Class_06 - Prototyping
Class_06 - Prototyping
adapted from
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Envisionment
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Using personas as a design tool
• Persona: develop a precise description of our user and what he wishes to
accomplish.
• Design for just one person
– If you want to create a product that satisfies a broad audience of users, logic will tell
you to make as broad as possible in its functionality as possible to accomodate the
most people
– Logic is wrong: you will have far greater success if you design for a single person
• As a design tool, it is more important that a persona be precise than accurate.
That is, it is more to define the persona in great and specific detail than the
persona be the precisely correct one.
• The average user is never actually average…
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Dialogue #1: The programmer and the manager
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Dialogue #2: the programmer and the interaction
designer
What if the user Rosemary isn’t
wants to print interested in printing
this out? things out.
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Dialogue #3: the enlightened programmer and
the happy interaction designer
Would Rosemary No. Although Jacob will
want to print this want some printed reports
out? on a quarterly basis
Well, if it is so rarely
needed, we could
save time and
license a commercial
This will save 2
tool instead of
programming! weeks of the
schedule
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Chrysler example
• Robert Lutz, chairman of Chrysler, says that 80% of people in focus groups hated
the Dodge Ram pickup. He went ahead with the procuction and made it into a
best-seller. Why? Because the other 20% loved it!
• To have people loving your product, even if it is only a minority, is key to success.
• What is better?
– 50% of users 100% satisfied or
– 100% of them 50% satisfied
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The rollaboard suitcase example
• The rollaboard suitcase is a good example of a product designed for a very
narrowly defined target user.
• This small suitcase with built-in wheels and retractable handle revolutionized the
entire luggage industry but it wasn’t designed for the general public.
• It was designed just for airline flight crews!
• The design pleased this group enormously
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Where do alternatives come from?
• Humans stick to what they know that works
But considering alternatives is important to ‘break out
of the box’
• Marshal McLuhan called it the “rear-view mirror
effect”, noting that “we see the world through a rear
view mirror. We march backwards into the future”
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Developing a first conceptual model
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How do you choose among
alternatives?
• Evaluation with users or with peers, e.g. prototypes
• Technical feasibility: some are not possible
• Quality thresholds: usability goals lead to usability criteria set early
on and check regularly
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Testing prototypes to choose among
alternatives
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Design
Get Informal Feedback ASAP!
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Design
Design fixation
• Honor the truth. People come first. Not your ego, not your team’s
ego.
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Design
Iterate on Design
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Design
Iterate on Design
• Let me reiterate…
• Be prepared to...
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Once More, now with feeling
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Evaluating prototypes
Formative Evaluation Techniques
A process to help guide the formation (ie, design) of a UI
• Cognitive walkthrough
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Build & Test Prototypes
• RAPIDLY mock up the user interfaces for testing with real people
• Pen and paper or whiteboard to start
• Iterate, iterate, iterate!!
• Increasingly functional & closer to final reality
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Build & Test Prototypes
Prototyping
• Storyboards
• Paper simulations of application
• Wizard of Oz experiment
• Prototyping tools
• Cheap!
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Build & Test Prototypes
Usability Testing
• Get real (or representative) users to do what they do, using the
prototypes
• Use the personas you created to not loose control
• Subjective and objective feedback. Sometimes users “want” features
that actually yield poor performance
• Video tape, lots of notes
• Be rigorous wherever possible (stats, etc.)
• Feedback into the iterative evaluation & redesign of the system
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Build & Test Prototypes
Summative Evaluation Techniques
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Design & Prototyping
Prototyping
• What is a prototype?
• Why prototyping?
• Different kinds of prototyping
low fidelity
high fidelity
• Compromises in prototyping
vertical
horizontal
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What is a prototype?
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What is a prototype?
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What to prototype?
• Technical issues
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Why prototyping?
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Compromises in prototyping
• All prototypes involve compromises
• For software-based prototyping maybe there is a slow response?
sketchy icons? limited functionality?
• Two common types of compromise
– ‘horizontal’: provide a wide range of functions, but with little
detail
– ‘vertical’: provide a lot of detail for only a few functions
• Compromises in prototypes mustn’t be ignored. Product needs
engineering
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Prototyping Methods
• Flash prototypes
• Swipeable photo gallery
• Clickable photo gallery
High fidelity • Static HTML, responsive
• Platform specific prototypes
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Tactical Prototyping
Best suited for design
explorations where:
• You are working on a
focused project
• Target hardware and
software is known
• The design space is known
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Low-fidelity prototypes
Sketches vs Mockups
Sketches
are usually hand-drawn graphics that contain screen ideas or explanatory graphics
outlining the high-level problem or solution. They are the most valuable when the
idea hasn’t been fully formed, explored, or realized in any way. Sketches will help
to understand what general pieces are needed to accomplish the goals.
