The process of interaction design and Prototyping

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1 Chapter 6 edited The process of interaction design and Prototyping 1

2 Overview What is involved in Interaction Design? Importance of involving users Degrees of user involvement What is a user-centered approach? Four basic activities Some practical issues Who are the users? What are needs? Where do alternatives come from? How do you choose among alternatives? 2

3 What is involved in Interaction Design? It is a process: a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility a creative activity a decision-making activity to balance tradeoffs Four approaches: user-centered design, activity-centered design, systems design, and genius design 3

4 Importance of involving users Expectation management Realistic expectations No surprises, no disappointments Timely training Communication, but no hype Ownership Make the users active stakeholders More likely to forgive or accept problems Can make a big difference to acceptance and success of product 4

5 Degrees of user involvement Member of the design team Full time: constant input, but lose touch with users Part time: patchy input, and very stressful Short term: inconsistent across project life Long term: consistent, but lose touch with users Newsletters and other dissemination devices Reach wider selection of users Need communication both ways User involvement after product is released Combination of these approaches 5

6 What is a user-centered approach? User-centered approach is based on: Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics Empirical measurement: users reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed Iterative design: when problems are found in user testing, fix them and carry out more tests 6

7 Four basic activities in Interaction Design 1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating 7

8 Some practical issues Who are the users? What do we mean by needs? How to generate alternatives How to choose among alternatives How to integrate interaction design activities with other models? 8

9 Who are the users/stakeholders? Not as obvious as you think: those who interact directly with the product those who manage direct users those who receive output from the product those who make the purchasing decision those who use competitor s products Three categories of user (Eason, 1987): primary: frequent hands-on secondary: occasional or via someone else tertiary: affected by its introduction, or will influence its purchase 9

10 Who are the stakeholders? Check-out operators Suppliers Local shop owners Managers and owners 10 Customers

11 What do we mean by needs? Users rarely know what is possible Users can t tell you what they need to help them achieve their goals Instead, look at existing tasks: their context what information do they require? who collaborates to achieve the task? why is the task achieved the way it is? Envisioned tasks: can be rooted in existing behaviour can be described as future scenarios 11

12 How to generate alternatives Humans stick to what they know works But considering alternatives is important to break out of the box Designers are trained to consider alternatives, software people generally are not How do you generate alternatives? Flair and creativity : research and synthesis Seek inspiration: look at similar products or look at very different products 12

13 IDEO TechBox Library, database, website - all-in-one Contains physical gizmos for inspiration From: 13

14 The TechBox 14

15 How to choose among alternatives Evaluation with users or with peers, e.g. prototypes Technical feasibility: some not possible Quality thresholds: Usability goals lead to usability criteria set early on and check regularly safety: how safe? utility: which functions are superfluous? effectiveness: appropriate support? task coverage, information available efficiency: performance measurements 15

16 Testing prototypes to choose among alternatives 16

17 How to integrate interaction design in other models Lifecycle models from other disciplines Agile software development promising have development and design running in separate tracks maintain a coherent vision of the interface architecture 17

18 Summary Four basic activities in the design process 1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating User-centered design rests on three principles 1. Early focus on users and tasks 2. Empirical measurement using quantifiable & measurable usability criteria 3. Iterative design 18

19 Prototype 19

20 Prototyping and construction What is a prototype? Why prototype? Different kinds of prototyping low fidelity high fidelity Compromises in prototyping vertical horizontal Construction 20

21 What is a prototype? In other design fields a prototype is a small-scale model: a miniature car a miniature building or town the example here comes from a 3D printer 21

22 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 22

23 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 23

24 Filtering dimensions of prototyping 24

25 Manifestation dimensions of prototyping 25

26 What to prototype? Technical issues Work flow, task design Screen layouts and information display Difficult, controversial, critical areas 26

27 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 27

28 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 28

29 Sketching Sketching is important to low-fidelity prototyping Don t be inhibited about drawing ability. Practice simple symbols 29

30 Card-based prototypes Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development 30

31 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? User >Blurb blurb >Do this >Why? 31

32 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 32

33 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 33

34 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 34

35 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 35

36 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? 36

37 Considering interaction types Which interaction type? How the user invokes actions Instructing, conversing, manipulating or exploring Do different interface types provide insight? WIMP, shareable, augmented reality, etc 37

38 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? 38

39 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 39

40 Generate storyboard from scenario 40

41 Generate card-based prototype from use case 41

42 Support for design Patterns for interaction design individual patterns pattern languages pattern libraries Open source systems and components Tools and environments 42

43 Summary 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) Consider interaction types and interface types to prompt creativity Storyboards can be generated from scenarios Card-based prototypes can be generated from use 43 cases

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