UCD and low-fidelity prototyping

sawsanslii 2,040 views 45 slides Mar 05, 2015
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About This Presentation

Human-Computer Interaction


Slide Content

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User Centred Design and
Low-Fidelity Prototyping
Human-computer Interaction

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User Centered Design
Design is based upon a user’s :
Abilities and real needs
Context
Work
Tasks
Golden rule of interface design KNOW
THE USER

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User Centered Design
A UCD is based on understanding the domain
of work or play in which people are engaged
and in which they interact with computers,
and programming computers to facilitate
human action….

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User Centered Design
Three assumptions:
The result of a good design is satisfied customer
The process of design is collaboration between
designers and customers: the design evolves and
adapts to their changing concerns
The customer and designer are in constant
communication during the entire process

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User Centered Design
This participatory design has some problems:
Intuitions wrong
Interview not precise
Designers can not know the user sufficiently well to
answer all issues that come up during the design.
Solution:
Designers should have access to pool of
representative users: End users, not their managers.

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Methods for involving the user
User : uses system after deployment
Tester: tests system after development,
before deployment
Informant: help during development
( interview, observations…)
Design partner : equal partner.

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Prototyping

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Why Do We Prototype?
Get feedback on our design faster (which
saves money)
Fix problems before code is written

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Fidelity in Prototyping
Fidelity refers to the level of detail
High fidelity?
prototypes look like the final product
Low fidelity?
Interfaces with many details missing

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Types of low-fi Prototypes
Paper
“Low fidelity prototyping”
Often surprisingly effective
Experimenter plays the computer
Implemented Prototype
Visual Basic
PowerPoint
Web tools (even for non-web UIs)
Html
Scripting

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Paper prototyping
Main idea:
Sketch out prototypes of the interface on paper
Potential users “walk through” task scenarios using the
paper interface
A designer “plays computer”
Change the design on-the-fly if helpful
Widely practiced in industry
Sounds silly at first, but is surprisingly effective
Helps people work together on the design

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The Materials
Large, heavy, white paper (11 x 17)
5x8 in. index cards
Post-it notes
Tape, stick glue, correction tape
Pens & markers (many colors & sizes)
Transparencies (including colored)
Colorforms (toy stores)

Scissors, X-acto knives, etc.

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Constructing the Model
Set a deadline
don’t think too long - build it!
Draw a window frame on large paper
Put different screen regions on cards
anything that moves, changes, appears/disappears
Ready response for any user action
e.g., have those pull-down menus already made
Use photocopier to make many versions

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Preparing for a Test
Select your participants
understand background of intended users
use a questionnaire
don’t use friends or family
Prepare scenarios that are
typical of the product during actual use

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Conducting a Test
Three or Four testers (preferable)
greeter : puts users at ease & gets data, gets forms
filled, assure confidentiality…..
facilitator : only team member who speaks
gives instructions & encourages thoughts, opinions
computer: knows application logic & controls it
always simulates the response, w/o explanation
observer(s) : take notes & recommendations
Typical session is approximately 1 hour
(preparing, testing, debriefing)

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Evaluating Results
Create a written report on findings
gives agenda for meeting on design changes
Make changes & iterate

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Advantages of Low-fi Prototyping
Takes only a few hours
no expensive equipment needed
Can test multiple alternatives
Can change the design as you test
Allows designers to work together

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Example of paper
prototyping
We will use the rule we underlined in
constructing the model (Use photocopier to
make many versions)

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Telebears example: Welcome, Registration time

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Telebears example: Welcome, Not Registration time

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Telebears example: Task 3: Plan Schedule

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Telebears example: Task 2: Switching discussion sections

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Telebears example: Task 4: Adding a course

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Designing a content page
Using low-fi techniques
Card sorting
Idea from Peter Merholtz

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Designing a content page
Using low-fi techniques
Start with a page with all the features you
might want
Cut it up into pieces
Have people arrange the components

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Card sorting

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Low-fi 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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Site map:

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Sketch example:

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Implemented prototypes

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Wizard of Oz
Technique
Faking the interaction.
The term is from the film “The Wizard of OZ”
“the man behind the curtain”
Main idea:
The participant interacts with a computer interface as
usual
Instead of the program writing back, a person writes back
pretending to be the computer
Very useful for assessing hard-to-implement features
Speech & handwriting recognition interface design

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pen-based interaction

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DENIM:
Designing Web Sites by Sketching
An Informal Tool For Early
Stage Web Site and UI
Design (you can download it from http://
dub.washington.edu/denim/)
Integrates multiple views
site map – storyboard – page
sketch
Supports informal interaction
sketching, pen-based
interaction

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DENIM example:

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Designing Interfaces with Denim
1) Designer sketches ideas rapidly with
electronic pad and pen
recognizes widgets
easy editing with gestures
2) Designer or end-user tests interface
widgets behave
specify additional behavior visually
3) Automatically transforms to a “finished” UI

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Specifying Behaviors
Storyboards
series of rough sketches depicting changes in
response to end-user interaction
Expresses many common behaviors
before after
Sequencing behavior between widgets

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Denim Storyboards
Copy sketches to storyboard window
Draw arrows from objects to screens
Switch to run mode to test
Denim changes screens on mouse clicks

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The SILK System
Integrate pen-based and electronic sketching
Support whole design cycle

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The SILK System
unlike a paper sketch, this electronic sketch is
interactive and can easily be annotated and
modified using editing gestures.
SILK allows the designer to extend the
interactivity of the recognized widgets using
storyboards

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SILK interface

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SILK Vs. DENIM
There are several key differences between
DENIM and SILK:
DENIM supports more views of the design (e.g.
site map) than SILK and integrates those views
through zooming.
SILK recognizes widgets that are sketched by the
designer. DENIM does not (yet).

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Prototyping Assignment:
Create a storyboard for a login page
Create a sketch for an plane ticket booking
page.
(use paper prototypes, no softwares)