4. What is a prototype?
• In other design fields a prototype is
a small-scale model:
– a mini car
– a mini building or town
5. What is a prototype?
• In interaction design it can be
– a series of screen sketches
– a storyboard
• cartoon-like series of scenes
– a PowerPoint slide show
– a video simulating the use of a system
– a lump of wood
• e.g. hand-held computer
– a cardboard mock-up(full-sized scale model of a
structure)
– a piece of software with limited functionality
• written in the target language or in another language
6. Why prototype?
• evaluation and feedback
– central to interaction design
– Stakeholders can see, hold, interact with a
prototype more easily than a document or a
drawing
• communication among team members
• validation of design ideas
• encourages reflection
– very important aspect of design
• choosing between alternatives
7. What to prototype?
• Technical issues
• Work flow, task design
• Screen layouts and information
display
• Difficult, controversial, critical areas
8. 1-Low-fidelity Prototyping
• simple medium
– e.g. paper, cardboard
– often different from the final medium
• flexible
– changes quick, cheap and easy
• examples
– sketches of screens, task sequences, etc
– ‘Post-it’ notes
– storyboards
– ‘Wizard-of-Oz’
9. Storyboards
• often used with scenarios
– more detail
– chance to role play
• series of sketches
– shows how a user might progress through a task
using the device
• used early in design
– cheap and simple
– validation of design ideas
– feedback from stakeholders
11. Activity
• Produce a storyboard that depicts
how to fill a car with gas (petrol).
12. Sketching
• important to low-fidelity prototyping
• drawing skills are not critical
– symbols to indicate tasks, activities, objects
– flowcharts for time-related issues
– block diagrams for functional components
• computer support
– some drawing and brainstorming programs have
functions that help with sketching
– may make things more complicated than
necessary
14. Index Cards
• small cards (3 X 5 inches)
– usually lined
• each card represents one screen
– multiple screens can be shown easily on a table
or the wall
• thread or lines can indicate
relationships between screens
– sequence
– hyperlinks
• often used in website
development
16. >Blurb blurb
>Do this
>Why?
User
‘Wizard-of-Oz’ prototyping
• simulated interaction
– the user thinks they are interacting with a computer, but a
developer is providing output rather than the system
• user expectations
– usually done early in design
http://musicman.net/oz.html
17. Activity: ‘Wizard of Oz’
Problems
• identify some problematic aspects
with this approach
– for novice users of the system
– for experienced users of the system
– for the developer providing the system’s
responses
18. 2-High-fidelity prototyping
• choice of materials and methods
– similar or identical to the ones in the final product
• looks more like the final system
– appearance, not functionality
• common development environments
– Macromedia Director, Visual Basic, Smalltalk,
– Web development tools
• misled user expectations
– users may think they have a full system
19. Vertical vs Horizontal
Prototyping
• Where the compromises are made ?
• For software based prototyping maybe there is a slow
response ? sketchy icons ?
• limited functionality ?
• Horizontal
• – Wide range of function but with little detail
• Vertical
• – A lot of detail for only a few functions
• Compromises can't be ignored –
– importance of engineering
21. Compromises in prototyping
• all prototypes involve compromises
• software-based prototyping
– 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
functions
• compromises should not be ignored
– indicates the need for engineering
22. Construction
• creation, manufacturing of the final system
– based on experiences and feedback gathered from
the prototypes
• engineering
– evolutionary, ‘throw-away’ prototyping
– feasibility, materials, processes, economic and other
considerations
• quality
– usability, reliability, robustness, maintainability,
integrity, portability, efficiency, etc
23. Conceptual Design
• transformation of user
requirements/needs into a conceptual
model
• stepwise refinement
– iterate, iterate, iterate
• consideration of alternatives
– prototyping helps
24. Definition ‘Conceptual Design’
“a description of the proposed system
in terms of a set of integrated ideas
and concepts about what it should
do, behave and look like, that will be
understandable by the users in the
manner intended”
25. Three perspectives for a
conceptual model
• interaction mode
• how the user invokes actions when interacting with the
device.
– instructing, conversing, manipulating and navigating, and
exploring and browsing
• interaction paradigm
• design philosophies that help you think about the
product being developed
• Metaphor
• to combine familiar knowledge with new knowledge in a
way that will help the user understand the system
26. Interaction Mode
• how the user invokes actions
– activities by the user and the system’s
responses
• activity-based
– instructing, conversing, manipulating and
navigating, exploring and browsing.
• object-based
– structured around real-world objects
28. Interaction Paradigm
• Thinking about environmental requirements is particularly relevant
when considering interaction paradigms. For example, consider the
shared calendar in the context of the following paradigms:
• Ubiquitous computing. Combining some of our earlier
discussions, we could perhaps imagine the shared calendar as
being like a planner on the wall, but in an electronic form with
which people could interact.
• Pervasive computing. Carrying around our own copy of the
shared calendar builds directly upon current expectations and
experience of personal calendars. We can imagine a system that
allows individuals to keep a copy of the system on their own
palmtop computers or PDAs, while also being linked to a central
server somewhere that allows access to other information that is
shared.
29. Metaphors
• interface metaphors
– combine familiar knowledge with new
knowledge
– help the user understand the product
• three steps towards a metaphor
– understand functionality,
– identify potential problem areas,
– generate metaphors
30. Evaluation of a metaphor
• How much structure does it
provide?
• How relevant is it to the problem?
• Is it easy to represent?
• Will the audience understand it?
• How extensible is it?
31. Expanding the conceptual
model
• functionality
– task allocation
• What will the product do and what will the human do?
