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General Information
Prototyping is commonly used as a part of user-centered design paradigms
Prototyping was introduced during 1980s
Prototyping has a strong position in Contextual Design method
General Information What is a prototype?
Looks like a finished product? Behaves like a finished product? May have small faults or missing
functionalities? Prototypes can be used in many
ways To try out new features of an application Test a complete family of applications
Prototyping vs. Traditional methods
According to some sources prototyping does not fit very well in ’waterfall’ design paradigm results of intermediate phases are not
suitable for prototyping In waterfall model it is expensive to
go back a step (e.g. from implementation back to design)
Prototyping vs. Traditional methods
An experienced usability expert will be able to see some of the usability issues from the documentation This kind of practice is, however,
inadequate Many usability issues will not be found
One solution is to separate UI design to an independent subproject
Prototyping vs. Traditional methods Especially important is to use
prototyping, when new product concepts are introduced
Prototypes can also be used as a means of communication between project units Often parts of requirements spesification
are intepreted in different ways Prototypes are useful for completing
formal spesifications
Functional Prototypes
Functional protoype is essentially a product with fully implemented functionalities
The goal is still to keep the costs lower than those of a finished product
There are basically three ways to cut the expenses
Functional Prototypes
1. Cut down the product features only part of all features are
implemented the implemented features are fully
functional
2. Cut down the functionalities all features are implemented some functionalities are missing
Functional Prototypes
3. Cut down resources used in implementation
Memory optimization is not implemented
Efficency is not maximized Very effective computers are used
during testing to make up missing efficency
Error hanling is not fully implemented
Functional Prototypes
Often mixtures of aforementioned methods are used to cut down the costs of developing a prototype
Paper Prototypes In some cases it is practical to use
paper prototypes instead of functional ones
E.g. Contextual Design stresses use of paper prototypes
Piece of paper is used to represent UI A member of usability staff arranges
the UI according to user’s actions
Paper Prototypes
Changes to the UI can be illustrated by Using Post-it labels Drawing to the paper Using various pieces of paper
The person responsible for arranging the UI must know the underlying system well
Paper Prototypes
E.g. heuristic evaluation methods can be used We will go into heuristics later in the
course Use of paper prototypes is not
restricted to just desktop applications Wood block => mobile device Cardbroad box => laptop computer Pencil => bar code reader
Paper Prototypes Various software tools can be used
to sketch the contents of paper prototypes, e.g. Visual Basic for the UI views Flash for mobile device emulations
It may be psychologically easier for the test person to suggest changes to a ballpark drawing
Paper Prototypes
Compared to functional prototypes, paper prototypes are easier, faster and cheaper to produce
Several degrees of accuracy can be used during iterative cycles
Wizard of Oz
Wizard of Oz is a spesific technique of prototyping Used to test and demonstrate
technically ’impossible’ features E.g. speech recognizing text editor in
1970s User believes he/she is using a
computer-based system
Wizard of Oz In reality user’s actions are
transmitted to a person, who processes actions and forms the feedback of the system
Because of that, the response times can be quite long User can be told, that advanced
processes are time-comsuming Several ’wizards’ can be used to speed
up system’s actions
Emulation Techniques
Emulation = imitating a product’s functions using another product
E.g. mobile devices can be emulated using desktop computers More processing power, thus no need
for code optimization Ability to test device’s UI before
hardware examples are manufactured
Emulation Techniques
Emulator’s do not transmit a truthful image of a product, e.g. no physical buttons of the actual
device different display format
Simulation Techniques Simulations are used to mimic a
device by using another kind of technical enviroment
E.g. flight simulators used for pilot training
The difference between simulation and emulation is, that simulation utilizes the actual UI of a device
Simulation Techniques
Simulation can be used during early design phases of a product, e.g. Model can be made of wood or plastic The hardware buttons are included in
the model Buttons are wired to a computer
system, which gives feedback according to the user’s actions
Simulation Techniques
Simulations are effective means of marketing a product localization testing the physical adequacy of the
product Simulations are generally more
expensive than other forms of prototyping
Manuscripts A manuscript (like in a case of a
movie) can be written of a product Manuscript will represent a spesific
task, which is completed by using the product
The goal is to demonstrate the product in daily use and advantages of using the product
Manuscripts Suitable formats of manuscripts are
animations comic strips theater plays etc.
Manuscripts are not to be used as testing methods
Instead they are good for demonstrating a product to a large audience
After Prototype Has Been Used
Usually the best choice is to throw the prototype away
It is meant to be used as a sketch There are many real-world
examples of failures, when code parts of prototypes have been used in products
After Prototype Has Been Used Prototypes, which ’look too good’
can be potentially dangerous: Customer may think, that the product
is almost finished Management is not willing to throw
’almost finished’ parts of prototype away
One way of avoiding prototype’s code to be used is to implement prototype with a language unsuitable for for the product