Download - October 9, 2008
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Prof. James A. LandayUniversity of Washington
Autumn 2008
Design Sketching
* slides marked Buxton are courtesy of Bill Buxton, from his talk “Why I Love the iPod, iPhone, Wii and Google”, remix uk, 18-19 Sept. 2008, Brighton
October 9, 2008
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CSE440 - Autumn 2008 User Interface Design, Prototyping, and Evaluation 2
Interface Hall of Shame or Fame?
• From IBM’s RealCD– prompt– button
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Interface Hall of Shame!
• From IBM’s RealCD– prompt– button
• Black on black???– cool!– but you can’t see it– “click here” shouldn’t be
necessary • like a door that has a sign
telling you to push
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Misused MetaphorsMisused Metaphors
• Direct translations
– software telephony solution that requires the user to dial a number by clicking on a simulated keypad
– software CD player that requires turning volume knob with the mouse
– airline web site that simulates a ticket counter!
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Prof. James A. LandayUniversity of Washington
Autumn 2008
Design Sketching
* slides marked Buxton are courtesy of Bill Buxton, from his talk “Why I Love the iPod, iPhone, Wii and Google”, remix uk, 18-19 Sept. 2008, Brighton
October 9, 2008
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Outline
• Review task analysis
• Teams vs. Groups
• Sketching user experiences
• Informal UI prototyping tools
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Task Analysis Review• Task Analysis questions ?
– Who is going to use the system?– What tasks do they now perform?– What tasks are desired?– How are the tasks learned?– Where are the tasks performed?– What’s the relationship between customer & data?– What other tools does the customer have?– How do users communicate with each other?– How often are the tasks performed? – What are the time constraints on the tasks?– What happens when things go wrong?
• Selecting tasks ?
– real tasks with reasonable functionality coverage– complete, specific tasks of what customer wants to do
User Interface Design, Prototyping, and EvaluationCSE440 - Autumn 2008 7
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CSE440 - Autumn 2008
Teams vs. Groups
• Groups– strong leader– individual accountability– organizational purpose– individual work products– efficient meetings– measures performance
by influence on others– delegates work
• Teams– shared leadership– individual & mutual
accountability– specific team purpose– collective work products– open-ended meetings– measures performance
from work products– does real work together
• Teams & good performance are inseparable– a team is more than the sum of its parts
User Interface Design, Prototyping, and Evaluation 8
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CSE440 - Autumn 2008
Keys to Team Success
• Common commitment– requires a purpose in which team members believe
• “prove that all children can learn”, “revolutionizing X…”
• Specific performance goals– comes directly from the common purpose
• “increasing the scores of graduates form 40% to 95%”
– helps maintain focus – start w/ something achievable
• A right mix of skills– technical/functional expertise (programming/design/writing)– problem-solving & decision-making skills– interpersonal skills
• Agreement– who will do particular jobs, when to meet & work, schedules
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CSE440 - Autumn 2008
Team Action Items
• Keep meeting & get used to each other• Figure out strengths of team members• Assign each person a role
– responsible for seeing work is organized & done– not responsible for doing it themselves
• Names/roles listed on next assign. turned in• Roles
– design (visual/interaction)
– user testing
– group manager (coordinate - big picture)
– documentation (writing)
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A Quintessential Activity of Design Courtesy
Bill BuxtonCSE440 - Autumn 2008 11User Interface Design, Prototyping, and Evaluation
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The Problem with the SW Industry
CourtesyBill BuxtonCSE440 - Autumn 2008 12User Interface Design, Prototyping, and Evaluation
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CourtesyBill Buxton
Adding Design…
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Planning = Design?Concept - Blueprint
CourtesyBill Buxton
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OMA - Seattle Public Library
CallNov1998
AwardMay1999
ConstructionMar 2002
ModelDec1999
OpenJul 2004
DesignDesignConstructionConstruction
Planning
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The Anatomy of Sketching
• Quick / Timely
• Inexpensive / Disposable
• Plentiful
• Clear vocabulary. You know that it is a sketch (lines extend through endpoints, …)
• No higher resolution than required to communicate the intended purpose/concept
• Resolution of the rendering does not suggest a degree of refinement of the concept that exceeds its actual state
• Ambiguous CourtesyBill BuxtonCSE440 - Autumn 2008 16User Interface Design, Prototyping, and Evaluation
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If you want to get the most out of a sketch, you need to leave big enough holes.
There has to be enough room for the imagination.
