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SE 204 – Human Computer Interaction
Lecture 6: PrototypesLecturer: Gazihan Alankuş
Please look at the last slides for assignments (marked with TODO)
2
What we talked about before
• Collecting requirements• Identifying the current workflow• Using a storyboard to propose a new workflow• Drawing UI sketches
3
What we will talk about
• More about UI sketches• Prototypes
4
Motivation
• Why are we doing all this? • Why not just create the software?
– after collecting the requirements– finding a better workflow
• Why take the time to draw?– storyboards– design sketches– paper prototypes (user interfaces made with paper)
5
Spiral Model: smaller scale iterations
Develop
Deliver$$$$$$$
Requirements
Design
Test
Start
Design
Requirements
Develop
Test
Requirements
Design
Develop
Test
6
Spiral Model: smaller scale iterations• If we create the real software instead of its
representations on paper, we will lose a lot of time!• We want to get feedback from users as early as possible• Talking about possible
solutions is not enough to get valuable feedback, you have to show them possible solutions and get usersto experience them
Develop
Deliver$$$$$$$
Requirements
Design
Test
Start
Design
Requirements
Develop
Test
Requirements
Design
Develop
Test
7
Motivation
• We want early feedback• The process has to be
– Quick– Inexpensive
• So that we can – rapidly explore the set of possible solutions – quickly improve promising ones via iteration
8
Things that we can do quickly• Consider alternative workflows and create storyboards for
them– Get feedback about them– Improve them
• Create UI sketches for promising storyboards– Get feedback about them– Improve them
• Create paper prototypes for promising sketches– Get feedback about them – Improve them
9
Iterate quickly
Develop
Deliver$$$$$$$
Requirements
Design
Test
Start
Design
Requirements
Develop
Test
Requirements
Design
Develop
Test
10
Motvation
• How do you get feedback for something you drew on paper?
• Is it enough for the user to look at it and voice his opinions?– We know that users usually don’t know what they need– We need to watch them use the interface
• If we had the actual software, we could let the user use it and clearly see what needs to be improved.
• How can we do this when all we have is things that are drawn on paper?
• Users can’t use paper interfaces, can they? – Let’s watch a video http://www.youtube.com/watch?v=GrV2SZuRPv0
11
Motivation
• Oh, users can use interfaces drawn on paper!– Maybe it’s not the same as real software, but definitely
better than simply asking for their opinions
• Using paper prototypes, we can get feedback from users that is comparable with feedback that we would get by using the actual software!
12
Prototypes
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Prototypes
• Remember playing with your toys when you were 6 years old?– Toys + imagination = loads of fun!
• Let’s play cars!– Shared imagination– Make your friend experience a car race
• He can step into your imagination and contribute
• Any other board game• Same idea
– Create a low-fidelity interactive experience that enables you to share imagination with others
14
Why Prototype?
• Communicate (with users and other team members)– Demonstrate– Make them experience rather than convince
• Decide (yourself and with team members)– You are stateful!– Decisions about the interface are better made when
playing/using. Not when staring at Microsoft Word.
15
Communicate: Talking is not enough!
• “A picture is worth a thousand words” -Napoleon
• You are not a painter. You are designing interactive experiences!
• “A one-minute user experience is worth a thousand pictures!” -ME!
16
Decide
• Use -> Better decisions• How can you use it before creating it?
