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Chapter 5

Chapter 5 discusses the prototyping process in design, emphasizing its importance in user-centered design and interaction scenarios. Prototypes can vary in fidelity and serve different purposes, such as gathering feedback and experimenting with design alternatives. The chapter also outlines management issues related to prototyping, including time, planning, and the need for effective communication between stakeholders.

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0% found this document useful (0 votes)
4 views40 pages

Chapter 5

Chapter 5 discusses the prototyping process in design, emphasizing its importance in user-centered design and interaction scenarios. Prototypes can vary in fidelity and serve different purposes, such as gathering feedback and experimenting with design alternatives. The chapter also outlines management issues related to prototyping, including time, planning, and the need for effective communication between stakeholders.

Uploaded by

votannghij202330
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Chapter 5

Prototyping
The process of design
 A simplified view of four main phases plus an iteration
loop, focussed on the design of interaction
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
ethnography specification
design
what is there
vs. dialogue implement
what is wanted notations and deploy
evaluation
prototype
heuristics architectures
documentation
help
Prototyping

• you never get it right first time


• if at first you don’t succeed …

OK?
design prototype evaluate done!

re-design
Prototyping

 A prototype is essentially a model of the


system
 The prototype (model) can have limited or full
range of functionalities of the proposed
system
 A widely used technique in engineering
where novel products are tested by testing
a prototype
Prototyping
 Prototypes can be “throw away” (e.g., scale
models which are thrown away after they serve
their purpose) or can go into commercial use
 In software development, prototypes can be
 Paper-based: likely to be thrown away after use
 Software-based: can support few or all functionalities of
the proposed system. May develop into full-scale final
product
Prototyping in HCI
 Essential element in user centered design
 Is an experimental and partial design
 Helps involving users in testing design ideas
without implementing a full-scale system

 Typically done very early in the design process


 Can be used throughout the design life cycle
Why prototypes (1)
 Get feedback earlier
 Prototypes are faster to build than finished implementations
 Get feedback early about the good and bad points of design
 Get feedback cheaper
 Prototypes are cheaper
 Experiment with alternatives
 If design decision is hard to resolve → build multiple
prototypes
 Easier to change or throw away
 If problems in the design, change easily
 If design flaws are serious, throw away
Why prototypes (2)
 Stakeholders can see, hold, interact with a prototype more
easily than a document or a drawing
 Team members can communicate effectively
 You can test out ideas for yourself
 It encourages reflection: very important aspect of design
 Prototypes answer questions, and support designers in
choosing between alternatives
 Maximizes your creative freedom
Filtering dimensions of prototyping
Examples
What is a prototype?
In interaction design it can be (among other things):
 a series of screen sketches

 a storyboard, i.e. a cartoon-like series of scenes


 a Powerpoint slide show
 a video simulating the use of a system
 a piece of software with limited functionality written in the
target language or in another language
 ...
What is a prototype?
 We can categorize all these different forms of
prototypes in three groups
 Low fidelity prototypes

 Medium fidelity prototypes

 High fidelity prototypes

 Fidelity: how similar is an interface to the finished


product
Low Fidelity Prototypes
Basically paper mock-up of the interface look, feel,
functionality
 Quick and cheap to prepare and modify

 Purpose
 Brainstorm competing designs
 Elicit user reaction (including any suggestions for
modifications)

 Low fidelity: omits details


 User cheaper materials (Paper prototype,
storyboard, ...)
Low Fidelity Prototypes:
Sketches

Interface of a proposed system A sketch of the interface


Sketching

 Sketching is important to low-


fidelity prototyping
 Don’t be inhibited about
drawing ability. Practice simple
symbols
 In a sketch, the outward
appearance of the intended
system is drawn
– Typically a crude
approximation of the final
appearance
Storyboards

 Probably the simplest of a prototype is the


storyboard.
 Often used with scenarios, bringing more detail,
and a chance to role play
 It is a series of sketches showing how a user
might progress through a task using the device
 Storyboard do not require must in term of
company system power to construct.
Storyboards

