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University of Washington HCDE 518 Prototyping HCDE 518 Winter 2011 edit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark

Prototyping

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Prototyping. HCDE 518 Winter 2011. With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry. Agenda. Announcements, Hand in assignments Lecture – Prototyping Design Activity A3 Description Break – 10 mins Sketching Critiques. Lecture – Practical Prototyping - PowerPoint PPT Presentation

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University of Washington HCDE 518

Prototyping

HCDE 518Winter 2011

With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry

University of Washington HCDE 518

Agenda

Announcements, Hand in assignments

Lecture – Prototyping Design Activity A3 Description Break – 10 mins Sketching Critiques

Lecture – Practical Prototyping

P3 Description Next Class Break – 10 mins Group Project Work Time

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Announcements

R5 returned today P1 available tomorrow

Can email you main comments and grades All remaining assignment descriptions posted

on website Except P4, will have done by tomorrow

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LECTURE – PROTOTYPING OVERVIEW

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Sketches vs. Prototypes

Sketches are about exploring ideas Prototypes are about testing ideas

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Sketch vs. Prototype

Sketch PrototypeInvite AttendSuggest DescribeExplore RefineQuestion AnswerPropose TestProvoke ResolveTentative, non committal Specific Depiction

The primary differences are in the intent

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Prototype vs. System Development

In engineering, prototyping is system development: building the first example of a system by hand

In user interface design, the effort on the functionality of the system is minimized for the prototype Focus on the "visible" parts of the system Still a range, in terms of fidelity and level of

activity, in relation to the final product

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What is a prototype?

In designing interactive systems, it can be:• a series of screen designs (e.g., from photoshop)• a storyboard, i.e. a cartoon-like series of scenes • a PowerPoint slide show or HTML pages• a video simulating the use of a system• a lump of wood (e.g. 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• Users can see, hold, interact with a prototype more

easily than a document or a drawing• You can test out ideas for yourself • It encourages reflection: important aspect of design • Prototypes answer questions, and support designers in

choosing between alternatives

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Low-Fidelity Prototyping (Lo-Fi)

• Very far from the final product, e.g. paper, cardboard

• Examples:sketches of screens, task sequences, etc.

‘Post-it’ notesStoryboardsScenarios

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High-Fidelity Prototyping (Hi-Fi)

• Prototype looks more like the final system

than a low-fidelity version

• Common hi-fi prototyping tools:• Macromedia Director, Flash, Visual Basic

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Hi-Fi vs. Lo-FiLo – Fi Hi – Fi

Advantages CheapFastEasy to changeDisposablebLots of ideasNot a lot of skillsEasy to update in real timeNo investment

Disadvantages

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Hi-Fi vs. Lo-Fi – How’d we do?

Lo – Fi Hi – Fi

Advantages • Fast• Cheap• Easy – kindergarten skills!• Can simulate actual product

• Better sense of finished product• Can judge aesthetic appeal• More realistic experience• Can evaluate experience

Disadvantages • Slow response time• Can’t get feedback about aesthetics• User may question design quality

• Users may focus on unnecessary details• Takes a lot of time to make• Users may lose track of big picture

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Horizontal vs. Vertical

How much to represent? “Deep” or “vertical” prototyping

provide a lot of detail for only a few functions

“Broad” or “horizontal” prototyping provide a wide range of functions, but

with little detail

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Horizontal vs. Vertical

Vertical prototype(e.g., photoshopmock up)

Scenario

Horizontal prototype(e.g., paper prototype)

Full interface

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Prototyping Recommendations

Start early Avoid evolutionary prototypes

Temptation is too great to stick with bad ideas Start with idealistic (rather than realistic)

prototypes Level of polish should reflect maturity of the

prototype

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Paper Prototyping

Easy and fast to do Helps you think of specifics Usually good as a first round

prototype Can still do usability testing,

even with paper Thoughts on Nielsen video?

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Experience Prototyping

The key is making the interactions and experience as authentic to the real thing as possible

Typically a Hi-fidelity experience Use Wizard-of-oz to save time and avoid

complicated implementation

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Wizard of Oz A method of testing a system that does not exist

the listening typewriter, IBM 1984

Dear Henry

What the user sees

SpeechComputer

From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983.

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Wizard of Oz A method of testing a system that does not exist

the listening typewriter, IBM 1984

What the user sees The wizard

SpeechComputer

Dear Henry

Dear Henry

From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983.

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Name Origin

From the book & movie http://www.youtube.com/watch?

v=NZR64EF3OpA&feature=related

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Important Note

Up until the point the wizard is discovered, the thoughts, feelings, and actions of Dorothy and the others were all genuine

They were genuinely experiencing what it would be like to talk to a powerful and terrible wizard

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Wizard of Oz

Human ‘wizard’ simulates system response interprets user input according to an algorithm controls computer to simulate appropriate output uses real or mock interface wizard sometimes visible, sometimes hidden

“pay no attention to the man behind the curtain!”

good for: adding simulated and complex vertical functionality testing futuristic ideas

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WoZ Example - Sketch-a-move

http://www.youtube.com/watch?v=O-XNwam3LOs

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Other WoZ Examples

Eye Toy prototype: http://www.youtube.com/watch?v=IZUQqssE7Jk

Anti-gravity bar: http://www.youtube.com/watch?v=DL9cAcQ-gKQ

&feature=related Virtual Peers for Autism

Tartaro & Cassell (2009)

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BREAK – 10 MINUTES

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Experience Prototypes w/ Paper

Spotlight: an interactive foam core and paper sketch/storyboard Credit: Sue-Tze Tan, Dept Industrial Design, University of Washington

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Prototypes vs. Wireframes

Prototypes are usually intended to be shown to the end user

Wireframes are usually more of a design document to go from design to actual system Usually contain annotations specific to the design team

and are not intended for end-user consumption Wireframes can be used as a lo-fidelity prototype to

save time Remove annotations, make it interactive

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Example Wireframe

http://www.smashingmagazine.com/2009/09/01/35-excellent-wireframing-resources/

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Design Exercise: Prototyping

A vending machine allows you to buy the following drinks: Coffee: drip coffee, latte, or cappuccino Tea: Earl Grey or Orange pekoe Hot chocolate

Sugar and/or milk may be added to any drink at no extra charge. Drinks come in 3 sizes (12oz, 16oz, and 20oz, for $2, $3, and $3.50 respectively). Payment is by cash or credit card. Change is provided for cash transactions.

