A tutorial about what makes an experience prototype in comparison to normal prototyping.
Further we elaborated some examples and prototyped them with a tool we developed. The Contextual Interaction Framework. http://cif.hciunit.org
2. ●
Contextual Experience Prototyping
• The
ICT&S Center
!
! Research Center at the
!
!
!
!
! approx. 40 interdisciplinary
researchers
! located in the center
! of Salzburg
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5. 1
What is the
experience?
prototyping UX …
What is the
context?
… workers man the Motorola smartphone plant in Fort Worth, Texas. U.S. factories….
● Experience Prototyping - Contextual
source: http://www.salon.com/ Experience Prototyping
!5 / 102
8. regulations/law
1 im
mobile phone
car
What is the
experience?
traffic jam
What is the
context?
●
Experience Prototyping - Contextual Experience Prototyping
safety
safety
anger
boredness
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9. 1
Kids experiences …
Maypole Project
fun
!
Goal:
Create prototypes that
would give children an
experience as close as
possible to that evoked by
the final solution
! Nokia built working sets of
picture communicators
that the design team was
able to distribute to
children who could take
them away and play with
them for days at a time
social
!
communication
mobile context
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emotions
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10. 1
What is a prototype?
pro-to-type n.
1. An original type, form, or instance serving as a basis or standard for later stages.
2. 2. An original, full-scale, and usually working model of a new product or new version of an existing product. 3. An early,
typical example
[http://www.dictionary.com; accessed January 13, 2004]
“ ‘Prototyping’ is externalizing and making concrete a design idea for the purpose of evaluation”
Bill Verplank, 1992
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11. 1
What is a prototype?
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15. 1
Service prototype
• The
aim is verifying what
happens when some
external factors interfere
during the service
delivery, factors that it’s
not possible to verify
during the preceding
tests in the laboratory
but that have a great
impact on the user
perception and
experience.
The service
prototype is a tool for
testing the service by observing
the interaction of the user with a
prototype of the service put in the
place, situation and condition
where the service will actually
exist.
!
(2007) Dan Saffer, Designing for Interaction. Creating Smart Applications and Clever Devices, New Riders Book.
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16. 1
The process …
CHAPTER
The Effective Prototyping Process
S T EP
STEP
S T EP
Plan
Verify Requirements
ch 4
Develop Task Flows
ch 5
Define Content and Fidelity
S T EP
S T EP
ch 6
Specification
Choose a Method
Choose a Tool
ch 8
ch 9
Select Design Criteria
ch 10
S T EP
S TE P
7
8
9
10
11
ch 7
Review the Design
ch 11
ch 12
S T EP
Results
Create the Design
STEP
Design
Determine Characteristics
S T EP
4
5
6
ch 3
Validate the Design
ST EP
PHASE
PHASE
PHASE
PHASE
1
2
3
4
1
2
3
Deploy the Design
ch 13
Prototyping requirements to evaluate requirements …
Helps understanding the context and scenarios …
Low vs. high fidelity
Audience, stage, speed, longevity, expression, style,
medium, fidelity
Card sorting, wireframing, storyboards, paper prototypes,
digital prototypes, video prototypes, Wizard of Oz, Coding
Map method to tool …
Visual design guidelines, usability guidelines
Build the prototype …
Internal review of the prototype …
Evaluate, validate and iterate the prototype …
Your prototype is ready …
Arnowitz, J., Arent, M., and Berger, N. Effective Prototyping for Software Makers. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2006.
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17. 1
Experience Prototyping
• The
experience prototype allows designers to show and
test the solution through an active participation of the
users.
What about the experience?
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18. Experience prototyping
1
What is experience
prototyping?
Experience prototyping is a method for
testing new service ideas and designs. They
are used to show what the experience will be
like and help to test and develop parts of the
solution.
Prototypes could be a physical model of a
roleplay to focus on the service’s interactions.
Prototypes should focus on the service’s most
important or unusual touchpoints.
Prototypes do not need to look beautiful or
take a long time to make. It is more important
to create something quickly, test it and then
improve the design.
Useful tips
Don’t be afraid to use your imagination;
prototypes don’t need to work, they are just
props to help explain what the experience
might be like.
Remember that prototypes are only created to
help you improve, so don’t worry if it doesn’t
1
Look at your service
blueprint and think
about which touchpoints
might need protoyping.
2
5
Create another
version of the
prototype with the
improvements based on
your users’ feedback...
4
Ask your users to
feedback on the
prototype. Remember
to get the opinion
of older adults and
younger people.
Decide how you are
going to prototype it;
you could make a model
or act out an interaction.
What is the difference?
Is this
experience
prototyping?
3
Take photographs or
video so that you can
review the prototype.
