CIS4930 / CIS6930: USER EXPERIENCE DESIGN INSTRUCTOR: DR. LISA ANTHONY

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1 Fall 2015 CIS4930 / CIS6930: USER EXPERIENCE DESIGN INSTRUCTOR: DR. LISA ANTHONY CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/2015 1

2 Week 11b HIGH-FIDELITY PROTOTYPING + IN-CLASS ACTIVITY CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/2015 2

3 TOPICS High-Fidelity Prototyping What is a high-fidelity prototype? High-fidelity prototyping tools and techniques InVision demo Axure demo Evaluating designs with a high-fidelity prototype In-Class Activity: InVision remote demo CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/2015 3

4 High-Fidelity Prototyping WHAT IS A HIGH-FIDELITY PROTOTYPE? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/2015 4

5 WHAT IS HIGH-FIDELITY PROTOTYPING? How does it differ from low-fidelity prototyping? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/2015 5

6 WHAT IS HIGH-FIDELITY PROTOTYPING? How does it differ from low-fidelity prototyping? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/2015 6

7 WHAT IS HIGH-FIDELITY PROTOTYPING? How does it differ from low-fidelity prototyping? Image placeholders Full-color, nearfinal graphics CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/2015 7

8 WHAT IS HIGH-FIDELITY PROTOTYPING? How does it differ from low-fidelity prototyping? Text placeholders Real sample of drafted text CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/2015 8

9 WHAT IS HIGH-FIDELITY PROTOTYPING? How does it differ from low-fidelity prototyping? Conceptual labels for design elements Real labels you plan to use CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/2015 9

10 INTERACTIVE PROTOTYPE High-fidelity prototypes are often also interactive prototypes. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

11 WHEN TO USE HI-FI PROTOTYPES? When you are ready to move on to: Page layout Design patterns Interactions Style Texture Screen real-estate Device resolution Not ready to move on to these until you ve designed every detail of the task flow and overall concept! CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

12 UX FIDELITY DESIGN PROCESS TIME CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

13 HI-FI VS LO-FI PROTOTYPES Challenges of hi-fi prototypes: They take a long time to build. Reviewers and testers tend to comment on superficial aspects rather than content. Developers and designers may be reluctant to change something they have worked on for hours. A software prototype can set expectations too high it looks done but there is still a lot of software engineering to do. Bugs in a high-fidelity prototype can bring testing to a halt. from Rettig, 1994 and IDRSP, Ch.11, p.395 So: start with paper prototypes until you re ready to deal with those challenges. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

14 HI-FI VS LO-FI PROTOTYPES Type Advantages Disadvantages Lowfidelity prototype Highfidelity prototype Lower-development cost Evaluate multiple design concepts Useful communication device Address screen layout issues (e.g., how to fit everything) Useful for identifying market requirements Proof-of-concept Complete functionality Fully interactive User-driven Clearly defines navigational scheme Use for exploration and test Look and feel of final product Serves as a living specification Marketing and sales tool Limited error checking Poor detailed specification to code Facilitator-driven Limited utility after requirements are established Limited usefulness for usability tests Navigational and flow limitations More expensive to develop Time-consuming to create Inefficient for proof-of-concept designs Not effective for requirements gathering from IDRSP, Ch.11, p.396 CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

15 CAVEATS ABOUT TERMINOLOGY High-fidelity pixel-perfect High-fidelity interactive Those are just the variations we re using in this course for the assignments. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

16 PROTOTYPING TAXONOMY Fidelity of Prototype High Low Static / Manual PhotoShop screens Wireframes or paper prototypes Interactivity of Prototype Interactive / Clickable InVision app (or similar) clickable prototypes Wizard of Oz + paper prototypes CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

17 RULE OF PROPORTIONAL FIDELITY Don t forget! Follow the rule of proportional fidelity: the further along you are in your process, the higher-fidelity your prototypes can be. Be wary of jumping to a higher fidelity too soon or you might not get the right level of feedback from your users. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

18 QUESTIONS? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

19 High-Fidelity Prototyping HIGH-FIDELITY PROTOTYPING TOOLS AND TECHNIQUES CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

20 EFFECT OF PLATFORM Target high-fidelity to your chosen platform. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

21 EFFECT OF PLATFORM Target high-fidelity to your chosen platform. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

22 EFFECT OF PLATFORM Target high-fidelity to your chosen platform. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

23 HI-FI PROTOTYPING TOOLS Axure Pro InVision PhotoShop / Gimp OmniGraffle / Visio PowerPoint / KeyNote (w/ interface libraries) CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

24 HI-FI PROTOTYPING TOOLS Axure Pro InVision PhotoShop / Gimp OmniGraffle / Visio What I suggest you try out (free educational licenses through this class)* PowerPoint / KeyNote (w/ interface libraries) * If your group has experience with another tool and want to use that one instead, that is fine. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

25 POSSIBLE WORKFLOWS InVision + Photoshop / Gimp: 1. Create pixel-perfect screen designs in PhotoShop / Gimp 2. Export as.jpg or.png 3. Import into an InVision project 4. Define clickable regions of each screen + transitions 5. Run it in Experience mode to test it CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

