hci – prototyping. why prototype? prototyping is a well understood and used technique in design...
TRANSCRIPT
HCI – Prototyping
Why Prototype? Prototyping is a well understood and used
technique in design engineering where products are tested via a model prototype
Usually carried out at the early stages of design giving the users and developers time to change things prototypes can be “throw away” (e.g. scale models)
or will eventually go into commercial use. In software development prototypes can be
paper-based software-based
What is a Prototype
In interaction design it can be any of the following (and more): 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 lump of wood or a cardboard mock up a piece of software with limited functionality
written in the target language or in another language
What to Prototype?
Work flow, task design, sequence i.e. in the order they happen
Screen layouts and information display i.e. icons, home buttons , back buttons, colours etc
Difficult, controversial, critical areas i.e. Undo button, help, exit, stop etc.
Low Fidelity Prototyping
Uses a medium which is unlike the final medium, e.g. paper, cardboard
Is quick, cheap and easily changed
Examples:sketches of screens, task
sequences, etc‘Post-it’ notesstoryboards – covered in next slide
‘Wizard-of-Oz
Storyboards
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
Used early in design
Storyboard Example
High Fidelity Prototyping
Uses materials that you would expect to be in the final product.
For a high-fidelity software prototype common environments include Macromedia, Visual Basic, MS PowerPoint.
Prototype looks more like the final
system than a low-fidelity version.
Aims of Prototyping in Software
The aim of prototyping is to resolve uncertainty about
Functional and user requirements (input/output)
operation sequences – in what order? user support needs – help, undo, back,
home “Look and Feel” of the interface appropriateness of the design – think -
user/task/environment