Does the prototype meet
the service principles
you created in the
discover stage? If not,
how can you change it
to meet them?
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19. 1
Experience Prototyping
• The
experience prototype allows designers to show and
test the solution through an active participation of the
users.
!
!
it is NOT about the
creation of a formalized
toolkit or a set of
techniques
!
it is about developing
an attitude and language
to solve design problems
!
The
experience prototype
is a simulation of the service
experience that foresees some of its
performances through the use of
the specific physical touchpoints involved.
(2000) Marion Buchenau, Jane Fulton Suri, Experience Prototyping, paper presented at the Symposium on Designing Interactive Systems.
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20. 1
Experience Prototyping
Experience Prototyping Traditional Prototyping
• Creating
a prototype
a design
! an interactive system
! within a specific context of use
!
prototype
Product
(Charachteristics of the
product)
prototype
User Requirements
(Characteristics of target
users)
aware
prototype
Context of use
(Characteristics of the
context)
aware
!
• The
prototype
design criteria
product requirements?
! usability criteria?
!
! UX factors
! towards an
“integrated experience”
!
Design problem is
shaped by the
product requirements
Design problem is an
integrated experience
Designer
adapt
presentation
Audience
Stake holders
Designers
Users
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22. 1
Experience Prototyping
• Experiencing
the prototype
!
Challenges
Design for broader spectrum of
target users (e.g. children, elderly,
people with disability, illiterate
people, etc.)
Investigate experiences
Designer
• UX Factors
Design for new contexts (e.g.
airplane, cars, rural areas,
Experience
factories, narrations, diaries, …
• by means of interviews, focus groups,etc.)
Prototyping
!
Design for new forms and materials
of interaction (e.g. tangible,
! Examples
gesture-based, dialog-based,
bendable, etc.)
• Investigate Emotions
• Investigate Trust
Purpose
Improve design decisions through
• Investigate the “whole experience”
(self-)experiencing the integrated
!
experience of design concepts
Customize the communication of
design concepts to different
audiences
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23. 1
Experience Prototyping
• How
does an experience
prototype influence the
experience?
Factors defining
experience
quality
!
Degree of context and
explanations
influences the
prototype?
Appropriate framing of
experience
• What
Experience requirements
! Designers
! Fidelity of the prototype
Experience-requirements
!
Designer's empathy for
audience
Analysis through e.g. :
contextual observations, user
testing or participative design
methods
Designer's empathy for
situation
Progress in realization
Fidelity of prototype
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25. ● Experience Prototypes
• Fidelity:
High
• Method: Video Prototyping
• Context: Mobile Context, Social Context
!
• Experiences
- UX Factors:
Social (Reputation, Friends, Meeting new people)
! Emotions
! Perceived Usefulness
!
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26. ● Experience prototype
• The
experience
prototype allows
designers to show and
test the solution
through an active
participation of the
users.
any representation,
in any medium, that is
designed to enhance the
understanding, exploration or
communication of what it might be like
to engage with the product, space,
or system a company is
designing.
• Experience
Prototype
StreetFlyer Flying Sensation Experience Prototype
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27. ● The story
I was a frequent pedal paddler when I was a kid until I got
myself into an accident. After that I have never really found
the two wheeled form of transportation to be quite as
exciting again. Well, of course, I have been up in the saddle
after that, and even gotten myself one of those high end
mountain bikes when I was in my twenties, but I didn’t
really use it that much. When it got stolen, I never cared to
really venture into that territory again. Of course, like every
guy, I have been pushed by adrenaline to get myself a
motorcycle, but the thought of ending up in one of those
accidents again, this time during way higher speeds, makes
me want to take the safe route around. However, there are
definitely other things out there that have wheels, and that
are strikingly similar to biking.
fear, lost excitement ….
value
fear
safety, trust
curious for new things
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28. 1
What’s the contextual in it?
• Schilit
and Theimer (1994) refer to context as location,
identities of nearby people and objects, and changes to
those objects.
• In a similar definition, Brown, Bovey et al. (1997) define
context as location, identities of the people around the
user, the time of day, season, temperature, etc.
• Ryan, Pascoe et al. (1998) define context as the user’s
location, environment, identity and time.
• Dey and Abowd’s definition (2001)
!
Context is any information that can be used to characterize the
situation of an entity. An entity is a person, place, or object that is
considered relevant to the interaction between a user and an
application, including the user and applications themselves.
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29. 1
Experience Prototyping Methods
Roomstorming
Bodystorming
Video Prototyping
Wizard of Oz
Prototyping
Interaction Prototyping
Semi-Functional
Paper Prototyping
Prototype
Design Studio
Sketching
Functional Prototype
Wireframing
Low
Fidelity
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High
Fidelity
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30. 1
Experience Prototyping Methods
• Sketching
!
vs. Prototyping
The difference lies in the intent.
