Design, prototyping and
construction
By
Anupa Mogili
Arun Muralidharan
Agenda
Prototyping and Construction
Conceptual Design
Physical Design
Prototyping and Construction
What is a prototype?
Why prototype?
Different kinds of prototyping
low fidelity
high fidelity
Compromises in prototyping
vertical (“deep”)
horizontal (“shallow”)
Construction
What is a prototype?
For users to effectively evaluate the design of an interactive
product, designers must produce an interactive version of their
ideas, this activity is called prototyping.
In other design fields a prototype is a small-scale model:
a miniature car
a model of a building
In interaction design it can be
a series of screen sketches
a PowerPoint slide show
a video simulating the use of a system
a lump of wood, e.g. hand-held computer
a cardboard mock-up
a piece of software with limited functionality
Why prototype?
Evaluation and feedback:
allows stakeholders to interact with an
envisioned product, to gain some experience
of using it in realistic settings and to explore
imagined uses
Communication among team members:
clarifies vague requirements
Validation of design ideas:
test out the technical feasibility of an idea
Choosing between alternatives:
provides multiple designs for the application
What to prototype?
Technical issues
Work flow, task design
Screen layouts and information
display
Difficult, controversial, critical areas
Low-fidelity Prototyping
Does not look very much like the final product
Uses materials that are very different from the
intended final version, such as paper and cardboard
rather than electronic screens and metal, e.g. palm
pilot
Used during early stages of development
Cheap and easy to modify so they support the
exploration of alternative designs and ideas
It is never intended to be integrated into the final
system. They are for exploration only.
Examples of Low-fidelity
prototyping
Storyboards
Sketching
Index cards
‘Wizard of Oz’
Storyboard
Originally from film, used to get the idea of
a scene
Snapshots of the interface at particular
points in the interaction
Series of sketches
shows how a user can perform a task using the
device
Often used with scenarios
brings more detail to the written scenario
offers stakeholders a chance to role play with
the prototype, by stepping through the scenario
Storyboard example 1
Storyboard example 2
Sketching
Drawing skills are not critical
symbols to indicate tasks, activities,
objects
flowcharts for time-related issues
block diagrams for functional
components
Sketching example
Index cards
Small cards (3 X 5 inches)
Each card represents one screen
multiple screens can be shown easily on
a table or the wall
Thread or lines can indicate
relationships between screens like
sequence
hyperlinks
Often used in website development
Index card example (screen 1)
Screen 2(next index card)
‘Wizard-of-Oz’ prototyping
Simulated interaction
The user thinks they are interacting with a
computer, but a developer is providing
output rather than the system.
User
>Blurb blurb
>Do this
>Why?
High-fidelity prototyping
Choice of materials and methods
similar or identical to the ones in the final
product
Looks more like the final system
appearance, not functionality
Common development environments
Macromedia Director, Visual Basic, Smalltalk,
Web development tools
Misled user expectations
users may think they have a full system
Difference
Low-fidelity prototype High-fidelity prototype
Advantages/Disadvantages
Prototype Advantages Disadvantages
Low-fidelity - low developmental cost - limited error
prototype - evaluate multiple checking -
design concepts navigational and flow
limitations
High-fidelity - fully interactive - more expensive to
prototype - look and feel of final develop
product - time consuming to
- clearly defines build
navigational scheme - developers are
reluctant to change
something they have
crafted for hours
Compromises in prototyping
All prototypes involve compromises
Compromises in low-fidelity prototypes:
device doesn't actually work
Compromises in high-fidelity prototypes:
slow response
sketchy icons
limited functionality available
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
Construction
Creation, manufacturing of the final system
based on experiences and feedback gathered from the
prototypes
Development philosophy
evolutionary prototyping: involves evolving a prototype into
the final product.
throw-away prototyping: used as a stepping stone towards
final design. Prototype is thrown away and the final system is
built from scratch.
Quality
Although prototypes have undergone extensive user evaluation the
final product still has to be subjected to rigorous quality testing
for the following:
reliability, robustness, maintainability, integrity, portability,
efficiency
Design Objectives
Identify critical interaction aspects of the
product (Conceptual Design)
Select the appropriate tools and methods to
provide interactivity (Physical Design)
Realize that design of products usually
involves several intermediate stages
Consider the importance of early feedback
for interaction design (Prototypes and
Scenarios)
Definition: ‘Conceptual Design’
“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.”
