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Prototyping and Design. HCC 729 2 / 27/14. What’s new?. Inspirations / UI design Questions about assignments Feedback on user tests Interesting UARs Other surprises. How to prototype your ideas. Partially adapted from ac4d online materials. http://library.ac4d.com/.
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Prototyping and Design HCC 729 2/27/14
What’s new? • Inspirations / UI design • Questions about assignments • Feedback on user tests • Interesting UARs • Other surprises
How to prototype your ideas Partially adapted from ac4d online materials
“Humans are really interesting. If you show them your idea in a prototype form, very few people will tell you what’s right about it… But everybody will tell you what’s wrong with it.” David Kelly, IDEO
What is a prototype? • Prototype = “working” model • Common in almost every field of engineering design • Airplanes, chemical structures, architecture… • In HCI Prototypes are • Full-size or to scale • Fully or partially functioning • Limited representation of an idea • Virtual or physical
Prototype Examples • A series of screen sketches (paper) • A storyboard, cartoon-like series of scenes illustrating key points of a scenario • A PowerPoint Slide show • A video simulating the use of a system • A piece of software with limited functionality written in the target language or in another language • An electronic mock-up (hardware) • A cardboard mock-up
Why Prototype? Why bother making one? We are all experts, right?
Why Prototype? • To identify user interface and functional requirements • Almost impossible to specify in advance • Can’t always get things right the first time…
Why Prototype? • Reveals problems/prevents mistakes • Building artifacts immediately leads to costly errors • We can often avoid expensive development by building reasonable prototypes
Why Prototype? • Enables quick evaluation and feedback throughout design process • Fosters discussion, reflection and innovative ideas (from designers and users): concrete artifact • Keeps design focused on users • Cheap, easy way to test designs with users • Help choose between design alternatives (risky/critical features, go/no-go decisions) • Help answer specific questions • Users enjoy prototyping and feel involved • Provides continuous feedback on the current design situation
Prototyping: When/How? Early Design Late Design Brainstorm different representations Choose a representation Rough out interface Style Task centered walkthrough and redesign Fine tune interface, screen design Heuristic evaluation and redesign Usability testing and redesign Limited field testing Alpha/Beta tests Low fidelity paper prototypes Medium fidelity prototypes High fidelity prototypes Working Systems
Prototyping Stages Evaluate Prototype Design Redesign
Choose your compromises wisely… All prototypes involve compromise
Prototype Compromises • Examples of compromises in software-based prototyping: • Slow reaction time • Limited functionality • Use “placeholder” images: clipart, stock icons • Simulate data or input • Two common types of compromise: horizontal and vertical
Horizontal vs. Vertical Horizontal “thin” prototype Vertical “thick” prototype
Horizontal vs. Vertical • Horizontal Designs • First level of user interface is fully present • No, or limited, functionality (but looks complete) • Fast implementation • Full extent of interface can be tested, but not in a real-use context • Often does not capture the interaction “feel” • Vertical Designs • Restricted to a subset of the system • This subset offers the interface and functionality • Can undertake realistic testing
Fidelity • Designers create prototypes at multiple levels of detail,or Fidelity • Example: Web sites are iteratively refined at all levels of detail Mock-ups Site Maps Schematics Storyboards High Low Fidelity
Fidelity in Prototyping • Low Fidelity • Quickly made representations of interface, interaction is imagined • Medium Fidelity • Prototypes that are more finalized than low fidelity, simulate interaction • High Fidelity • Prototypes that look like the final product, build interaction elements • Will cover in a future lecture….
What tools do I need? Suggestions?
A prototyping tale… Anyone know what this device is?
The Apple Newton • First significant PDA (1993) • Handwriting recognition builtinto it! • Huge failure on the market. • Too big and heavy to carry • Too slow to run most applications • Handwriting detection was not very accurate
Redesigning the Newton • After failure of the Newton, two of its inventors left Apple to design a new device and used techniques from all areas of HCI. • Identified that the Newton failed because it was too big and too slow. • Focused on exploring the form of the device through “block of wood prototypes” which Jeff Hawkins carried around to decide what the correct form should be. • Redesigned the hardware specifications so it would fit with the smaller form. • The basic Pilot 1000 retailed for $299, half the price of a Newton.
