Lecture 6. Design (3) CENG 412-Human Factors in Engineering May

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Lecture 6. Design (3) CENG 412-Human Factors in Engineering May 28 2009 1

Outline Prototyping techniques: - Paper prototype - Computer prototype - Wizard of Oz Reading: Wickens pp. 50-57 Marc Rettig: Prototyping for tiny fingers, Communications of the ACM, April 1994. 2

What is prototyping? producing cheaper, less accurate renditions of your target interface Prototyping is essential in the early iterations of the design process Useful in later iterations too 3

Why prototype? Get feedback earlier and cheaper Which is harder to change: a program with 1000 lines of code or a 1000 square foot slab of concrete? Alan Cooper, The perils of prototyping Experiment with alternatives Easier to change and throw away from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 4

A paper mock-up for urban development planning 5

Prototype Fidelity Fidelity measures how similar the prototype is to the finished interface Low fidelity: cheaper materials, omit details High fidelity: look more like finished product from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 6

Dimensions of fidelity (1) Breadth: % of features covered by the prototype Low-fi in breadth: Only enough features for a certain task Depth: degree of functionality of the prototype Low-fi in depth: limited choices, canned responses, no error handling from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 7

Dimensions of fidelity (2) Look: appearance, graphic design Sketchy, hand-drawn Feel: input method Physical methods by which the user interacts with the prototype E.g.: Pointing and writing feels very different from mouse and keyboard 8

Paper Prototype Elements on separate pieces of paper Can be sketched and/or screen shots 9

Paper prototype Interactive paper mockup Sketches of screen appearance Paper pieces show windows, menus, dialog boxes Interaction is natural Pointing with a finger=mouse click Writing=typing A person simulates the computer s operation Putting down and picking up pieces Writing responses on the screen Describing effects that are hard to show on paper Dimensions of fidelity from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 10

Why paper prototyping? Faster to build Sketching is faster than programming Easier to change Easy to make changes between user tests, or even during a user test No code investment everything will be thrown away (except the design) Focuses attention on the big picture Designer doesn t waste time on details Customer makes more creative suggestions, not nitpicking Nonprogrammers (e.g. graphic designers, usability specialists) can help: no special skills required from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 11

Tips for good paper prototyping Make it larger than life Fingers are bigger than a mouse pointer The prototype lies on a table and you are testing users with it. Make it monochrome Replace tricky visual feedback with audible descriptions A progress bar pops up: 20%, 50%, 75%, done Keep pieces organized: binders, two-pocket folders etc. 12

From Carolyn Snyder, Paper prototyping Materials Poster board or sturdy paper for background Plain paper Maybe graph paper if characters/pixels count Unlined index cards Colored markers Transparency, pens Highlighter Scissors Correction fluid Transparent tape Removable tape* Restickable glue* 13

Paper prototyping video demonstration 14

How to test a paper prototype Roles for the design team Computer manipulates prototype Doesn t give any feedback that the computer wouldn t Facilitator Explains purpose and process of the user study Obtains the user s informed consent Presents the tasks one by one Encourages user to think aloud while the user is working on a task Observers Just for watching, not helping the user Takes notes 15

From Mark Rettig, Prototyping with tiny fingers 16

Interaction with a PP It s important for users to see how the interface reflects their actions Use realistic data whenever possible From Carolyn Snyder, Paper prototyping 17

Reflect User Actions From Carolyn Snyder, Paper prototyping 18

What you can learn from a paper prototype Conceptual model Do users understand it? Functionality Does it do what is needed? Navigation and task flow Can users find their way around? Are task preconditions met? Terminology Do users understand labels? Screen contents What needs to go on the screen? from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 19

What you can t learn Look: color, font, white space etc. Feel: interaction with paper prototype may be different than with final UI Response time (backend simulated by human computer ) Are small changes noticed? Even the tiniest change to a paper prototype is clearly visible to the user Exploration versus deliberation Users are more deliberate with a paper prototype; they don t explore as much as with the real product. from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 20

Computer prototype Interactive software simulation High-fidelity in look & feel Low fidelity in depth Paper prototype has a human simulating the backend; the computer prototype doesn t Computer prototype is typically horizontal: covers most features, but no backend. from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 21

What you can learn from computer Screen layout prototypes Is it clear, overwhelming, distracted, complicated? Can users find important elements? Colors, fonts, icons, other elements Well-chosen? Interactive feedback Do users notice and respond to status bar messages, cursor changes, other feedback? from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 22

Computer prototyping techniques Storyboard Sequence (graph) of painted screenshots connected by hyperlinks ( hotspots ) Form builder: a tool for drawing real, working interfaces by dragging widgets from a palette and positioning them on a window Wizard of Oz: hybrid between a computer prototype and a paper prototype from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 23

Storyboarding tools HTML: each screen is an image map Flash: Tool for constructing multimedia interfaces; Particularly useful for prototyping interfaces with rich animated feedback PowerPoint: images + links + animation from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 24

Pros and cons of storyboarding Pros You can draw anything Cons: storyboarding is static All you can do is click, not enter text Widgets (scrollbars, list boxes, buttons) are static pictures Testing with users: Hunt for the hotspot from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 25

Form builders HTML pages and forms Natural if you re building a web application: prototype uses static HTML pages for simulating dynamic responses of your web interface Visual Basic Java GUI builders: Sun NetBeans, Eclipse Visual Editor, Borland JBuilder Example: MATLAB Guide from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 26

Pros and cons of Form Builders Pros Use actual working widgets, not just static pictures. High fidelity in look and feel Cons Don t separate design from development from Dr. Miller s Lecture notes on UI Design and Implementation, MIT 2005. 27

Computer prototyping: an example The Nokia TV guide: a dialogue system customized for TV program information to be used in the Nokia Media Terminal Iterative computer prototyping first iteration: prototype able to respond to isolated questions (no context used when interpreting a request) second iteration: enriched interaction, system more intelligent http://www.ida.liu.se/~nlplab/miina 28

http://www.ida.liu.se/~nlplab/miina Computer prototyping example: 2 nd iteration 29

http://www.ida.liu.se/~nlplab/miina Computer prototyping example: 3 rd iteration 30

Computer prototyping example: final version-video Allows for spoken interaction. http://www.ida.liu.se/~nlplab/miina/dialogue1.mov 31

Wizard of Oz Prototype Software simulation with a human in the loop to help Wizard of Oz = man behind the curtain Wizard is usually but not always hidden Often used to simulate future technology (e.g. speech recognition, visual gesture recognition etc.) Issue: Two UI to worry about (user s and wizard s) 32

Wizard of Oz example - video 33