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Chapter4_interaction design process_uidppt.ppt
Design, prototyping and
construction
Overview
•Prototyping and construction
•Conceptual design
•Physical design
•Tool support
Prototyping and
construction
•What is a prototype?
•Why prototype?
•Different kinds of prototyping
low fidelity
high fidelity
•Compromises in prototyping
vertical
horizontal
•Construction
What is a
prototype?
In other design fields a prototype is a small-
scale model:
a miniature car
a miniature building or town
What is a
prototype?
In interaction design it can be (among other things):
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 (e.g. PalmPilot)
a cardboard mock-up
a piece of software with limited functionality written in
the target language or in another language
Why
prototype?
•Evaluation and feedback are central to interaction
design
•Stakeholders can see, hold, interact with a prototype
more easily than a document or a drawing
•Team members can communicate effectively
•You can test out ideas for yourself
•It encourages reflection: very important aspect of
design
•Prototypes answer questions, and support designers in
choosing between alternatives
What to
prototype?
•Technical issues
•Work flow, task design
•Screen layouts and information display
•Difficult, controversial, critical areas
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’ notes
storyboards
‘Wizard-of-Oz’
Storyboard
s
•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
Sketchin
g
•Sketching is important to low-fidelity
prototyping
•Don’t be inhibited about drawing ability.
Practice simple symbols
•Index cards (3 X 5 inches)
•Each card represents one screen
•Often used in website development
Using index
cards
‘Wizard-of-Oz’
prototyping
•The user thinks they are interacting with a
computer, but a developer is responding to output
rather than the system.
•Usually done early in design to understand users’
expectations
•What is ‘wrong’ with this approach?
>Blurb blurb
>Do this
>Why?
User
High-fidelity
prototyping
•Uses materials that you would expect to be in the
final product.
•Prototype looks more like the final system than a
low-fidelity version.
•For a high-fidelity software prototype common
environments include Macromedia Director, Visual
Basic, and Smalltalk.
•Danger that users think they have a full
system…….see compromises
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
Construction
•Taking the prototypes (or learning from
them) and creating a whole
•Quality must be attended to: usability (of
course), reliability, robustness,
maintainability, integrity, portability,
efficiency, etc
•Product must be engineered
Evolutionary prototyping
‘Throw-away’ prototyping
Conceptual design: from
requirements to design
•Transform user requirements/needs into a
conceptual model
•“a description of the proposed system in terms of a
set of integrated ideas and concepts about what it
should do, behave and look like, that will be
understandable by the users in the manner intended”
•Don’t move to a solution too quickly. Iterate, iterate,
iterate
•Consider alternatives: prototyping helps
Three perspectives for a
conceptual model
•Which interaction mode?
How the user invokes actions
Activity-based: instructing, conversing,
manipulating and navigating, exploring and
browsing.
Object-based: structured around real-world
objects
Three perspectives for a
conceptual model
•Which interaction paradigm?
desktop paradigm, with WIMP interface
(windows, icons, menus and pointers),
ubiquitous computing
pervasive computing
wearable computing
mobile devices and so on.
•Is there a suitable metaphor?
(contd)….
Is there a suitable
metaphor?
•Interface metaphors combine familiar knowledge
with new knowledge in a way that will help the user
understand the product.
•Three steps: understand functionality, identify
potential problem areas, generate metaphors
•Evaluate metaphors:
How much structure does it provide?
How much is relevant to the problem?
Is it easy to represent?
Will the audience understand it?
How extensible is it?
Expanding the conceptual
model
•What functions will the product perform?
What will the product do and what will the human
do (task allocation)?
•How are the functions related to each other?
sequential or parallel?
categorisations, e.g. all actions related to
telephone memory storage
•What information needs to be available?
What data is required to perform the task?
How is this data to be transformed by the system?
Using scenarios in conceptual design
•Express proposed or imagined situations
•Used throughout design in various ways
scripts for user evaluation of prototypes
concrete examples of tasks
as a means of co-operation across
professional boundaries
•Plus and minus scenarios to explore extreme
cases
Using prototypes in conceptual
design
•Allow evaluation of emerging ideas
•Low-fidelity prototypes used early on, high-
fidelity prototypes used later
Physical design: getting concrete
•Considers more concrete, detailed issues of designing
the interface
•Iteration between physical and conceptual design
•Guidelines for physical design
Nielsen’s heuristics
Shneiderman’s eight golden rules
Styles guides: commercial, corporate
decide ‘look and feel’ for you
widgets prescribed, e.g. icons, toolbar
Physical design: getting concrete
•Different kinds of widget (dialog boxes,
toolbars, icons, menus etc)
menu design
icon design
screen design
information display
Menu
design
•How long is the menu to be?
