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chapter12_ID5e

Chapter 12 discusses the processes of design, prototyping, and construction, emphasizing the importance of prototypes in interaction design for evaluation and feedback. It outlines different types of prototyping, including low-fidelity and high-fidelity, and highlights the significance of conceptual and concrete design in developing user interfaces. The chapter also covers tools and techniques for generating prototypes and transitioning from design to construction using physical computing kits and software development kits.

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0% found this document useful (0 votes)
5 views

chapter12_ID5e

Chapter 12 discusses the processes of design, prototyping, and construction, emphasizing the importance of prototypes in interaction design for evaluation and feedback. It outlines different types of prototyping, including low-fidelity and high-fidelity, and highlights the significance of conceptual and concrete design in developing user interfaces. The chapter also covers tools and techniques for generating prototypes and transitioning from design to construction using physical computing kits and software development kits.

Uploaded by

geet23pa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter 12

DESIGN, PROTOTYPING and


CONSTRUCTION
Overview
•Prototyping
•Conceptual design
•Concrete design
•Using scenarios
•Generating prototypes
•Construction
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Prototyping
• What is a prototype?
• Why prototype?
• Different kinds of prototyping
 Low fidelity
 High fidelity
• Compromises in prototyping
 Vertical
 Horizontal
• Final product needs to be engineered
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What is a prototype?
• One manifestation of a design that
allows stakeholders to interact with it
• In other design fields, a prototype is a
small-scale model:
 A miniature car
 A miniature building or town

Source:
PalmPilot wooden model ©
Mark Richards

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3D Printing Examples

Examples of 3D printing: (a) model jet engine, (b) Spider Dress 2.0 by Anouk
Wipprecht, and (c) teddy bear “printed” form a wireframe design
Sources: (a) Build Your Own Jet Engine. Licensed under CC-BY-3.0, (b) arch20, and (c)
used courtesy of Scott Hudson
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What is a prototype in
interaction design?
In interaction design, a prototype can be (among other
things):
• A series of screen sketches
• A storyboard, for example, a cartoon-like series of scenes
• A PowerPoint slide show
• A video simulating the use of a system
• A lump of wood (for instance, the PalmPilot)
• A cardboard mock-up
• A piece of software with limited functionality written in the
target language or in another language

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Why prototype?
• Evaluation and feedback are central to interaction
design
• Stakeholders can see, hold, and interact with a
prototype more easily than a document or a drawing
• Team members can communicate effectively
• Ideas can be tested out
• Prototyping encourages reflection: an important
aspect of design
• Prototypes answer questions and support designers
in choosing between alternatives

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Low-fidelity Prototyping
• Uses a medium which is unlike the final
medium, for example, paper or cardboard
• Is quick, cheap, and easily changed
• Examples:
 Sketches of screens, task sequences, and so
on
 ‘Post-it’ notes
 Storyboards
 ‘Wizard-of-Oz’
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Storyboards
• It is a series of sketches showing how a
user might progress through a task
using the product
• Often used with scenarios, bringing in
more detail and a chance to role play

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Example storyboard

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Sketching
• Low-fidelity prototyping often relies on
sketching
• Don’t be inhibited about drawing ability —
Practice simple symbols

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Prototyping with index cards
• Index cards (3 x 5
inches)
• Each card
represents
one element of
interaction
• In evaluation, can
step through the
cards
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‘Wizard-of-Oz’ prototyping
• The user thinks they are interacting with a computer,
but a human is responding to output rather than the
system
• Usually done early in design to understand users’
expectations
• What is ‘wrong’ with this approach?

User

>Blurb blurb
>Do this
>Why?