– PAPER PROTOTYPE!• Paper prototypes allow you to simulate using the
interface you want to create, so that you can make better decisions without using the actual interface
CMSC 434 Introduction to Human Computer InteractionSpring 2010 13
Prototyping in other areas
• Houses
CMSC 434 Introduction to Human Computer InteractionSpring 2010 14
Prototyping in other areas
• Car
CMSC 434 Introduction to Human Computer InteractionSpring 2010 16
Children collaboration
• Users:– Children
• Task:– Making seating arrangement collaboratively
seating
• Technology:– Tabletop
CMSC 434 Introduction to Human Computer InteractionSpring 2010 17
CMSC 434 Introduction to Human Computer InteractionSpring 2010 18
CMSC 434 Introduction to Human Computer InteractionSpring 2010 19
Hybrid museum experience
• Users:– Museum visitors
• Task:– Obtain more information about an artifact
• Technology:– Some kind of digital display
CMSC 434 Introduction to Human Computer InteractionSpring 2010 20
CMSC 434 Introduction to Human Computer InteractionSpring 2010 21
Wireless P2P
• Users:– Teenagers
• Tasks:– Share data with others
• Technology:– Mobile devices
CMSC 434 Introduction to Human Computer InteractionSpring 2010 22
CMSC 434 Introduction to Human Computer InteractionSpring 2010 23
Cell-phone robot
• User:– Cell phone users
• Task:– Interacting with a cell phone
• Technology:– Robot
CMSC 434 Introduction to Human Computer InteractionSpring 2010 24
CMSC 434 Introduction to Human Computer InteractionSpring 2010 25
29
Paper prototypes
• If you are mainly creating software, creating user interfaces on paper is usually sufficient
• Paper prototypes are actively used in many design firms to mock up the user interface before actually creating it
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How should we create paper prototypes?
• Start with the design sketches• Improve them a bit, enough to
make it possible for someone to use it.
• Don’t try to improve the visual look, we want our prototypes to be low fidelity as well
31
How should we create prototypes?
• Don’t get attached– Plan to throw one or two away
• Throwing away is not easy. Force yourself at least once. • The whole point of prototypes is to feel free!
– Forget about it and create a new one with a different idea, rather than trying to force things to work together
• Parallelize them– Keep more than one working paper prototype when
you have multiple really good options
32
Buliding paper prototypes
• To simulate a working interface, drawing is not enough
• Pieces of user interfaces change– Menus appear– Popups are shown– Text is entered– Warnings are shown
• Build paper prototypes from multiple pieces of paper, post-it notes, etc.– Be creative!
33
Elements of a possible prototype• Windows, background
– Poster board, large table top• Menus, window content, dialog boxes
– Index cards• Text fields, checkboxes, short messages
– Write on tapes, masking tapes• Highlighting, user typing
– Transparencies• Animation
– Move with hands• Sound
– Make noises
34
Ideas for tools that you can use
• White poster board• Big index cards• Restickable glue and post-it notes• White correction tape• Overhead transparencies• Photocopiers• Pens, markers, scissors, tape
CMSC 434 Introduction to Human Computer InteractionSpring 2010 47
Make it largepointing = clicking
CMSC 434 Introduction to Human Computer InteractionSpring 2010 48
Keep it (mostly) black and white
CMSC 434 Introduction to Human Computer InteractionSpring 2010 49
Keep UI components organized
CMSC 434 Introduction to Human Computer InteractionSpring 2010 50
Make photocopies ofcomponents for multiple runs
CMSC 434 Introduction to Human Computer InteractionSpring 2010 51
User transparency for text input
CMSC 434 Introduction to Human Computer InteractionSpring 2010 52
Sticky notes
CMSC 434 Introduction to Human Computer InteractionSpring 2010 53
Use index cards for differentdata items
CMSC 434 Introduction to Human Computer InteractionSpring 2010 54
Dialog boxes and popupmessages
CMSC 434 Introduction to Human Computer InteractionSpring 2010 55
Highlighting
44
Fidelity
• Paper prototypes should be “low fidelity” • They should evolve into “high fidelity” prototypes
through iterations
– What does that mean?
CMSC 434 Introduction to Human Computer InteractionSpring 2010 5
Five fidelity dimensions
1. Level of visual refinement2. Breadth of functionality3. Depth of functionality
4. Richness of interactivity5. Richness of data model
CMSC 434 Introduction to Human Computer InteractionSpring 2010 6
1.Level of visual refinement
Low
• The prototype does notlook like the finalproduct.
• Hand-drawn sketches• Box-and-line wireframes• Brick
High
• The prototype looksvery similar to the finalproduct.
• Pixel-accurate mockups
CMSC 434 Introduction to Human Computer InteractionSpring 2010 7
2.Breadth of functionality
Low
• The prototype onlysupports a small subsetof tasks.
High
• The prototype supportsall the tasks.