 For Interactive system design, storyboard


provides snapshot of interface at particular points
of interaction.
 Storyboard usually includes annotations and
scripts indicating how the interaction will occur.
 Used early in design
Generate storyboard from
scenario
Generate storyboard from
scenario

Initial screen. Shows the


layout of interface
options.
Generate storyboard from
scenario
Once a stroller is
selected by the
customer, its tag is
scanned with a hand-
held scanner. The details
of the stroller is
displayed on the
interface if the scanning
is successful. Also, the
option buttons become
active after a successful
scan.
Generate storyboard from
scenario
However, the customer
can choose a different
product at this stage and
the same procedure is
followed. For example,
the customer may
choose a stroller with
different color.
Generate storyboard from
scenario
Once the customer
finalizes a product, a bill
is generated and
displayed on the
interface. The option
buttons become inactive
again.
Card-based prototypes

 Index cards (3 x 5
inches)
 Each card represents
one screen or part of
screen
 Often used in website
development
Medium Fidelity
Prototypes
 Prototypes built using computers
 More powerful than low fidelity prototypes
 Simulates some but not all functionalities of the system
 More engaging for end users as the user can get better
feeling of the system
 Can be helpful in testing more subtle design issues
Medium Fidelity
Prototypes
 Broadly of two types:
 Vertical prototype where in-depth functionalities
of a limited number of selected features are
implemented. Such prototypes helps to evaluate
common design ideas in depth.
 Example: working of a single menu item in full
Medium Fidelity
Prototypes
 Broadly of two types:
 Horizontal prototype where the entire surface
interface is implemented without any functionality.
No real task can be performed with such
prototypes.
 Example: first screen of an interface (showing
layout)
Medium Fidelity
Prototypes: scenarios
Computer are more useful (than drawing on paper
as in storyboarding) to implement scenarios
 Provide many useful tools (e.g., power point slides,
animation)
 More engaging to end-users (and easier to elicit
better response) compared to hand-drawn story-
boarding
Hi Fidelity Prototypes

Typically a software implementation of the design


with full or most of the functionalities
 Requires money, manpower, time and effort

 High Fidelity: more like finished product


 Similar to the finished product (simulated,
electronic prototype)
Types of prototypes and
Management issues
• Types of Prototypes

• throw-away
• incremental
• evolutionary

• Management issues
– time
– planning
– non-functional features
– contracts
Throw - away

 Prototypes are used only to elicit user reaction. Once their


purpose is served, they are thrown away.
 Typically done with low and some medium fidelity

prototypes
 The prototype is built and tested.
 The design knowledge gained is used to build the final

product
 But the actual prototype is discarded.
Throw - away
Incremental

 Final product is built as a separate


component.
 The final product is partitioned into
independent and smaller components.
 The final product is then released as a
series of products, each subsequent
release including one more
component.
 Typically done with medium and hi
fidelity prototypes
Evolutionary

 Prototype is not discarded it serves as basic for the


next iteration of design.
 Actual system evolves from the limited initial
version to its final release.
 Typically done with hi fidelity prototypes
Comparison of Prototype Types
Comparison of Prototype Types
Comparison of Prototype Types
Comparison of Prototype Types
Management issues (1)

TIME:
 Building prototype takes time.
 Value of prototyping is appreciated only if it was Fast.
 At the same time it should not produce erroneous
results.
Planning:
Most project managers do not have the experience
necessary for adequately planning and costing a
design process which involves prototyping.
Management issues (2)
NON-FUNCTIONAL FEATURES
 Most important features of the system will be non-
functional one.
 This problem is similar to the technical issue of
prototype realism
CONTRACTS
 The design process is often governed by contractual
agreements between customer and designer.
 There must be an effective way of translating the
result from prototype into document.
Warning About Iterative
Design
 There are 2 problems
 First,it is often the case that design decisions taken at
the very beginning stage of prototyping is wrong.
 Second,if in the process of evaluation, a potential
usability problem is diagnosed,it is important to
understand the reason for the problem

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