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High-fidelity prototyping
• Uses materials that you would expect to be in the final
product
• Prototype looks more like the final system than a low-
fidelity version
• High-fidelity prototypes can be developed by integrating
existing hardware and software components
• Danger that users think they have a complete system…
see compromises

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Compromises in prototyping
• Prototyping involve compromises
• For software-based prototyping, maybe there is a slow
response? sketchy icons? limited functionality?
• “In the wild” prototypes operational but not necessarily
robust
• Two common types of compromise:
Horizontal: Provides a wide range of functions, but
with little detail
Vertical: Provides a lot of detail for only a few
functions
• Compromises in prototypes must not be ignored.
Product needs engineering
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Conceptual design
• A conceptual model is an outline of what people
can do with a product and what concepts are
needed to understand and interact with it
• Understand problem space and current
requirements; empathize with users
• Creativity and brainstorming techniques
• Mood board may capture desired feel
• Consider alternatives: scenarios and prototyping
helps
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Building scenarios

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Empathizing with users

The Third Age Suit

Source: Ford Motor Company


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Choosing an interface metaphor
• Interface metaphors combine familiar knowledge with
new knowledge in a way that will help the user
understand the product.
• Three steps: understand functionality, identify potential
problem areas, and generate metaphors
• Evaluate metaphors:
 How much structure does it provide?
 How much is relevant to the problem?
 Is it easy to represent?
 Will the audience understand it?
 How extensible is it?

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Considering interaction
and interface types
• Which interaction type?
 How the user invokes actions
 Instructing, conversing, manipulating,
exploring, or responding
• Do different interface types provide
insight?
 Shareable, tangible, augmented reality, and
so forth
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Expanding the initial conceptual model
• What functions will the product perform?
 What will the product do and what will the human do?
• How are the functions related to each other?
 Sequential or parallel?
 Categorizations, for example, all actions related to
privacy on a smartphone
• What information is needed?
 What data is needed to perform the task?
 How is this data to be transformed by the system?

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Concrete design
• Difference between conceptual and concrete is emphasis
• Many aspects to concrete design
 Color, icons, buttons, interaction devices, and so on
• User characteristics and context
 Inclusiveness, input, and output modes
• Accessibility
 Web Content Accessibility Guidelines
• Cross-cultural design
 Language, colors, icons, and information architecture
 Indigenous knowledge and perspectives

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Generating prototypes
• Generate a storyboard from a scenario
 Break down scenario into steps
 Create a scene for each step
• Sketching out a storyboard prompts designers to
think about design issues
• Generate a card-based prototype from a
storyboard or from a use case
 Consider each step in use case – what interaction
element is needed
 Draw a card that captures it
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Generating storyboard

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Generating card-based prototype

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Explore the user’s experience
• Use personas, card-based prototypes, or
stickies to model the user experience
• Visual representation called:
 Design map
 Customer or user journey map
 Experience map
• Two common representations
 Wheel
 Timeline
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An experience map drawn as a wheel

Source: LEGO
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An experience map drawn as a timeline

Source: Adlin and Pruitt (2010), p134. Used courtesy of Morgan Kaufmann.
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Construction: Physical computing

• Build and code prototypes using electronics


• Toolkits available include
 Arduino
 LilyPad (for fabrics)
 Senseboard
 BBC micro:bit
 MaKey MaKey
• Designed for use by wide range of people
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Physical computing kits

The Arduino board


Source: Used courtesy of Dr. Nicolai Marquardt
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Physical computing kits

The Makey Makey toolkit Source: Makey Makey


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Physical computing kits

The BBC micro:bit

Source: micro:bit. Used courtesy of Micro:bit Foundation

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Construction: SDKs
• Software Development Kits
 Programming tools and components to develop for a
specific platform, for example, iOS
• Includes: IDE, documentation, drivers, sample code,
and application programming interfaces (APIs)
• Makes development much easier
• Examples:
 Amazon’s Alexa Skills Kit for voice-based services
 Apple’s ARKit for augmented reality
 Microsoft’s Kinect SDK for motion tracking
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Summary
• Prototyping may be low fidelity (such as paper-
based) or high fidelity (such as software-based)
• Existing software and hardware helps create
prototypes
• Two aspects to design: conceptual and concrete
• Conceptual design develops an outline of what
users can do and what concepts are needed to
understand the product.
• Concrete design specifies design details, for
example, layout or navigation
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Summary (continued)
• Three approaches to develop an initial conceptual
model: interface metaphors, interaction styles, and
interface styles.
• Expand an initial conceptual model by considering
whether product or user performs each function,
how those functions are related, and what
information is required to support them
• Generate prototypes from scenarios and use cases
• Physical computing kits and software development
kits facilitate the transition from design to
construction
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