CourtesyBill Buxton
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Sketching in Interaction Design
• Analogous to traditional sketching
• Shares all of the same key attributes
• More feel than look
• Must accommodate time & dynamics
• Phrasing
CourtesyBill BuxtonCSE440 - Autumn 2008 18User Interface Design, Prototyping, and Evaluation
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CourtesyBill Buxton
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From Sketch to Prototype
CourtesyBill BuxtonCSE440 - Autumn 2008 20User Interface Design, Prototyping, and Evaluation
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Tactics
• Design as choice
• Two openings for creativity1. Palette of choices
2. Heuristics used to choose
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Elaboration Reduction
Laseau (1980)
Design as Choice
CourtesyBill BuxtonCSE440 - Autumn 2008 22User Interface Design, Prototyping, and Evaluation
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The Converging Path
CourtesyBill BuxtonCSE440 - Autumn 2008 23User Interface Design, Prototyping, and Evaluation
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Exploration of Alternatives
… a designer that pitched three ideas would probably be fired. I'd say 5 is an entry point for an early formal review (distilled from 100's). … if you are pushing one you will be found out, and also fired. … it is about open mindedness, humility, discovery, and learning. If you aren't authentically
dedicated to that approach you are just doing it wrong! Alistair Hamilton
VP DesignSymbol Technologies
CourtesyBill BuxtonCSE440 - Autumn 2008 24User Interface Design, Prototyping, and Evaluation
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Courtesy Bill Buxton
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CourtesyBill Buxton
Experience Design
• Draw my phone• Draw my phone’s interface• Draw the experience of using
my phone
• Which is the true object of design?
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Sketches & Storyboards
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Sketches & Storyboards
• Where do storyboards come from?– film & animation
• Give you a “script” of important events– leave out the details – concentrate on the important interactions
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CSE440 - Autumn 2008 User Interface Design, Prototyping, and Evaluation
Ink Chat
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Picturing Time
Ron BirdCSE440 - Autumn 2008 31User Interface Design, Prototyping, and Evaluation
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LucidMug Sketch
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Informal UI Prototyping Tools
DenimOutpost Suede
SketchWizardTopiary
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How Would a Teacher Create This?
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How Would a Teacher Create This?
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K-Sketch: Rough Animation for Novices
• Create an animation in 1-2 minutes
• properties of paper– Fast: Express ideas
quickly– Simple: Learn fast,
focus on high-level task
– Powerful: Handle most rough jobs
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Informal UI Prototyping Tools
• Support advantages of low-fi paper prototypes– brainstorming
• consider different ideas rapidly• do not require specification of details
– incomplete designs• need not cover all cases, just illustrate important
examples
• Add advantages of electronic tools– evolve easily– support for “design memory”– transition to other electronic tools– allow end-user interaction
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SILK: Sketching Interfaces Like Krazy
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Designers’ Outpost:A Tangible Interface for Designing Information Architectures
• Combines physical & virtual– physical post-its, virtual
feedback
• Supports existing practice– affordances of paper– collaboration– large, persistent
representation
• Adds advantages of e-media– editing, reuse, distribution– hand-off later to other tools
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DENIM: Designing Web Sites by Sketching
• Early-phase navigation & interaction design• Integrates multiple views
– site map – storyboard – page sketch
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Video
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Travelshare
Low-fi Prototyping & Testing
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SUEDE:Informal Prototyping for Speech-based UIs
• Support design practice– example scripts– Wizard of Oz (WoZ)– built-in iterative design
• design – test – analysis
• Fast & fluid design– no speech recognition or
synthesis– need not be programmer
Read my important
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TOPIARY:Informal Prototyping for Location-enhanced UIs
• Create location-based scenarios– place people, places, & things
on map
• Use scenarios as conditions on storyboard transitions
• Iterative design– Wizard of Oz (WoZ)– Place Lab Wi-fi location sensor
• Fast & fluid design– no GPS or other special
hardware required– need not be programmer
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Video
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SketchWizard:Informal Prototyping for Pen-based UIs
• Create pen-based UIs without needing recognizers in place
• Iterative design– Wizard of Oz (WoZ)
• Fast & fluid design– tools to support quick
replacement of objects/reco results
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Summary
• Sketching allows exploration of many concepts in the very early stages of design
• As investment goes up, need to use more and more formal criteria for evaluation
• Informal prototyping tools bridge the gap between paper & high-fi tools
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Next Time
• Video Prototyping
• Reading– Beaudouin-Lafon & MacKay, pp. 1-22