chapter12_ID5e
chapter12_ID5e
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
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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
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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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