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High-Fidelity Prototyping

High-Fidelity Prototyping. HCDE 518 & INDE 545 Winter 2012. With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry. Agenda. Announcements Lecture – HiFi Prototyping Break – 5 mins Discussion – Practical HiFi prototyping techniques Discussion questions

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High-Fidelity Prototyping

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  1. High-Fidelity Prototyping HCDE 518 & INDE 545 Winter 2012 With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry

  2. Agenda • Announcements • Lecture – HiFi Prototyping • Break – 5 mins • Discussion – Practical HiFi prototyping techniques • Discussion questions • Next class

  3. Announcements • No class next Monday (President’s Day) • Questions?

  4. LECTURE – HI-FI PROTOTYPING

  5. Overview • Hi-Fi Interface Prototyping • Experience Prototyping • Wizard of Oz • Practical Hi-Fi Prototyping Techniques

  6. Experience Prototyping • The key is making the interactions and experience as authentic to the real thing as possible • Typically a Hi-fidelity experience • Use Wizard-of-oz to save time and avoid complicated implementation

  7. From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983. Wizard of Oz • A method of testing a system that does not exist • the listening typewriter, IBM 1984 Dear Henry SpeechComputer What the user sees

  8. Dear Henry From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983. Wizard of Oz • A method of testing a system that does not exist • the listening typewriter, IBM 1984 Dear Henry SpeechComputer What the user sees The wizard

  9. Name Origin • From the book & movie • http://www.youtube.com/watch?v=NZR64EF3OpA&feature=related

  10. Important Note • Up until the point the wizard is discovered, the thoughts, feelings, and actions of Dorothy and the others were all genuine • They were genuinely experiencing what it would be like to talk to a powerful and terrible wizard

  11. Wizard of Oz • Human ‘wizard’ simulates system response • interprets user input according to an algorithm • controls computer to simulate appropriate output • uses real or mock interface • wizard sometimes visible, sometimes hidden • “pay no attention to the man behind the curtain!” • good for: • adding simulated and complex vertical functionality • testing futuristic ideas

  12. WoZ Example - Sketch-a-move http://www.youtube.com/watch?v=O-XNwam3LOs

  13. Other WoZ Examples • Eye Toy prototype: • http://www.youtube.com/watch?v=IZUQqssE7Jk • Virtual Peers for Autism • http://www.articulab.justinecassell.com/projects/samautism/index.html

  14. BREAK – 5 MINUTES

  15. P4: Hi-Fi Prototyping • Due March 7th in class and on CollectIt • Iterate on your design from P3 to a more high-fidelity interactive prototype • Can be PowerPoint, HTML, programming, etc. • Must simulate the experience of using it • Conduct another usability evaluation with 2-3 participants (can be same participants as before) • Demo prototype during final class presentation

  16. Practical Prototyping Tools • Creating Hi-Fi, semi-functional prototypes with minimal effort • PowerPoint Prototyping • UX-Specific Tools • Axure, Balsamiq • Photoshop + HTML/Dreamweaver • Visual Studio • OmniGraffle • Hardware Prototyping (Arduino, Phidgets)

  17. PowerPoint • Advantages: • Almost everyone has it • Ubiquitous format • Fast and easy to use • Can use hyperlinks to simulate interaction • Disadvantages: • Must be used at a computer • e.g., difficult to do mobile-based interactions • Somewhat limited functionality • Cannot be reused for final implementation

  18. Example Prototypes • http://www.boxesandarrows.com/files/banda/interactive/SamplePrototype.ppt • http://courses.washington.edu/info360/examples/powerpoint-prototype-example.ppt • Tutorial: • http://www.boxesandarrows.com/view/interactive

  19. Axure • A commercially available wireframes maker/prototyping tool • Free license for students • http://www.axure.com/ • Contains good documentation and tutorials • Advantages • Great for websites • Can transition from wireframe->Prototype->Functional system • Can automatically generate design specs

  20. Examples - Axure • Website: http://share.axure.com/W2D1BW/ • Demo video: • http://axure.com/features

  21. Balsamiq Mockups • Another commercially available prototyping tool • Free trial, or $79 to buy • Advantages • Can make lo-fi appearing prototypes that are interactive http://www.balsamiq.com/products/mockups

  22. Photoshop • Advantages • Can look & feel like real thing • Disadvantages • Needs use of HTML to simulate interactions

  23. Photoshop Tools • Download iPhone template: • http://www.teehanlax.com/blog/?p=1628 • Android Template: • http://chrisbrummel.com/google-android-gui-psd • More free PS widgets: • http://www.greepit.com/2009/03/25-free-psd-resources-for-designers/ • To do screen shots (saves to clipboard) • Windows: alt+print screen button • Mac: Command-Control-Shift-3

  24. Visual Studio • Advantages: • Fast to put together interfaces • Can evolve into a fully functional prototype • Disadvantages: • Requires programming knowledge to start creating interactivity • Windows only

  25. OmniGraffle

  26. Hardware Prototyping • Great for making devices “off the screen” • Arduino • Phidgets

  27. Arduino • Prototyping tool for physical devices • Allows you to interface with hardware and for physical devices to communicate with your computer • http://www.arduino.cc/

  28. Arduino Project example • Snore-detecting pillow: • http://www.youtube.com/watch?v=DmFLO-fjGsU&feature=related

  29. Phidgets • “Physical Widgets” • Sliders, buttons, sensors,lights, RFID, motors, etc. • Easier than Ardunio • Uses snap-in and USB • Only requires basicknowledge of Java programming • http://www.phidgets.com/

  30. Phidgets Example – Gumball Machine

  31. Phidgets – Interactive Flower • http://www.youtube.com/watch?v=9VJA8CPT-DQ

  32. General Tips • There are more tools here than you can learn to use proficiently • Find out what's currently being used by companies, researchers, or in jobs you'd like to do • Take the time to learn one or two prototyping techniques very well • Perhaps your P4 assignment can be a good start

  33. More Resources • Overviews of rapid prototyping tools: • http://www.adaptivepath.com/blog/2009/03/24/rapid-prototyping-tools/ • Your classmates’ R6 posts

  34. John’s Discussion Questions • Should low-fi prototypes be developed entirely by designers, entirely by developers, or by a team representing both areas of expertise? Why? Is the answer different for high-fi prototypes? • Can a low-fi prototype involve coding/functional interaction? Or does this make it high-fi by definition? • When you're designing a screen-based application, the interactions can be relatively easy to sketch out in low fidelity in such a way that most of the user experience is captured/conveyed. This is much more difficult with a tangible, interactive product, where the physicality defines much of the experience. Is there really such a thing as a low-fi prototype for such a product? Or is there a baseline of somewhat-high fidelity that must be reached before the prototype becomes a useful representation?

  35. John’s Discussion Questions • The Houde and Hill article argues that storyboards can be prototypes. Do you agree? Or, put another way, does something need to have a degree of interactivity to transcend from sketch to prototype? • Rudd et al. briefly touch on the very important distinction of horizontal and vertical prototypes. Is one 'better' than the other? When might you want to use each kind? • Rudd et al. present a fairly dichotomous view prototyping divided into low-fi and high-fi. Is this division granular enough? Or is further distinction useful? For example, think about Experience Prototyping -- is this just another way of framing high-fi prototyping? Or is there a useful difference?

  36. Next Class Topics • Monday, February 20th • No class (President’s Day) • Wednesday, February 22nd • Empirical Evaluation • Discussants: Jessica & Sarah • Upcoming Work • R7, P3

  37. Group Project time

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