• Horizontal prototype
CMSC 434 Introduction to Human Computer InteractionSpring 2010 8
3.Depth of functionality
Low
• The prototype allowsusers to perform onlyparts of a task.
High
• The prototype allowsusers to complete a task.
• Vertical prototype
CMSC 434 Introduction to Human Computer InteractionSpring 2010 9
4.Richness of interactivity
Low
• The prototype givesusers limited ways tointeract.
High
• The prototype providesa fully interactiveexperience.
CMSC 434 Introduction to Human Computer InteractionSpring 2010 10
5.Richness of data model
Low
• The prototype includes asmall amount of fakedata.
High
• The prototype includes alarge amount of realdata.
51
Ideal fidelity dimensions for paper prototypes
• Visual (low)• Breadth (low to high)• Depth (low to high)• Interactivity (medium)• Data (low)
Saul Greenberg
Sketching and Prototyping
Sketches / low / medium / high fidelity prototypes– as investment in design increases (red arrow), so does the
formality of the criteria whereby concepts are reviewed or accepted
From design to evaluation– similarly, interface design
(idea generation) progressesto usability testing (ideadebugging and refinement)
From Design for the Wild, Bill Buxton (in press) with permission
Saul Greenberg
Sketching vs Prototyping
Low fidelity– Invite– Suggest– Explore– Question– Propose– Provoke
High fidelity– Attend– Describe– Refine– Answer– Test– Resolve
From Design for the Wild, Bill Buxton (in press) with permission
Saul Greenberg
Sketching and Prototyping
Early design
Late design
Brainstorm different representations
Choose a representation
Rough out interface style
Sketches & low fidelity paper prototypes
Task centered walkthrough and redesign
Fine tune interface, screen design
Heuristic evaluation and redesign
Usability testing and redesign
Medium fidelity prototypes
Limited field testing
Alpha/Beta tests
High fidelity prototypes
Working systems
Saul Greenberg
Limiting prototype functionality
vertical prototypes– includes in-depth functionality for only a few selected features– common design ideas can be tested in depth
horizontal prototypes– the entire surface interface with no underlying functionality– a simulation; no real work can be performed
scenario– scripts of particular fixed uses of the system; no deviation allowed
Vertical prototype
Scenario
Horizontal prototype
Full interface
Nielsen, J. (1993) Usability Engineering, p93-101, Academic Press.
Example high-fidelity prototype
Scan the stroller ->
Change the color ->
Place the order ->
Initial screen
Scan the shirt ->
Touch previous item ->
Delete that item->
Alternatepath…
59
How do we test with prototypes?
• Remember that we can get users to use paper prototypes:
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.
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.
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
63
Running tests with paper prototypes
• Roles:• User• Design Team
– Computer– Facilitator– Observer
CMSC 434 Introduction to Human Computer InteractionSpring 2010 58
Observer
Facilitator
User
Computer
65
Usability testing
• We will talk about it next week
66
TODO: Homework 2• If you submitted Homework 1, I will e-mail you about which idea you should continue
with. • This is what you need to do for Homework 2
1. Go to the user’s environment and observe the user while performing the task. You can also shadow if you have time. Interview the user afterwards.
2. Write down the current workflow. Look at the relevant slides on what you should capture (pain points, etc.). Draw a storyboard for it.
3. Come up with an alternative workflow and draw a storyboard for it.4. Show it to the user and get feedback about it.5. Create a new version of the storyboard according to the user’s suggestions.6. Draw sketches for the screens of the storyboard.
• In your e-mail, you need to have a heading for each of the six bullet points above and provide necessary information for each
• Provide photographs of – You and the user (for 1)– Storyboards (for 2, 3, 5)– Sketches (for 6)
TODO: Homework 2
• Submission– Due July 24th, before class– Write down (or paste) your responses in the body of an e-
mail. Do not attach a document. Refer to the attached photographs by their file names.
– Send them to [email protected] with the subject“[SE204] HW 2” (without quotes)
– If you do not follow these submission instructions, your homework may be invalid.
– Homeworks are done individually. Do not work together. Homeworks that are very similar may be considered cheating and would be punished according to the university regulations.