Prototyping for usability engineering

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analysis of stakeholders, field studies ANALYZE Problem scenarios claims about current practice Prototyping for usability engineering metaphors, information technology, HCI theory, guidelines DESIGN Activity scenarios Information scenarios iterative analysis of usability claims and re-design CS 3724 Doug Bowman summative evaluation Interaction scenarios PROTOTYPE & EVALUATE Usability specifications formative evaluation What is prototyping? Goals of Prototyping Prototype: A concrete but partial implementation of a system design Creating an artifact to represent the system during design Simulating the appearance and behavior of the final system Making something tangible to test (evaluate) for usability Prototyping enables evaluation, happens throughout Exploring requirements Market analysis, participatory design, envisionment Choosing among alternatives Risky or critical features, go/no-go decisions Empirical usability testing As early as possible, try out ideas with target users Evolutionary development May deliberately choose a malleable software platform, building software in incremental, iterative fashion Do scenarios as used in SBD serve as prototypes? 1

Some Key Tradeoffs Horizontal vs. Vertical Quality vs. premature commitment Realism (e.g. timing, content) vs. early availability or throw-away efforts Constant iteration vs. radical change and/or re-factoring of a design Dynamic (highly malleable) platforms vs. organized, well-structured code base Horizontal vs. vertical Low-fidelity vs. high-fidelity Horizontal prototype: broad coverage of features less detail for each feature less realistic evaluation Vertical prototype: fewer features more detail for each feature more realistic evaluation Fidelity in Prototyping Why Use Low-fi Prototypes? Fidelity: how much like the final product is the look and feel of the prototype? High fidelity Prototypes look like the final product Low fidelity Artist s rendition with many details missing Traditional methods take too long Sketches -> prototype -> evaluate -> iterate Can simulate the prototype Sketches -> evaluate -> iterate Sketches act as prototypes Designer plays computer Other design team members observe & record Kindergarten implementation skills Allows non-programmers to participate 2

Hi-fi Prototypes Warp More issues in prototyping Perceptions of the tester/reviewer? Formal representation indicates finished nature Comments on color, fonts, and alignment Time? Encourage precision Specifying details takes more time Creativity? Lose track of the big picture Representation How are designs represented in a prototype? Scope How much of the system is prototyped? Executability Can the prototype be executed at any time? Maturation How does the prototype grow into a product? Prototyping approaches Sketch/storyboard example Approach Storyboard Paper, cardboard mock-up Wizard of Oz Video prototype Computer animation Scenario machine Rapid prototype Description Sketches or screenshots illustrating key points in a usage narrative Fabricated devices with simulated controls or display elements Workstation connected to invisible human assistant who simulates input, output, or processing functionality not yet available Video recording of persons enacting one or more envisioned tasks Screen transitions that illustrate a series of input and output events Interactive system implementing a specific scenario s event stream Interactive system created with special-purpose prototyping tools 3

Narrative scenario machine example Wizard of Oz example Video Prototype example Off-the-Shelf Prototyping Apple Knowledge Navigator - 1992 Jump-start the design and iteration process Recruit existing tools and devices Integrate into approximation of a system Example as used in virtual school project Telephone for audio conferencing Netmeeting for video conferencing, chat Web pages for project questions and answers Email for interaction with mentors Can be very useful in requirements exploration and in activity-oriented feasibility studies 4

Prototyping Tools Features of a good tool Presentation tools Paper sketches/printouts PowerPoint Scripting languages Tcl/Tk Director SuperCard Visual languages Visual Basic SILK/Denim Markup languages HTML UIML Image/drawing editors Photoshop Freehand Animation/video tools Flash QuickTime Easy to develop and modify screens Supports many interface styles Supports many I/O devices Easy to create and modify links Is itself usable Allows transitioning of prototype to product Prototyping with PowerPoint Create general look-and-feel of interface with essential functionality Generate interface widgets using Visual Basic macros Available through toolbar that can be turned on Must set security level to Low Actual control functions can only be tested in slideshow mode Supports creation of an output file for testing Integrating HCI with Software Construction Classic problem in designing from specifications The specification-design gap: a written spec is never enough, always ambiguous, always interpreted Who does the interpretation, using what knowledge? There are many ways to create tighter linkage OO analysis and design enable simultaneous attention to user task and software design issues Early and continued prototyping is essential But, do we want to do this? Only for projects that allow (welcome) requirement shift, that view design as an inquiry process 5