Conceptual Design
Transformation of user
requirements/needs into a conceptual
model
Stepwise refinement
iterate, iterate and then iterate some
more
Consideration of alternatives
prototyping & scenarios
Three perspectives for a conceptual
model
Interaction mode
Metaphor
Interaction paradigm
Running Example:
Shared Calendar – Used in a corporate
environment for employees to maintain
their schedule and organize meetings
based on that
Interaction Mode
How the user invokes actions
activities by the user and the system’s responses
Activity-based
instructing, conversing, manipulating and navigating,
exploring and browsing
Object-based
structured around real-world objects
Process-oriented
support work processes (e.g. financial software)
Product-oriented
develop products that users create, modify and
maintain (e.g. Microsoft Excel, Word)
Three perspectives for a conceptual
model
Interaction mode
Metaphor
Interaction paradigm
Metaphors
Interface Metaphors
partial mapping of the software to a real object
combine familiar knowledge with new knowledge
help the user understand the product
Three-step process for choosing a good
metaphor
understand system functionality,
identify potential problem or complicated/critical
areas,
generate metaphors
Evaluation of a metaphor
How much structure does it provide?
requires a sound and familiar structure
How relevant is it to the problem?
reduce confusion and false expectations
Is it easy to represent?
visual and audio elements combined with words
Will the audience understand it?
How extensible is it?
extra aspects that can be useful later on
Three perspectives for a conceptual
model
Interaction mode
Metaphor
Interaction paradigm
Interaction Paradigm
Coherent collection of interaction methods
Addresses environmental requirements
Desktop paradigm
WIMP interface (windows, icons, menus and
pointers)
Ubiquitous computing
Pervasive computing
Wearable computing
Mobile devices
Three perspectives for a conceptual
model
Interaction mode
Metaphor
Interaction paradigm
Expanding the conceptual model
Functionality
task allocation
What will the product do and what will the
human do?
Relationship of subtasks
categorizations
all actions related to one particular aspect
temporal associations (sequential or parallel)
e.g. CASE tools
Information
data required to perform the task
transformation of data by the system
Scenarios in Conceptual Design
Express proposed or imagined situations
Used throughout the design process in
various ways
scripts for user evaluation of prototypes
concrete examples of tasks
as a means of co-operation across professional
boundaries (shared understanding of the
system)
sell ideas to users and potential customers
‘Plus’ and ‘Minus’ scenarios
exploration of extreme cases
Prototypes in Conceptual Design
Evaluation of emerging ideas
user feedback, feasibility
choice of methods and materials
Continuous prototyping
low-fidelity prototypes early on
high-fidelity prototypes later
Evolutionary prototyping
early prototypes are gradually enhanced and
augmented
appearance
functionality
Physical Design
Concrete, detailed issues of designing the
interface
although inaccurate, the term is also used for
software-based systems
Pervasive physical/conceptual design
Guidelines for physical design
Nielsen’s heuristics
Shneiderman’s eight golden rules
Style guides: commercial/corporate purposes
collection of design rules and principles
decide ‘look and feel’
Physical design for Computer
Interaction
Different kinds of ‘widgets’
dialog boxes, toolbars, icons, menus,
etc
Emphasis
Menu design
Icon design
Screen design
Information display
Menu Design
Arrangement
number of menus
length
order of items
Grouping
categorization
visual division (colours, dividing lines)
Structure
sub-menus, dialog boxes
Terminology
Constraints
screen size, input method
Context
applicability of entries
Activity Menu Design
Compare the menu systems used on
a digital camera
a cell phone
a digital music player (e.g. iPod)
Criteria
Functionality
number of functions, categories
Usability
frequency of use, importance, consequences
Constraints
space, input methods
Physical Design - Emphasis
Menu Design
Icon Design
Screen Design
Information Display
Icon design
Good icon design is difficult
has to be widely acceptable
meaning must be readily perceivable
distinguishable from each other
Meaning of icons
cultural and context sensitive
Practical tips
always draw on existing traditions or standards
concrete objects or things are easier to
represent than actions
Physical Design - Emphasis
Menu Design
Icon Design
Screen Design
Information Display
Screen design
Splitting functions across screens
moving around within and between screens
how much interaction per screen
serial or workbench style
Individual screen design
white space
balance between information/interaction
and clarity
grouping of items
separation with boxes, lines, colors
Splitting Functions across Screens
Task analysis as a starting point
each screen should contain a single
simple step
user frustration
too many simple screens
Context
all pertinent information must be made
available at relevant times
multiple screens open at once
Individual Screen Design
User attention
directed to salient point
e.g. via colour, motion, etc
animation is very powerful but can be distracting
Organization
Grouping
physical proximity, colour, shape,
Structure
connections between related items
Trade-off
sparse population vs. overcrowding
Physical Design - Emphasis
Menu Design
Icon Design
Screen Design
Information Display
Information display
Context
relevant information is available at all times in the
most efficient format for the specific task
Types of information
imply different kinds of display
alpha-numerical, chart, graphs
Consistency
paper display and screen data entry
different screens with similar information
(customisable)
information content vs. presentation
Physical Design - Emphasis
Menu Design
Icon Design
Screen Design
Information Display
Summary
Different kinds of prototyping is used for
different purposes and at different stages
Construction: Make sure the final product is
engineered appropriately
Conceptual design (the first step of design)
Physical design: e.g. menus, icons, screen
design, information display
Prototypes and scenarios are used
throughout design as well
Thank You !