Prototyping
Low-Fidelity Prototyping
High-Fidelity Prototyping
Prototyping Dimensions
Announcement
▪ Lab 0 marks: released
▪ Lab 1 marks: Monday
▪ Project step 1: due this Friday
▪ Project step 2: released
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IDEO Shopping Cart
▪ https://www.youtube.com/watch?v=M66ZU2PCIcM
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User Centered Design Process
Generate lots of ideas
Grasp issues and
potential solutions
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What is a Prototype?
▪ In other design fields a prototype is a small-scale model:
- a miniature car
- a miniature building or town
- a juicer
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What is a Prototype?
▪ In interaction design it can be (among other things):
- a series of screen sketches, i.e. not necessarily
related
- a storyboard, i.e. a cartoon-like series of scenes
- a Powerpoint slide show, e.g., simulation
- a video simulating the use of a system
- a cardboard mock-up
- a piece of software with limited functionality
written in a language
▪ Key point:
- Goal is to NOT the artifact, but the feedback
Image source: Nintendo
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Sketch of A Screen HTML Page
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Lensmouse
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https://www.theregister.com/2011/01/20/appl
e_touchscreen_mouse_patent_filing/
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Why Prototype?
▪ Communication: discuss ideas with stakeholders
- “Where’s the ON button?”
▪ Evaluate interface effectiveness for communicating conceptual
model
- “Whoops, users didn’t understand that.”
▪ Develop requirements and/or specifications •
- “Uh-oh, here’s something we forgot.”
▪ Learning and problem solving
- “Hey, that will work!”
▪ Further develop conceptual and physical design
- “That’s way too heavy”
▪ Save time and money
- Don’t waste time coding/building the wrong thing
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Why Prototype?
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Prototype Progression
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Sketching
▪ Simulate a user experience with enough fidelity to allow third-
party comment on the value of the new product.
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Source: https://www.design1st.com/how-much-do-hw-prototypes-cost/
3D Model
Source: https://www.design1st.com/how-much-do-hw-prototypes-cost/
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Pre-Production
Source: https://www.design1st.com/how-much-do-hw-prototypes-cost/
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High-Fidelity Prototype
Source: https://www.design1st.com/how-much-do-hw-prototypes-cost/
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Example: Kodak DC210 Prototype
▪ A digital camera developed at IDEO, at a time when such Cameras
had not yet broken into the consumer space.
▪ IDEO was tasked to find a way to make sense of possible digital
camera interactions
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What to Prototype?
▪ Screen layouts and information display: placement of different
widgets, types of widgets, etc
- e.g. should edit fields come after/before control buttons
▪ Work flow, task design: the sequence of steps required to
achieve the task
- e.g. flow from one screen to another, changes on the screen
▪ Difficult, controversial, critical areas: provide alternative
solutions to be assessed
- e.g. business critical reports with specific alignment of fields
▪ Technical issues: will the graphics rendered be fast enough?
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When to prototype?
▪ To get out of an early, focused discussion, and to reach
agreement
▪ when you need to communicate ideas
- design team, managers, users etc.
▪ when you have questions and you can’t proceed:
- functionality:
structure, sequencing, flow, clarity & completeness of
information
Example: knob versus slider for controlling volume
- appearance:
branding, clarity, aesthetics, color, shape, etc.
screen too crowded? actions clear, or lost in clutter?
- specifications:
“design by prototyping” (evolutionary approach)
how many files to show in file selection box
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Prototyping Process
▪ You never get it right first time
▪ If at first you don’t succeed …
OK?
design prototype evaluate done!
re-design
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Prototype Fidelity
There are many types of prototypes, ranging anywhere between
these two extremes:
▪ Low fidelity: prototype doesn’t look much like final product,
operation of the prototype may be simulated and slower.