26 POSSIBLE WORKFLOWS InVision + PowerPoint: 1. Create pixel-perfect screen designs (one per slide) in PowerPoint with the PowerPoint Prototyping Toolkit: 2. Export all slides as.jpg or.png (under Save As ) 3. Import into an InVision project 4. Define clickable regions of each screen + transitions 5. Run it in Experience mode to test it CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

27 POSSIBLE WORKFLOWS PowerPoint only: 1. Create pixel-perfect screen designs (one per slide) in PowerPoint with the PowerPoint Prototyping Toolkit: 2. Create hyperlink areas on each slide (use hit area on slide 15 of PPPT, or define manually) + transitions 3. Run in slideshow or kiosk mode to test it CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

28 POSSIBLE WORKFLOWS Axure Pro (30-day free trial available): 1. Drag and drop pixel-perfect widgets from toolbox and import your own images and graphics to make screens Download more widget libraries: 2. Define clickable regions on each screen via links 3. Export prototype as a clickable.html and run it in a browser to test it CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

29 INVISION + PHOTOSHOP DEMO CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

30 AXURE PRO DEMO CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

31 AXURE PRO DEMO CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

32 REMINDER ABOUT COMMUNICATION Prototyping, along with all other artifacts we produce during the design process, is fundamentally about enabling the design team to communicate the design among themselves and to others /11/six-tips-for-teamcommunication-in.html CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

33 WHAT SHOULD YOU PROTOTYPE? You don t have to prototype every detail of the application. What are the pieces you need the most feedback on right now (communication)? I typically pick out 5 or 6 key scenarios I want to focus on at a single time. I ll prototype only what I need to communicate the most important aspects of that concept, things that might not be explicit in the design, or transitions that have some kind of wow factor, or impact the user experience. Todd Zaki Warfel in Designing for Interaction by Saffer, p.175 Goes for lo-fi prototyping too! CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

34 QUESTIONS? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

35 High-Fidelity Prototyping EVALUATING DESIGNS WITH INTERACTIVE PROTOTYPES CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

36 EVALUATING INTERACTIVE PROTOTYPES How can we evaluate an interactive prototype? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

37 EVALUATING INTERACTIVE PROTOTYPES How can we evaluate an interactive prototype? Think alouds! CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

38 EVALUATING INTERACTIVE PROTOTYPES How can we evaluate an interactive prototype? Think alouds! We can do all the same think aloud methods we did last week for lo-fi paper prototypes. We will get feedback on: The task flow, organization, and interactions The look-and-feel and graphic design CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

39 REMINDERS ON THINK ALOUDS Most common user evaluation method throughout design process is a think aloud. Get user to do some activity or task with your design in paper prototype form. Ask them to talk aloud through their thought process. Listen and observe. Users will ask questions or make guesses: These are clues as to their internal mental model and possibly places where the design and their understanding don t match. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

40 WHY THINK ALOUD? While users are doing the activity, ask them to talk aloud their thought process. Why talk aloud? Why not just observe? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

41 WHY THINK ALOUD? While users are doing the activity, ask them to talk aloud their thought process. Why talk aloud? Why not just observe? You will see what they do but not why they do it. from Greenberg et al, Sketching User Experiences: The Workbook, p.239 CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

42 OTHER NOTES ABOUT THINK ALOUDS See last week s slides for: Team for a think aloud Session outline for a think aloud How to introduce the method / session Three types of think alouds Key is still to establish a partnership between you and the user: they are helping you by finding flaws! CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

43 QUESTIONS? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

44 BREAK! CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

45 High-Fidelity Prototyping IN-CLASS ACTIVITY: INVISION REMOTE DEMO CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

46 QUESTIONS? CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

47 TAKE-AWAY POINTS High-fidelity prototyping differs from low-fidelity prototyping; it includes full-color graphics, real text, real labels, etc. You should not move on to high-fidelity prototyping until you ve designed every detail of the task flow and overall concept via low-fidelity prototyping. Fidelity and interactivity of your prototypes are two independent factors about prototyping you can have either one or the other or both. Interactive prototypes involve making clickable regions in your screen designs so users can give feedback on the interactions as you designed them. CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

48 FOR NEXT TIME Slides will be posted after class. Readings through Week 16 (end of semester) are already posted on Canvas, or links are given on the website. Several weeks have no readings planned. Finish your discussion posts for Week 11 on Canvas. Posts can cover classroom topics or reading topics or both. Due: 11:59pm Sunday November 8 th. Grad students post facilitating questions for Week 12 (instructor/tas will comment Monday). Keep going on Project #3. You should be in the midst of task flow and wireframe design. Post questions about the assignment on Canvas. Next time: in-class working session for Project #3! Last one before mid-point! CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

49 RESOURCES PowerPoint Prototype Toolkit: InVision + PhotoShop demo video: Axure Pro Demo videos: CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- lanthony@cise.ufl.edu 11/05/

50 END CIS4930/6930 User Experience Design, Fall Dr. Lisa Anthony -- 11/05/

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