• relationship of functions
– sequential or parallel
– categorizations
• all actions related to one particular aspect
• information
– data required to perform the task
– transformation of data by the system
32. Scenarios in Conceptual
Design
• express proposed or imagined
situations
• used throughout the design process in
various ways
– scripts for user evaluation of prototypes
– concrete examples of tasks
– as a means of co-operation across professional
boundaries
• ‘plus’ and ‘minus’ scenarios
– exploration of extreme cases
33. Scenarios in Conceptual Design
• An interesting idea also proposed by Bodker
is the notion of plus and minus scenarios.
• These attempt to capture the most positive and
the most negative consequences of a particular
proposed design solution thereby helping
designers to gain a more comprehensive view
of the proposal.
35. Prototypes in Conceptual
Design
• evaluation of emerging ideas
– user feedback, feasibility
– choice of methods and materials
• iterative prototyping
– low-fidelity prototypes early on
– high-fidelity prototypes later
• evolutionary prototyping
– early prototypes are gradually enhanced and
augmented
• appearance
• functionality
36. Physical Design
• more concrete, detailed issues of
designing the interface
– although inaccurate, the term is also used for
software-based systems
• iteration physical /conceptual design
• guidelines for physical design
– Nielsen’s heuristics
– Shneiderman’s eight golden rules
– Styles guides: commercial, corporate
• decide ‘look and feel’ for you
• widgets prescribed, e.g. icons, toolbar
37. Shneiderman’s 8 Golden
Rules
1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
38. Shneiderman's eight golden rules of
interface design (Shneiderman, 1998)
• 1. Strive for consistency. For example, in every screen have a 'File'
menu in the top left-hand corner. For every action that results in the loss
of data, ask for confirmation of the action to give users a chance to
change their minds.
• 2. Enable frequent users to use shortcuts. For example, in most
word-processing packages, users may move around the functions using
menus or shortcut“ quick keys," or function buttons.
• 3. Offer informative feedback. Instead of simply saying "Error
404," make it clear what the error means: "The URL is unknown." This
feedback is also influenced by the kinds of users, since what is meaningful
to a scientist may not be meaningful to a manager or an architect.
• 4. Design dialogs to yield closure. For example, make it clear when an
action has completed successfully: "printing completed."
• screen to another.
39. Shneiderman's eight golden rules of
interface design
5. Offer error prevention and simple error handling. It is better
for the user not to make any errors, i.e., for the interface to prevent
users from making mistakes. However, mistakes are inevitable and
the system should be forgiving about the errors made and support
the user in getting back on track.
6. Permit easy reversal of actions. For example, provide an "undo"
key where possible.
7. Support internal locus of control. Users feel more comfortable if
they feel in control of the interaction rather than the device being in
control.
8. Reduce short-term memory load. For example, wherever
possible, offer users options rather than ask them to remember
information from one
40. Physical design for Computer
Interaction
• different kinds of ‘widgets’
– dialog boxes, toolbars, icons, menus, etc
• emphasis
– menu design
– icon design
– screen design
– information display
41. Menu Design
• arrangement
– number of menus
– length
– order of items
• grouping of items
– categorization
– visual division (colours, dividing lines)
• structure
– sub-menus, dialog boxes
• terminology
• constraints
– screen size, input method
• context
– applicability of entries
42. Activity Menu Design
• compare the menu systems used on
– a digital camera
– a cell phone
– a digital music player (e.g. iPod)
• some criteria
– functionality
• number of functions, categories
– usability
• frequency of use, importance, consequences
– context
– constraints
• space, input methods
43. Icon design
• good icon design is difficult
• meaning of icons
– cultural and context sensitive
• practical tips
– always draw on existing
traditions or standards
– concrete objects or things are
easier to represent than actions
44. Activity Icon Design
• identify two sets of icons
– e.g. traffic signs, sports disciplines
• compare the two sets
– purpose
– context
– constraints
45. Screen design
• splitting functions across screens
– moving around within and between screens
– how much interaction per screen
• individual screen design
– white space
• balance between information/interaction and clarity
– grouping of items
• separation with boxes, lines, colors
46. Splitting Functions across
Screens
• task analysis as a starting point
– each screen should contain a single
simple step
– user frustration
• too many simple screens
• context
– important information should be available
– multiple screens open at once
47. Individual Screen Design
• user attention
– directed to most important point
– e.g. via color, action, boxing
– animation is very powerful but can be distracting
• organization
– grouping
• physical proximity, color, shape,
– structure
• connections between related items
• trade-off
– sparse population vs. overcrowding
48. Information display
• context
– relevant information available at all times
• types of information
– imply different kinds of display
– alpha-numerical, chart, graph, …
• consistency
– paper display and screen data entry
– different screens with similar information
– information content vs. presentation
49. www.id-book.com
Using scenarios in conceptual
design
• Express proposed or imagined situations
• Used throughout design in various ways
• scripts for user evaluation of prototypes
• concrete examples of tasks
• as a means of co-operation across
professional boundaries
• Plus and minus scenarios to explore extreme cases
52. www.id-book.com
Support for design
• Patterns for interaction design
• individual patterns
• pattern languages
• pattern libraries
• Open source systems and components
• Tools and environments
53. Summary
• Different kinds of prototyping are used for
different purposes and at different stages
• Prototypes answer questions
• Construction: the final product must be
engineered appropriately
• Conceptual design (the first step of design)
• Physical design: e.g. menus, icons, screen
design, information display
• Prototypes and scenarios are used throughout
design