Mock-ups
are graphics intended to simulate the look and feel of a project in order to
highlight the impact of visual elements. A mock-up can set the right impression
and communicate emotions and personality.
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Low-fidelity prototypes
Sketching
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Low-fidelity prototypes
Sketching
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Low-fidelity prototypes
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Low-fidelity prototypes
Testing
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Low-fidelity prototypes
Testing
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Low-fidelity prototypes
Card-based prototypes
• Index cards (3 X 5 inches)
• Each card represents one screen or part of screen
• Often used in website development
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Low-fidelity prototypes
Physical Mock-Ups
(Three versions of
a hand-held controller)
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Low-fidelity prototypes
Physical Mock-Ups
Bathroom scale
Spring 2004 CS 4750 project
“Golf Caddy” by:
Chris Hamilton
Linda Kang
Luigi Montanez
Ben Tomassetti
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Low-fidelity prototypes
Physical Mock-Ups
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Low-fidelity prototypes - Mockups
“A smartphone application prototype for exchanging valuable real time public transport
information among travelers”,
Tiago Gonçalves, António Nunes, Teresa Galvão, 2012
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High-fidelity prototypes
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Example: High-fidelity prototype
“Smart Mobile Sensing for Measuring Quality of Experience (QoE) in Urban Public
Transports”
João Vieira, Pedro Maurício Costa, Teresa Galvão, 2012
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Experiential prototyping
Best suited for design
explorations where:
• You are working on a
“broader” project
• Target mobile hardware and
software scope ins unknown
(or being created)
• The design space is relatively
unexplored
Methods
• Storyboarding
• Bodystorming
• Wizard of Oz
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Storyboards
• Pencil and paper simulation or walkthrough of the system look and
functionality
– Use sequence of diagrams/drawings
– Show key snap shots
– Quick & easy
• 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
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Generate storyboards from a scenario
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Low-fidelity prototypes
for Scenarios & Use Cases
• Hypothetical or fictional situations of use
– Typically involving some person, event, situation and environment
– Provide context of operation
– Also used in cognitive walkthrough
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Bodystorming
• Imagine what it would be like if the product existed
• Act as though it exists, ideally in the place it would be used.
• It is going through an idea with improvised artifacts and physical activities to envision a
solution.
• This user centred technique is ideal to design physical spaces (e.g. the interior design of a
shop) but can also be used to design physical products or software.
• It is supposed that you get up and move, trying things out with your own body, rather than
just sitting around a table and discussing it while having to imagine it in the abstract (as in the
case of brainstorming).
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Example: Experience prototyping
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Rapid Prototyping
• Aims to collect information on requirements and the adequacy of
possible designs
• Recognises that requirements are likely to be inaccurate when first
specified
• The emphasis is on evaluating the design before discarding it
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Rapid Prototyping -Advantages
• Helps the designer to evaluate the design very early in the design
cycle
• It is good for addressing the problem of users not knowing or being
unable to state their requirements
• Provides the opportunity for continued evaluation and refinement
of the design
• Increases the chance of getting a well designed system acceptable to
the users with the required functionality and ease of use
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Rapid Prototyping – Disadvantages
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Incremental Prototyping
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Incremental Prototyping - Advantages
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Incremental Prototyping – Disadvantages
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Evolutionary prototyping – RAD1
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1- Rapid Application Development
Evolutionary prototyping – Advantages
• The system can cope with change during and after implementation
• Again helps to overcome the gap between specification and
implementation
• Users get some functionality quickly
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Evolutionary prototyping -Disadvantages
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https://agilenotion.com/agile-categoriesiterative-incremental-evolutionary/
Other Prototyping Approaches
• Full prototype
– full functionality, lower performance than production
software
• Horizontal prototype
– displays “breadth” of functionality, no lower level
detail “back end” support (e.g. database link)
• Vertical prototype
– full functionality and performance of a “slice” or small
part of the system
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Horizontal vs. vertical prototypes
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Prototyping Tools
specific software
Figma
www.figma.com
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Quant-UX
www.quantux.com
Open source 78
Invision
www.invisionapp.com
commercial
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Balsamiq Mockups
http://www.balsamiq.com/
commercial
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Quant-UX - https://www.quant-ux.com/#/
JustInMind - www.justinmind.com
Adobe XD - www.adobe.com/products/xd.html#
Figma- www.figma.com
Moqups - www.moqups.com
MarvelApp - https://marvelapp.com/
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Case Study: AndaMobile Pilot
Interviews with
stakeholders User Evaluation
Interviews with
Focus groups
users
High fidelity Functional
Questionnaire Mockups
prototypes prototype
9 months
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Briefing sessions
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Initial mockups
Início
App@nda
Mockups v1.2
High fidelity
prototype
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Functional prototype
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Focus Groups
Part 2:
1. Combine two teams
2. Test your prototype on your new teammates
3. Make any modifications or revisions (optional)
4. Test your prototype one more time (optional)
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