!
• Paper
Prototyping, WireFraming, …
Low Fidelity to explore and communicate ideas
! Iterate
!
!
• DesignStudio
Bring all stakeholders together
! iterate, sketch, prototype, design …
!
!
• Wizard
of Oz Prototyping
Evaluation vs. Prototyping
! Live prototyping, experience dynamic situations
!
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33. ● PainStation - Experience
Game-experience: A
simple Pong Game
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34. ● PainStation - Experience
Physical experience: how
much pain can you stand …
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44. ● IllumiRoom
• IllumiRoom:
Peripheral Projected
Illusions for Interactive Experiences
IllumiRoom augments the area surrounding a
television screen with projected
visualizations to enhance the traditional
living room entertainment experience.
! Jones, B. R., Benko, H., Ofek, E., and Wilson,
A. D. Illumiroom: peripheral projected
illusions for interactive experiences. In
Proceedings of the SIGCHI Conference on
Human Factors in Computing Systems
(2013), ACM, pp. 869–878.
!
http://www.youtube.com/watch?v=sJ4hWa6y710
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46. ● and many more …
• Joggobot
!
Graether, E., Mueller, F. 2012. Joggobot: A
Flying Companion as Flying Companion. CHI
2012. Interactivity.
!
!
!
!
!
!
!
• and
many more …
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47. 1
Experience Prototyping at the ICT&S Center
Automotive Context
Factory Context
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Experience Research
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52. 1
Example: Mobile Navigation
• CIF
running on a Laptop
• Human Wizard uses
ConWIZ
Control prototype
! Control simulation of
environmental parameters
!
!
• Evaluation
of
navigation commands
! usability of mobile wizard
!
[1]
Thomas Grill, Ondrej Polacek, Manfred Tscheligi. Conwiz: A
tool supporting contextual wizard of oz simulation. Proc. of
MUM 2012. ACM, 2012.
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ConWiz - Mobile Wizard
Evaluation
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2
53. 1
Example: Digital Bookshelf
• Hi/Fi
Interaction Prototype
!
Gesture based real world interaction
! Experiencing digital information
!
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63. 2
CIF Tutorial
Putting hands on Contextual Experience Prototyping
• The
CIF Tutorial shall provide
the participants with insights
about
targeting experiences when
prototyping
! the role of context
!
! usage of tools for contextual
experience prototyping by example
of the Contextual Interaction
Framework
• controlling and measuring the
environment
• studying experiences
• supporting the researcher
!
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65. 2
Motivation
• Conduct
user studies in the (simulated) target context
! Analyze the interplay of user interaction and selected
context parameters
! Change selected context parameters and adapt
interactive systems (following the ubiquitous
computing approach) to evaluate changes in user
behavior
!
• Rapid
prototyping
Speed up the development and configuration of interactive systems
and the simulated context in which they are applied.
! Reusing existing software components
!
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66. 2
OSGi – Open Services Gateway initiative
• Multiplatform
(based on Java)
• Modularization using OSGi (Open Services Gateway
initiative)
!
Dynamic Module System:
• Enables configuration at runtime via bundles (plugin-like concept): load
and unload, start and stop
Exchange data between modules via services that provide predefined
data types
!
! Configuration of the data flow using the wiring concept
!
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67. 2
What can the Contextual Interaction Framework do
for us?
• Connect
measurement devices (sensors)
! interaction devices (e.g. Wii, Kinekt)
! actuators (e.g. switches, audio)
!
!
• Provide
a framework to dynamically
link the data measured or sensed to functionality (e.g. logging of
button presses, calculate activity level of a user)
! Set states of actuators based on manual switches or other sensor
data (e.g. switch a fan on if the user opens a window in a virtual
reality simulation)
! Compute and calculate states and data based on user activities
!
• Provide
us with an integrated environment for conducting
contextual UX studies
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68. 2
CIF - Basic structure
Real World
Control
Module
Wizard Framework
- control the behaviour of
real world objects through
communication with the
interaction platform
integrates &
controls
Interaction
Framework
- start, stop simulation
- set scenes
- set parameters of
objects
controls
Wizard of Oz
Communication
Protocol
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Sim. Control
Module
Visualization
Framework
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69. 2
CIF - Basic structure
Real World
Control
Module
Wizard Framework
- control the behaviour of
real world objects through
communication with the
interaction platform
Sim. Control
Module
- start, stop simulation
- set scenes
- set parameters of
objects
WOz protocol
Control Module
Control Module
Interaction/
State Analyzer
PlugIns
Interaction
Framework
Visualization
Framework
Feedback
Generator
PlugIns
Scenario
Implementation
defines scenario
Object library
Agent library
Logging
Platform
Scene library
Visualisation
Sensor
1
Scree
nX
Actuat
or X
Sensor
2
Actuat
or X
Sensor
X
...