•In what order will the items appear?
•How is the menu to be structured, e.g. when
to use sub-menus, dialog boxes?
•What categories will be used to group menu
items?
Menu
design
•How will division into groups be denoted, e.g.
different colors, dividing lines?
•How many menus will there be?
•What terminology to use? (results of
requirements activities will indicate this)
•How will any physical constraints be
accommodated, e.g. mobile phone?
Icon
design
•Good icon design is difficult
•Meaning of icons is cultural and context
sensitive
•Some tips:
always draw on existing traditions or
standards
concrete objects or things are easier to
represent than actions
•From clip art, what do these mean
to you?
Screen
design
Two aspects:
•How to split across screens
moving around within and between screens
how much interaction per screen?
serial or workbench style?
•Individual screen design
white space: balance between enough
information/interaction and clarity
grouping items together: separation with
boxes? lines? colors?
Screen design: splitting
functions across screens
•Task analysis as a starting point
•Each screen contains a single simple step?
•Frustration if too many simple screens
•Keep information available: multiple screens
open at once
Screen design: individual
screen design
•Draw user attention to salient point, e.g.
colour, motion, boxing
•Animation is very powerful but can be
distracting
•Good organization helps: grouping, physical
proximity
•Trade off between sparse population and
overcrowding
Information
display
•Relevant information available at all times
•Different types of information imply different
kinds of display
•Consistency between paper display and screen
data entry
Summar
y
•Different kinds of prototyping are used for different
purposes and at different stages
•Prototypes answer questions, so prototype appropriately
•Construction: the final product must be engineered
appropriately
•Conceptual design (the first step of design)
•Physical design: e.g. menus, icons, screen design,
information display
•Prototypes and scenarios are used throughout design

Chapter4_interaction design process_uidppt.ppt

  • 1.
  • 2.
    Overview •Prototyping and construction •Conceptualdesign •Physical design •Tool support
  • 3.
    Prototyping and construction •What isa prototype? •Why prototype? •Different kinds of prototyping low fidelity high fidelity •Compromises in prototyping vertical horizontal •Construction
  • 4.
    What is a prototype? Inother design fields a prototype is a small- scale model: a miniature car a miniature building or town
  • 5.
    What is a prototype? Ininteraction design it can be (among other things): 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 (e.g. PalmPilot) a cardboard mock-up a piece of software with limited functionality written in the target language or in another language
  • 6.
    Why prototype? •Evaluation and feedbackare central to interaction design •Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing •Team members can communicate effectively •You can test out ideas for yourself •It encourages reflection: very important aspect of design •Prototypes answer questions, and support designers in choosing between alternatives
  • 7.
    What to prototype? •Technical issues •Workflow, task design •Screen layouts and information display •Difficult, controversial, critical areas
  • 8.
    Low-fidelity Prototyping •Uses a mediumwhich is unlike the final medium, e.g. paper, cardboard •Is quick, cheap and easily changed •Examples: sketches of screens, task sequences, etc ‘Post-it’ notes storyboards ‘Wizard-of-Oz’
  • 9.
    Storyboard s •Often used withscenarios, 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
  • 10.
    Sketchin g •Sketching is importantto low-fidelity prototyping •Don’t be inhibited about drawing ability. Practice simple symbols
  • 11.
    •Index cards (3X 5 inches) •Each card represents one screen •Often used in website development Using index cards
  • 12.
    ‘Wizard-of-Oz’ prototyping •The user thinksthey are interacting with a computer, but a developer is responding to output rather than the system. •Usually done early in design to understand users’ expectations •What is ‘wrong’ with this approach? >Blurb blurb >Do this >Why? User
  • 13.
    High-fidelity prototyping •Uses materials thatyou would expect to be in the final product. •Prototype looks more like the final system than a low-fidelity version. •For a high-fidelity software prototype common environments include Macromedia Director, Visual Basic, and Smalltalk. •Danger that users think they have a full system…….see compromises
  • 14.