In groups of 3-4, discuss what approach you might take for making a prototype of this system (e.g., lo-fi vs. hi-fi, vertical vs. horizontal, what type of technique, etc.)

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A3: Paper Prototyping

Due next week Design a paper prototype for MoodLog, a

hypothetical system for tracking a user's mood across the day and across various locations

Use techniques described in Nielsen paper prototyping video

Also provide a list of tasks that could be performed in a usability test

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Sketching Critiques – Education

Break into groups of about 4 people Take turns showing off and explaining your 3

sketches with each other Each critic should offer advice and feedback about

the idea Strengths, Weaknesses, Originality, Feasibility Sketcher: take notes about what feedback was offered Critic: be critical, but constructive and courteous!

Each critic should sign the page after the sketches and date it with today’s date

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LECTURE – PROTOTYPING TECHNIQUES

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Practical Prototyping Tools

Creating Hi-Fi, semi-functional prototypes with minimal effort PowerPoint Prototyping UX-Specific Tools

Axure, Balsamiq Photoshop + HTML/Dreamweaver Visual Studio OmniGraffle Hardware Prototyping (Arduino, Phidgets)

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PowerPoint

Advantages: Almost everyone has it

Ubiquitous format Fast and easy to use Can use hyperlinks to simulate interaction

Disadvantages: Must be used at a computer

e.g., difficult to do mobile-based interactions Somewhat limited functionality Cannot be reused for final implementation

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Example Prototypes

http://www.boxesandarrows.com/files/banda/interactive/SamplePrototype.ppt

http://courses.washington.edu/info360/examples/powerpoint-prototype-example.ppt

Tutorial: http://www.boxesandarrows.com/view/interactive

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Axure

About A commercially available wireframes maker/prototyping

tool Free license for students! http://www.axure.com/

Contains good documentation and tutorials

Advantages Great for websites Can transition from wireframe->Prototype->Functional

system

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University of Washington HCDE 518

Balsamiq

Another commercially available prototyping tool Free trial

Advantages Quick and dirty Can make lo-fi appearing prototypes

http://www.balsamiq.com/products/mockups

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Photoshop

Advantages Can look & feel like real thing

Disadvantages Needs use of HTML for real interactions

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Photoshop Tools

Download iPhone template: http://www.teehanlax.com/blog/?p=1628

Android Template: http://chrisbrummel.com/google-android-gui-psd

More free PS widgets: http://www.greepit.com/2009/03/25-free-psd-resources-

for-designers/ To do screen shots (saves to clipboard)

Windows: alt+print screen button Mac: Command-Control-Shift-3

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Visual Studio

Advantages: Fast to put together windows interfaces Can evolve into a fully functional prototype

Disadvantages: Requires programming knowledge to start creating

interactivity

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University of Washington HCDE 518

Omnigraffle

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Hardware Prototyping

Great for making devices “off the screen” Arduino Phidgets

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Arduino

Prototyping tool for physical devices

Allows you to interface with hardware and for physical devices to communicate with your computer

http://www.arduino.cc/

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Phidgets

“Physical Widgets” Sliders, buttons, sensors,

lights, RFID, motors, etc. Easier than Ardunio

Uses snap-in and USB Only requires basic

knowledge of Java programming

http://www.phidgets.com/

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General Tips

There are more tools here than you can learn to use proficiently

Find out what’s currently being used by your company or in jobs you’d like to do

Take time to learn one or two prototyping techniques very well Perhaps your P3 assignment can be a good start

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More Resources

Overviews of rapid prototyping tools: http://www.adaptivepath.com/blog/2009/03/24/

rapid-prototyping-tools/

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P3: Prototyping

Due in 2 weeks Create an interactive prototype of your design

idea(s) that starts to get at the details of the interaction

Method of prototyping is up to you Deliverable is demo of your prototype during

class on March 1 (plan for about 10 minutes)

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Next Class

Tuesday, February 22nd Evaluation

Due Next Week A3 – Paper Prototyping Reflection 7 Sketching, Week 5

3 sketches relating to “Mobile Interactions” while out and about, driving, walking, etc.

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Others

Flash / Flash Catalyst ExpressionBlend

Sketchflow Keynote MockFlow iMockups - $4.99 ipad app Fireworks, InDesign, Illustrator Mac Development Tools Interface Builder (Mac/iPhone)

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Digital Picture Frame http://www.bestbuy.com/site/Insignia+-

+Infocast+8%22+Internet+Media+Display/9854795.p?id=1218185322584&skuId=9854795&st=9854795&cp=1&lp=1&AID=10474050&PID=3662453&SID=skim725X253257&URL=http://www.bestbuy.com/site/Insignia%2B-%2BInfocast%2B8%2522%2BInternet%2BMedia%2BDisplay/9854795.p%3Fid%3D1218185322584%26skuId%3D9854795%26st%3D9854795%26cp%3D1%26lp%3D1&ref=39&CJPID=3662453&loc=01

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BREAK – 10 MINUTES

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GROUP PROJECT MEET TIME