CMSC434. Introduction to Human-Computer Interaction. Week 07 Lecture 12 Mar 8, 2016 Prototyping III. Jon

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CMSC434 Introduction to Human-Computer Interaction Week 07 Lecture 12 Mar 8, 2016 Prototyping III Jon Froehlich @jonfroehlich Human Computer Interaction Laboratory COMPUTER SCIENCE UNIVERSITY OF MARYLAND

Hall of Fame Hall of Shame

Class Webpage Hall of Fame/Shame Class brainstorm about likes/dislikes re: class webpage Positives All the info Clean looking Negatives Not responsive Doesn t look good on mobile Due dates in different places leads to inconsistencies Some flaw with categorization related to the above You can t click on links on ipad

Class Webpage Hall of Fame/Shame Things to Think About Who are the users? What are the tasks? Information architecture Navigability Findability Data Recency Aesthetics?

Assignments Use the Calendar feature in Canvas to see all upcoming assignments and deadlines IA06 Sketching Assignment Assignment graded; grades released. Top sketches posted. TA03 Sketches & Storyboards: Due Today! Any lingering questions? TA04 Mid-Fi Prototypes: Assigned Today Due Tuesday, March 29th IA07 Android Doodle Prototype: Due March 10 & 22 First engineering interfaces assignment Come to class March 10 with a working prototype. Final prototype due March 22 (after Spring Break)

TA04 Mid-Fi Prototypes & User Testing Goal: gain experience and understanding building and testing a mid-fidelity prototype 1. Iterate and refine four primary tasks 2. Create two different mid-fi prototypes for each task 3. Beta test mid-fi prototypes with team 4. Run more formal user study with four users. Ideally, users would be part of your target user group but do your best. You cannot use students from this class as your testers. 5. Analyze data and write brief report 6. Create movie of mid-fi prototypes

Assignments Use the Calendar feature in Canvas to see all upcoming assignments and deadlines IA06 Sketching Assignment Assignment graded; grades released. Top sketches posted. TA03 Sketches & Storyboards: Due Today! Any lingering questions? TA04 Mid-Fi Prototypes: Assigned Today Due Tuesday, March 29th IA07 Android Doodle Prototype: Due March 10 & 22 Come to class March 10 with a working prototype. Final prototype due March 22 (after Spring Break) Who has started this assignment? Questions?

If you have your laptop today Go to the Android I assignment and install Android Studio in the background

Engineering Interfaces Most of the remaining assignments in this class require a computer. A laptop is nice (because you can bring it to class) but not absolutely necessary. One of our assignments requires access to a Windows computer with Visual Studio 2013. Quick show of hands.

Prototyping Spectrum Paper Prototypes Interactive Prototyping (Keynote, PowerPoint, Balsamiq) Interactive Prototyping 2 (Flash, MS Blend)

Prototyping Process Paper Sketches Paper Prototyping (Visio, Omnigraffle) Interactive Prototyping (Keynote, PowerPoint, Balsamiq) Interactive Prototyping 2 (Flash, MS Blend) Code Design Critiques User Testing User Testing User Testing User Testing

The low-versus high-fidelity debate lies in the fidelity of prototype required to illustrate a concept, model design alternatives, or test an application. The debate rages to whether prototypes need to be complete, realistic, or reusable to be effective. Jim Rudd, Ken Stern, Scott Isensee Low vs. High Fidelity Prototyping Debate, Interactions Magazine, 1996

Prototyping is an iterative process and all prototypes provide information about some aspects while ignoring others. The designer must consider the purpose of the prototype at each stage of the design process and choose the representation that is best suited to the current design question. Michael Beaudouin-Lafon & Wendy E. Mackay Chapter 47: Prototyping Tools and Techniques, The Human Computer Interaction Handbook, 3 rd Edition, 2012, p. 1082

The more refined the prototype is, the more refined the response to it will likely be. Dan Saffer Chapter 6: Prototyping Interactive Gestures Designing Gestural Interaction, 2008

Oddly, refined feedback can be a bad thing. A highfidelity, working prototype could engender lots of comments about the colors used or typefaces involved, not about the concept, features, gestures, and system flow, which may be what you really care about (and should care about in the early stages of prototyping). Dan Saffer Chapter 6: Prototyping Interactive Gestures Designing Gestural Interaction, 2008

An Example What s the goal of each fidelity level? What do the designers focus on? What changes from level to level?

