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prototyping

prototyping. Prototyping. Prototyping is common in almost every field of engineering design It is simply express how similar it is to the finished interface In prototyping one has to plan to throw away. Why prototype?. Get feedback earlier, cheaper Experiment with alternatives

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prototyping

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  1. prototyping

  2. Prototyping • Prototyping is common in almost every field of engineering design • It is simply express how similar it is to the finished interface • In prototyping one has to plan to throw away

  3. Why prototype? • Get feedback earlier, cheaper • Experiment with alternatives • Easier to change to throw away

  4. Prototyping the User-Interface • Identifying user interface requirements • Almost impossible to specify in advance • Supported by good software tools • Graphical editors, construction kits • User Interface Management Systems (UIMS) • Wireframes • “Prototyping does NOT mean ‘build in haste’”

  5. Prototyping the user interface

  6. Prototype Fidelity • An essential property of a prototyping technique is its fidelity • It refers to the level of detail • Low fidelity • Omits details • High fidelity • More like finished product

  7. Fidelity is multidimensional

  8. Prototype Fidelity • Horizontal • In breadth implementation (covers most features with limited depth information) • Low-fidelity in horizontal might be missing many features • Ex: A word processor prototype might omit printing and spell-checking

  9. Prototype Fidelity • Vertical • In depth implementation (how deeply each feature is actually implemented) • Low-fidelity in vertical may mean limited choices • Ex: you can’t print on double-sided • Canned responses (Always prints the same text, not WYSIWYG)

  10. More dimensions of fidelity • Look: appearance, graphic design • Sketchy, hand-drawn • Feel: input method • Pointing & writing feels very different from mouse & keyboard

  11. Paper prototyping • Paper prototypes are an excellent choice for early design iterations. • Interaction is natural • Pointing with a finger = mouse click • Writing = typing • A person simulates the computer’s operation • Putting down and picking up pieces • Writing responses on the screen

  12. Why paper prototyping? • Faster to build • Sketching is faster than programming • Easier to change • No code investment– everything will be thrown away (except the design) • Focuses attention on big picture • Designer doesn’t waste time on details • Customer makes more creative suggestions • Non-programmers can help • Only kindergarten skills are required

  13. Example paper prototype

  14. Example paper prototype

  15. Example story board

  16. Example story board

  17. What you can learn from PP-type • Conceptual model • Do users understand it? • Functionality • Does it do what’s needed? Missing features? • Navigation & task flow • Can users find their way around? • Are information preconditions met? • Terminology • Do users understand labels? • Screen contents • What needs to go on the screen?

  18. What you can’t learn from PP-type • Look: color, font, whitespace, etc • Feel: Fitts’s Law issues • Response time

  19. Computer prototype • Interactive software simulation • High-fidelity in look & feel • Low-fidelity in depth • Paper prototype had a human simulating the backend; computer prototype doesn’t

  20. What you can learn from computer prototypes • Everything you learn from a paper prototype, plus: • Screen layout • Is it clear, overwhelming, distracting, complicated? • Colors, fonts, icons, other elements • Well-chosen? • Interactive feedback • Do users notice & respond to status bar messages, cursor changes, other feedback • Fitts’s Law issues • Controls are big enough? Too close together? Scrolling list is too long?

  21. Computer prototyping techniques • Storyboard • Sequence of painted screenshots connected by hyperlinks (“hotspots”) • Form builder • Real windows assembled from a palette of widgets (buttons, text fields, labels, etc.) • Wizard of Oz • Computer frontend, human backend • the user interacts with a computer, but there’s a human behind the scenes figuring out how the user interface should respond.

  22. Pros & Cons of Storyboarding • Pros • You can draw anything • Cons • No text entry • Widgets aren’t active • “Hunt for the hotspot”

  23. Example form builder

  24. Example form builder

  25. Pros & Cons of Form Builders • Pros • Actual controls, not just pictures of them • Cons • Limits thinking to standard widgets • Useless for rich graphical interfaces

  26. Wizard of Oz Prototype • Software simulation with a human in the loop to help • “Wizard of Oz” = “man behind the curtain” • Wizard is usually but not always hidden • Often used to simulate future technology • Speech recognition • Learning • Issues • Two UIs to worry about: user’s and wizard’s • Wizard has to be mechanical

  27. “Wizard of Oz” prototyping • User thinks having interacting with a computer, but a developer is responding to output rather than the system. • Usually done early in design to understand users’ expectations (requirements)

  28. Example of Wizard of Oz

  29. Granularity in prototyping

  30. Comparison of Techniques

  31. Summary • Prototype fidelity • horizontal, vertical, look, feel • Kinds of prototypes • Paper • Computer: storyboard, forms, Wizard of Oz • Don’t get attached to a prototype • Because it may need to be thrown away

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