Rapid Prototyping Techniques: From Concept to Evaluation in UI Design Process
Learn essential techniques for rapid UI design prototyping without coding, facilitating iterative design and feedback. Understand different dimensions, terminology, and tools for both low and high-fidelity prototypes.
Rapid Prototyping Techniques: From Concept to Evaluation in UI Design Process
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Presentation Transcript
ISP 666 Week 6 Prototyping
Design a Solution • From task to system • From abstract to concrete evaluation UI Presentation ArchitecturalModel Prototype Task Models System description ConceptualModel
Design Artifacts • How do we express early design ideas? • No coding at this stage • Key notions • Make it fast!!! • Allow lots of flexibility for radically different designs • Make it cheap • Promote valuable feedback *** Facilitate iterative design and evaluation ***
Dilemma • You can’t evaluate design until it’s built • But… • After building, changes to the design are difficult • Simulate the design, in low-cost, easily changeable manner
Prototyping • A Prototype is a concrete but partial implementation of system design • A User Interface Prototype is a prototype built to explore usability issue
Prototyping Dimensions • 1. Representation • How is the design depicted or represented? • Can be just textual description or can be visuals and diagrams • 2. Scope • Is it just the interface (mock-up) or does it include some computational component?
Dimensions (contd) • 3. Executability • Can the prototype be “run”? • If coding, there will be periods when it can’t • 4. Maturation • What are the stages of the product as it comes along? • Revolutionary - Throw out old one • Evolutionary - Keep changing previous design
Terminology • Early Prototyping • Late Prototyping • High fidelity prototype • Low fidelity prototype continuum Early prototyping Low fidelity Late prototyping High fidelity
Terminology (2) • Horizontal prototype • Vertical prototype Very broad, does or shows much of the interface,but does this in a shallow manner Fewer features or aspects of the interface simulated,but done in great detail
Low Fidelity Prototyping • Uses a medium which is unlike the final medium, e.g. paper, cardboard • Is quick, cheap and easily changed • Examples: sketches of screens, task sequences, etc ‘Post-it’ notes storyboards ‘Wizard-of-Oz’
Storyboard • Describe a “script” of important events • leave out the details • concentrate on the important interactions • Depict “key frame” • file & animation
A Storyboard • Black: page content • Red: page title • Green: annotations • Blue: links
Wizard of Oz • Person simulates and controls system from “behind the scenes” • Long tradition in computer industry • prototype of a PC w/ a VAX behind the curtain • Much more important for hard to implement features • Speech & handwriting recognition
Wizard of Oz (2) • Can work for paper based prototypes too! • Tips • Rehearse your actions • For a complicated UI, make a flowchart which is hidden from the user • Make list of legal words for a speech interface • Stay “in role” • You are a computer, and have no common sense, or ability to understand spoken English.
Paper Sketches • Advantages • support brainstorming • do not require specification of details • designers feel comfortable sketching • Drawbacks • do not evolve easily • lack support for “design memory” • force manual translation to electronic format • do not allow end-user interaction Computerized tool support may be needed.
DENIM: Designing Web Sites by Sketching • DENIM’s features are based on interviews with many designers. • Support early-phase information & navigation design • Support pen-based interaction • http://guir.berkeley.edu/projects/denim/ • Video
Advantage of Low-fi Prototypes • Fast • prototype -> test -> iterate • Can simulate the interaction • sketches act as prototypes • designer “plays computer” • other design team members observe & record • Kindergarten implementation skills • allows non-programmers to participate in the design process • Good for Conceptual Design
High-fidelity Prototyping • Uses materials that you would expect to be in the final product. • Prototype looks more like the final system than a low-fidelity version. • Good for physical design • Look and feel • Component Layout • Interaction • Danger that users think they have a full system
Tools for High-fi prototyping • Web sites • HTML/XHTML + CSS, Web IDEs • drag-and-drop GUI toolkits for standard UI mockups • e.g. Visual designers in IDEs, Hypercard, Visual Basic • scripting languages & interface libraries for additional flexibility • e.g. tcl/tk, python • graphical languages for visualization and novel interface creation • Director, Flash • special purpose tools and environments • e.g. speech, haptics, Supercard/Revolution
Hi-fi Prototypes are not good for Conceptual Design • 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
Assignment 2 • This assignment continues your mini-project started in assignment 1 • Produce a low-fidelity prototype to implement one use case of your mini-project • If you use DENIM, send me the .dnm file • If you use paper sketches, hand in all the papers • This assignment due in class on Mar. 29