    Compromises in prototyping •All prototypesinvolve 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
  • 15.
    Construction •Taking the prototypes(or learning from them) and creating a whole •Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc •Product must be engineered Evolutionary prototyping ‘Throw-away’ prototyping
  • 16.
    Conceptual design: from requirementsto design •Transform user requirements/needs into a conceptual model •“a description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended” •Don’t move to a solution too quickly. Iterate, iterate, iterate •Consider alternatives: prototyping helps
  • 17.
    Three perspectives fora conceptual model •Which interaction mode? How the user invokes actions Activity-based: instructing, conversing, manipulating and navigating, exploring and browsing. Object-based: structured around real-world objects
  • 18.
    Three perspectives fora conceptual model •Which interaction paradigm? desktop paradigm, with WIMP interface (windows, icons, menus and pointers), ubiquitous computing pervasive computing wearable computing mobile devices and so on. •Is there a suitable metaphor? (contd)….
  • 19.
    Is there asuitable metaphor? •Interface metaphors combine familiar knowledge with new knowledge in a way that will help the user understand the product. •Three steps: understand functionality, identify potential problem areas, generate metaphors •Evaluate metaphors: How much structure does it provide? How much is relevant to the problem? Is it easy to represent? Will the audience understand it? How extensible is it?
  • 20.
    Expanding the conceptual model •Whatfunctions will the product perform? What will the product do and what will the human do (task allocation)? •How are the functions related to each other? sequential or parallel? categorisations, e.g. all actions related to telephone memory storage •What information needs to be available? What data is required to perform the task? How is this data to be transformed by the system?
  • 21.
    Using scenarios inconceptual design •Express proposed or imagined situations •Used throughout design in various ways scripts for user evaluation of prototypes concrete examples of tasks as a means of co-operation across professional boundaries •Plus and minus scenarios to explore extreme cases
  • 22.
    Using prototypes inconceptual design •Allow evaluation of emerging ideas •Low-fidelity prototypes used early on, high- fidelity prototypes used later
  • 23.
    Physical design: gettingconcrete •Considers more concrete, detailed issues of designing the interface •Iteration between physical and conceptual design •Guidelines for physical design Nielsen’s heuristics Shneiderman’s eight golden rules Styles guides: commercial, corporate decide ‘look and feel’ for you widgets prescribed, e.g. icons, toolbar
  • 24.
    Physical design: gettingconcrete •Different kinds of widget (dialog boxes, toolbars, icons, menus etc) menu design icon design screen design information display
  • 25.
    Menu design •How long isthe menu to be? •In what order will the items appear? •How is the menu to be structured, e.g. when to use sub-menus, dialog boxes? •What categories will be used to group menu items?
  • 26.
    Menu design •How will divisioninto groups be denoted, e.g. different colors, dividing lines? •How many menus will there be? •What terminology to use? (results of requirements activities will indicate this) •How will any physical constraints be accommodated, e.g. mobile phone?
  • 27.
    Icon design •Good icon designis difficult •Meaning of icons is cultural and context sensitive •Some tips: always draw on existing traditions or standards concrete objects or things are easier to represent than actions •From clip art, what do these mean to you?
  • 28.
    Screen design Two aspects: •How tosplit across screens moving around within and between screens how much interaction per screen? serial or workbench style? •Individual screen design white space: balance between enough information/interaction and clarity grouping items together: separation with boxes? lines? colors?
  • 29.
    Screen design: splitting functionsacross screens •Task analysis as a starting point •Each screen contains a single simple step? •Frustration if too many simple screens •Keep information available: multiple screens open at once
  • 30.
    Screen design: individual screendesign •Draw user attention to salient point, e.g. colour, motion, boxing •Animation is very powerful but can be distracting •Good organization helps: grouping, physical proximity •Trade off between sparse population and overcrowding
  • 31.
    Information display •Relevant information availableat all times •Different types of information imply different kinds of display •Consistency between paper display and screen data entry
  • 32.
    Summar y •Different kinds ofprototyping are used for different purposes and at different stages •Prototypes answer questions, so prototype appropriately •Construction: the final product must be engineered appropriately •Conceptual design (the first step of design) •Physical design: e.g. menus, icons, screen design, information display •Prototypes and scenarios are used throughout design