Pixar, Monsters, Inc., Progression Reel, http://youtu.be/9w6marb7ps8

Pixar, Monsters, Inc., Progression Reel, http://youtu.be/9w6marb7ps8

Pixar, Monsters, Inc., Progression Reel, http://youtu.be/9w6marb7ps8

Pixar, Monsters, Inc., Progression Reel, http://youtu.be/9w6marb7ps8

Besides speeding up that process of experimentation, prototypes are easy to throw away when they fail. Creativity requires cycling lots of ideas. The more you invest in your prototype and the closer to final it is, the harder it is to let go of a concept that s not working. Tom and David Kelley From: Why Designers Should Never Go to a Meeting Without a Prototype, Slate 2013

Class Responses Advantages <Fill in by class> Disadvantages <Fill in by class> Lo-Fidelity Prototype Hi-Fidelity Prototype <Fill in by class> <Fill in by class> Based on: Rudd et al., Low vs. High Fidellity Prototyping Debate, Interactions Magazine, 1996

Class Responses Lo-Fidelity Prototype Hi-Fidelity Prototype Advantages Easy to make And you can make a lot of them People focus on big picture rather than details Don t get too attached Cheap to make Relatedly, failure less of an issue Closer to final envisionment Feedback can be more specific Disadvantages Not a lot of detail; not fleshed out Paradox of choice Less usable Harder to test Cost Time Effort Designer fixation/attachment Based on: Rudd et al., Low vs. High Fidellity Prototyping Debate, Interactions Magazine, 1996

Jon Pre-Prepared Lo-Fidelity Prototype Advantages Lower development cost Evaluate multiple design concepts Useful communication device Useful to demonstrate proof-of-concept More honest feedback Disadvantages Limited error checking Navigation and flow limitations Can be difficult to test with end users (e.g., requires WoZ or active facilitator) Hi-Fidelity Prototype Fully interactive Completely user-driven (no WoZ) Look & feel of final product Complete functionality More expensive & time consuming to develop More expensive & time consuming to fix Not effective for requirements gathering (too late by this point) Based on: Rudd et al., Low vs. High Fidellity Prototyping Debate, Interactions Magazine, 1996

The Science of Design Emerging research supporting best practices in prototyping Importance of exploring quantity of ideas Importance of iteration in design Importance of parallel prototyping in design Importance of comparing prototypes via critiques & user testing See, for example: Bayles & Orland, 2001; Dow et al., C&C 2009; Dow et al., TOCHI2010

Importance of Quantity Recall the ceramics class experiment Quantity Group It seems that while the quantity group was busily churning out piles of work and learning from their mistakes the quality group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay. Graded solely on the quantity of work they produced - Bayles and Orland, 2001, p.29 Source: Bayles and Orland, Art & Fear: Observations On the Perils (and Rewards) of Artmaking, 2001

Importance of Iteration Egg Drop Design Experiment, Dow et al., C&C 2010 Between subject study design. Two groups. The iteration group given a full carton of eggs and encouraged to conduct test drops at 5, 10, 15, & 25 min marks; however, they could drop as much or little as they wanted. The control group (non-iteration) was given only one egg, which was used in the final egg drop. Primary measure: height of the drop w/out breaking egg Source: Dow et al., C&C 2009

Result Summary Iteration group outperformed non-iteration group & gained more confidence while designing Primary result: Individuals in the iteration condition significantly outperformed the noniteration condition in the egg drop design task Secondary result: Before designing, individuals were asked to estimate their egg drop performance in feet. After the final build (but before the final drop), participants asked for new estimate. Only the iteration groups self-estimate of performance changed and it correctly went up! Source: Dow et al., C&C 2009

Best to pursue/prototype multiple ideas in parallel

Importance of Parallel Prototyping An example: Dow et al., TOCHI2010 Task: create a web banner ad for Ambidexterous magazine Source: Dow et al., TOCHI 2010

Between Subjects Design Task: create a web banner ad for Ambidexterous magazine Study Design: Between subjects design. 35 participants. Two conditions: parallel prototyping and serial group Measures: deployed ads online, measured clickthroughs. Also had independent experts rate ads. Parallel Group Serial Group Source: Dow et al., TOCHI 2010

Procedure Both the serial and parallel groups used the same ad design tool Serial Group Parallel Group Both groups used the same browserbased graphic design ad creation tool Source: Dow et al., TOCHI 2010

Example Ads What do you think? Pick a favorite! Source: Dow et al., TOCHI 2010

Example Ads What do you think? Pick a favorite! PARALLEL AD Click-through rate: 1 st Expert rating: 6th PARALLEL AD Click-through rate: 9th Expert rating: 1st SERIAL AD Click-through rate: 4th Expert rating: 32nd Source: Dow et al., TOCHI 2010

Click-Through Rate Results Parallel ads received more clicks and more clicks/impression than serial ads during a 15-day campaign Source: Dow et al., TOCHI 2010

Subjective Ratings Serial designs rated as more similar by online workers and less quality by experts Similarity Rating Scale of 0-5; 5 is most similar Expert Quality Rating Scale of 0-50; 50 is best Source: Dow et al., TOCHI 2010; Slide adapted from James Fogarty

Mid-Fi Interactive Prototypes Activities Tools like Balsamiq allow you to make lo-fi looking prototypes but on a computer

Go to Balsamiq.com You can either login and use web tool or download and use local tool

Quick Balsamiq Demo

Create Mid-Fi Prototype Create the following interface in Balsamiq

Create Mid-Fi Prototype Create the following interface in Balsamiq

Create Mid-Fi Prototype Create the following interface in Balsamiq Now make it so clicking on the call button opens the calling page

Some Example Creations From Class Example 1 pulled from https://goo.gl/pvujpb

Some Example Creations From Class Example 2 pulled from https://goo.gl/pvujpb

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