gary marsdenslide 1university of cape town human-computer interaction - 8 prototyping gary marsden (...
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Gary Marsden Slide 1University of Cape Town
Human-Computer Interaction - 8
Prototyping
Gary Marsden([email protected])
July 2002
Gary Marsden Slide 2University of Cape Town
Unit Objectives
We shall cover– Design guides– What they look like– Perils of using them
Rationale:– It is impossible for designers to be expert in all
the disciplines of HCI, so guidelines are constructed to guide non-experts in matters such as psychology, art, sociology etc.
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Doing the stuff
So, you have conducted requirements analysis, read your design guides and considered the users’ mental models
It is time to actually make something
That something is a prototype– Most modern lifecycles require iteration about a
prototype
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What is a prototype
Cardboard box, storyboardPiece of softwareChunk of plywood (Jeff Hawkin)Dummy box
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Why Prototype?
Evaluation and feedback are central to interaction design
Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing
Team members can communicate effectively You can test out ideas for yourself It encourages reflection: very important aspect of
design Prototypes answer questions, and support
designers in choosing between alternatives
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What is Prototyped?
• Technical issues
• Work flow, task design
• Screen layouts and information display
• Difficult, controversial, critical areas
NOT just changing skins!
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Low Fidelity
Uses a medium which is unlike the final medium, e.g. paper, cardboard
Is quick, cheap and easily changed
Examples:sketches of screens,
task sequences, etc‘Post-it’ notesstoryboards‘Wizard-of-Oz’
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Wizard of Oz
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Low-Fi Examples
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High Fidelity
Uses materials that you would expect to be in the final product.
Prototype looks more like the final system than a low-fidelity version.
For a high-fidelity software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk.
Danger that users think they have a full system…….see compromises
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Compromises
All prototypes involve compromisesFor software-based prototyping maybe
there is a slow response? sketchy icons? limited functionality?
Two common types of compromise ‘horizontal’: provide a wide range of
functions, but with little detail ‘vertical’: provide a lot of detail for only a
few functionsCompromises in prototypes mustn’t be
ignored. Product needs engineering
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Realising Prototypes
Taking the prototypes (or learning from them) and creating a whole
Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc
Product must be engineeredEvolutionary prototyping ‘Throw-away’ prototyping
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Users & Prototypes
The only way to really test the interface of a prototype is with real users
The lifecycles give us a way to feed what we discover back into the development process
The question remains of the best way of involving the users
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Why Involve Users?
Expectation management – Realistic expectations – No surprises, no disappointments– Timely training– Communication, but no hype
Ownership – Make the users active stakeholders– More likely to forgive or accept problems– Can make a big difference to acceptance and
success of product
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Microsoft Model
Users are involved throughout development
‘activity-based planning’: studying what users do to achieve a certain activity (task)
usability tests e.g. Office 4.0 over 8000 hours of usability testing.
internal use by Microsoft staff customer support lines
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General UCD
User-centered approach is based on:– Early focus on users and tasks: directly studying
cognitive, behavioral, anthropomorphic & attitudinal characteristics
– Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed
– Iterative design: when problems are found in user testing, fix them and carry out more tests
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Ethnography
Understanding users’ work is significantEthnography: from anthropology
– ‘writing the culture’– participant observation
Difficult to use the output of ethnography in design
Often surprising (Pia)
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Participatory Design
Rather than being observed, users are treated as equal partners
Scandinavian historyEmphasises social and organisational
aspectsBased on study, model-building and
analysis of new and potential future systems
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PD in Practice - PICTIVE
Plastic Interface for Collaborative Technology Initiatives through Video Exploration
Intended to empower users to act a full participants in design
Michael Muller (nice chap)
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PICTIVE
Materials used are:– Low-fidelity office items such as pens, paper,
sticky notes– Collection of (plastic) design objects for screen
and window layouts
Equipment required:– Shared design surface, e.g. table – Video recording equipment
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PICTIVE Session
Before a PICTIVE session:– Users generate scenarios of use – Developers produce design elements for the
design session
A PICTIVE session has four parts:– Stakeholders all introduce themselves– Brief tutorials about areas represented in the
session (optional)– Brainstorming of ideas for the design– Walkthrough of the design and summary of
decisions made
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Summary
In this session we looked at– Prototypes
• When and what sort to use
– Involving users in design• User Centred Design• Ethnography• Participative design