons (context matters) User Interface Design, Prototyping, and Evaluation

  21. High Quality (& Budget) Video Prototypes User Interface Design, Prototyping, and Evaluation

  22. Next Time • Presentations User Interface Design, Prototyping, and Evaluation

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