Additional information • When working out the Palm's handwriting recognition system, Graffiti, Hawkins said he scribbled notes all day on a pad of paper. But he didn't write the letters side by side. Instead he scrawled them one on top of each other -- just the way it's done on the Palm -- ending up with indecipherable blobs on the page. • Hawkins told how his make-pretend method led him to conclude that voice recognition will never be a good way to control computers -- a notion that goes against current wisdom, including Microsoft's, which is sinking millions of dollars into researching the endeavor. • Hawkins said when he's sat around pretending to control his computer by voice the experience is unsatisfactory and uncompelling. • Quotes from wired.com article about Jeff Hawkins: http://www.wired.com/science/discoveries/news/1999/10/32010
Low Fidelity Prototypes • Paper Prototypes • Paper mock-up of the interface look, feel, functionality • Quick and cheap to prepare and modify • Purpose • Brainstorm competing representations • Elicit user reactions • Elicit user modifications / suggestions
Why Use Low Fidelity Prototypes • Traditional methods take too long • Sketches -> prototype -> evaluate -> iterate • Can simulate the prototype • Sketches -> evaluate -> iterate • Sketches act as prototypes • Designer “plays computer” • Other design team members observe and record • “Kindergarten” implementation skills. • Allows non-programmers to participate
Low Fidelity Prototyping • Uses a medium which is unlike the final medium, e.g. paper, cardboard represent software • Quick, cheap and easily changed • Support the exploration of alternative designs and ideas • Best in early stage of development and not intended to be final product • For exploration ONLY: concepts, look and feel, iron out usability issues early on • Examples • Sketches of screens, task sequences, etc • “Post - it” notes • Storyboards
Low Fidelity Prototypes • Sketching is important • Don’t be inhibited about drawing ability, practice simple symbols • Develop your own symbols and icons Interactions People Computer
Paper Prototyping Rules • Set deadline (don’t spend too long) • Draw window on large paper • Draw different screen regions on index cards and them put on the window paper • Ready responses for any user action (“magic mouse” can make anything a link) • Photocopy to make test version • Test, markup, and iterate
Index Cards • Index cards (3”x5”)… a great size! • Each card represents one screen or one element of a task • Great for software prototypes with multiple screens • Website design • Mobile devices • Windows of software
Index Cards (Example) • Include enough detail for users to interact with the prototype
Make a Low Fidelity Prototype • This example gives an overview of the layout without any detail - a good starting point • Numerous alternatives can be quickly created without worrying about details • Should be produced in pencil (so you can easily change it) • Should be hand-drawn (rulers take too much effort)
Is this a good low fidelity prototype? An example of a “tidy” prototype • More difficult to change this prototype than hand drawn sketches (even if you use a fancy drawing package) • It is highly unlikely that the first (or 2nd, or 3rd, or 4th) designs will be completely correct • Designs that are hard to amend, won’t be amended. • No benefit over the hand-drawn sketches, just took longer to make, and less likely to get good feedback • Do you really want to make one of these for all 10 of the designs you want to evaluate? WRONG!! Prototype at the right fidelity!!!
Make a Low Fidelity Prototype Once you like your layout, you can focus on details of the design • example data values, menu content, buttons, labels, etc • More specific layout of interface objects • You can even annotate your paper prototype!
Fancier LowFidelity Prototypes Once the details are ironed out, you can create your interface “toolkit” • Cut out each of the components (windows, dialogs, menus, etc) into it’s own window • These can be used to dynamically simulate the entire interface following a storyboard, or flow.
Useful Low Fidelity Tools • Large, heavy, white paper • Index cards • Tape, stick glue, correction tape • Pens & markers (many colors and sizes) • Large sheet of foam core, poster board, butcher paper • Scissors, X-acto knives • Band-aids Explore your local art store for supplies!
Low Fidelity Advantages • Can “build” entire site quickly • No expensive equipment required • Can simulate almost anything • Anyone can implement prototypes • Anyone can participate in your design process! • Fast iterations: # iterations has positive impact on quality of final design. • Always want to explore multiple ideas, so you don’t fall into “Local Maximum”
Low Fidelity Disadvantages • Not detailed enough to implement from • Need to be facilitated when presented to users • Does not address issues that arise from implementation • Some interactions are hard to simulate with paper • dragging, pull down menus, selections • system speed/latency • Form is not always clear • device size • ergonomics • appearance • Can be a barrier to spend the effort to create prototypes
Summary: Low Fidelity Prototypes • Traditional methods take too long, can do in a few hours • No expensive equipment required • Can simulate almost anything • Anyone can implement • Fast iterations: # iterations has impact on quality of final design.
Testing with low fidelity prototypes • Like conducting a user test / think aloud • Concrete tasks • Quiet environment • Let the user guide the process • One experimenter acts as the “computer”
Medium Fidelity Wizard of Oz… (to come later)