▪ High fidelity: prototype looks and operates like the real product.
low-fi fidelity high-fi
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Low-Fidelity Prototyping
▪ Low-fidelity prototypes use a medium which is unlike the final
medium, e.g. paper, cardboard
▪ Purpose:
- Brainstorm competing representations
- Elicit user reactions / suggestions
▪ Examples:
- Storyboards
- Paper prototypes
- Wireframes
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Storyboards Example: A Reminder Software
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Storyboarding
▪ All about user tasks, not interface
▪ Like comic strip with bad drawing
▪ Conveys setting:
- People
- Environment
- Task being accomplished
▪ Conveys sequence:
- Steps involved
- What task is being illustrated?
▪ Conveys satisfaction:
- What motivates people to use this system?
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Benefits of Storyboarding
▪ Holistic focus: helps emphasize how an interface accomplishes a
task
▪ Avoid commitment to a particular user interface
▪ Helps get all the stockholders on the same page in terms of their
goal
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Paper Prototypes
▪ Paper Prototypes
- After storyboarding – know what your app accomplishes
- Best for figuring out the user interface (UI)
- Don’t have to look beautiful or exact
Image source: UX Playground
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Paper Prototypes
http://www.youtube.com/watch?v=FS00UIo12Xk
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Paper Prototypes
Show Interface Layout Show Menu Items Show Popups
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Paper Prototypes
Show Loading Time Show Selection Changes
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Show Sliding Window
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Paper Prototyping
▪ Benefits
- Leverage common design skills: Everyone can sketch and can
build paper prototypes.
- Allow early testing: testing prototypes early lets product teams
find big-picture problems
- Support rapid experimentation: Different user interface
elements can be drawn, cut out, copied to make extras, and then
assembled on a new piece of paper
- Facilitate adjustments: easy to make changes during the
testing session
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Paper Prototyping
▪ Limitations
- An additional person is required to conduct the test session
- Paper prototypes are less suitable for visually-complex or highly-
interactive interfaces
- Requires some imagination on users part
- forces you to stay in “early design” mode
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Evaluation Example
▪ https://www.youtube.com/watch?v=GrV2SZuRPv0
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FrameWire: Automatically Extracting Interaction Logic
from Paper Prototyping Tests
- http://www.youtube.com/watch?v=q6pGIOhr3d0&feature=youtu.be
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Real-time Code Generation
▪ https://www.youtube.com/watch?v=_oet4GOzcRQ
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Paper Prototyping Image Quality
▪ Rendering: How good should it look?
- Good enough to elicit feedback about critical/risky design issues
▪ Creation speed is of the essence!
▪ Modifications - when?
- While user is present, get immediate feedback.
- Make changes without loosing users’ context.
▪ Coding effort in paper prototyping is always zero
- No code to write or rewrite until design is stabilized
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What you can learn from a paper prototype
▪ Conceptual model
- Do users understand it?
▪ Functionality
- Does it do what’s needed? Missing features?
▪ Navigation & task flow
- Can users find their way around?
- Are information preconditions met?
▪ Terminology
- Do users understand labels?
▪ Screen contents
- What needs to go on the screen?
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What you can’t learn
▪ Look: color, font, whitespace, etc
▪ Feel: efficiency issues
▪ Response time
▪ Are small changes noticed?
- Even the tiniest change to a paper prototype is clearly visible to
user
▪ Exploration vs. deliberation
- Users are more deliberate with a paper prototype; they don’t
explore or thrash as much
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Wireframes
▪ A wireframe:
- presents the information that will be displayed on the page
- gives an outline of structure and layout of the page
- conveys the overall direction and description of the user
interface
▪ Note that wireframes are often low to medium fidelity.
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Methods Of Wireframing
▪ Sketching: Hand-drawn sketches are quick to
create and quick to iterate on
▪ Graphic design software: Adobe Photoshop
or Illustrator.
▪ UX design software: Wireframe.cc, Balsamiq,
Adobe Xd
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Low-Fidelity Prototyping
▪ Pros
- Inexpensive: extremely low cost.
- Fast: quickly explore different ideas without too much effort
- Collaborative: people can be involved in the design process
▪ Cons
- Limited interactivity: Hard to convey complex animations or
transitions
- Misleading:
Users often more inclined to comment on designs that appear
less “finished”
Client (i.e., the person paying you) might be confused by the
lack of programming
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