Audio Sim.
Ext. Interf.
Sim.
Tracking
System X input
Audio
X
represented through output devices
i.e. screens, speaker and other actuators
output - feedback
observation/
evaluation
logging may
enhance usability
evaluation and
analysis of the
particular data
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70. 2
CIF Study Editor - GUI Concept
-
+
Library
IFW Study Editor: OG Study Setup
Align Diagram Zoom in
Inspector
Zoom out
Zoom fit
Bundle Library
All
Active
Bundle name
Producers / Sensors
RFID Reader
Distancesensor
Microphone
Status
Activity Meter
Distance Sensor
DB Logger
⚙
string
started
started
float
float
float
Consumers / Actuators
Converters
float
int
Datatype Converter
DB Analyzer
X
Y
Z
...
System bundles
DB Logger
Head Motion Analyser
Camera
⚙
string
raw image
raw image
string
float
int
Wizard
⚙
Wizard Data Converter
string
wzType
wzType
wzType
wzType
bool
int
wzType
Speaker
Wizard Data Converter
string
Light Sensor
bool
float
wzType
bool
float
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73. 2
Prototyping a game-experience
• Starting
point: A pong game
What experience do we
want to design for?
Which context is relevant
for us when designing an
experience prototype?
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74. 2
Prototyping a game-experience
• Starting
point: A pong game
!
• Context:
A pong game
! Playing pong with another person
! alternative interaction modalities
and alternative devices
!
!
• Experience:
Haptic experiences (sliding vs.
touching vs. pressure vs. …)
! Social experiences
! Body-based experiences
!…
!
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75. 2
Prototyping a game-experience
• The
prototyping experience …
!
! Using sensors and actuators
• Arduinos (Arduino Library)
• Phidgets (Slider, Poti -> testing multiple modes)
• Android Connectivity Layer based on ConWIZ protocol
• Wii Controller (Controller for Pong)
• Connecting Actuators
• e.g. Light (Led or 220V)
Kinekt, Wii, …
Android
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Arduino CIF Library
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76. 2
Prototyping a game-experience
• Design
Goals &
Guidelines
Focus on experiences:
! Social experiences
! Fun
! Immersion
!
!
• Prototyping
the
experience of a
contextual pong game
CIF Study Editor
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77. 2
Prototyping a game-experience
• Discussion:
!
What is the Experience Prototyping here?
! What is different?
! Did we experience a different prototyping experience?
! Did we reflect such in the prototype?
!
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78. The Contextual Wizard of Oz
2
• Connecting
Context and Wizard of Oz
• Rapid Prototyping
Simulation
! Observation
! Study support
!
• Configurable
• Mobile
Contextual Interaction Framework
Scenario
Configuration /
Study Editor
Context
Simulation
CIF Core
Utilities
TCP
ConWIZ Server
Study Configuration
WOz Protocol
● Experience Prototyping - Contextual Experience Prototyping
WebServer
FileServer
DB Server
Network
Communication
Wizard UI
TCP
Ext. Context
Simulation
(3D App., etc.)
WOz Protocol
TCP
Mobile
Wizard
Mobile
Wizard
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80. 2
ConWiz Protocol
Authentification
Connect, Disconnect,
Ping, Status, ...
Request
data
ConWiz Server
ConWiz Client
GET
Update
data
UPDATE
- Wizard of Prototyping Contextual Experience Prototyping
● Experience Oz - ConWiz- Protocol - Applying the ConWiz
SET
102
!80 / / 32
81. 2
ConWiz Protocol - Mobile Wizard
REG
Authentification
ACK
Monitor
data
Configure
Scenarios,
Control/
Manipulate
data
- Wizard of Prototyping Contextual Experience Prototyping
● Experience Oz - ConWiz- Protocol - Applying the ConWiz
UPDATE
ACK
SET
ACK
102
!81 / / 32
82. 2
ConWiz Protocol: Authentification
Authentication
• Visualization
Framework
connects to Server
!
Connect - ACK
• Keep
!
alive signal
Ping - ACK
• Disconnect
!
ConWiz Client
ConWiz Server
CONTROL(CONNECT)
ACK
CONTROL(PING)
ACK
CONTROL(DISCONNECT)
ACK
Disconnect - ACK
- Wizard of Prototyping Contextual Experience Prototyping
● Experience Oz - ConWiz- Protocol - Applying the ConWiz
102
!82 / / 32
83. 2 ConWiz Protocol: Authentification
- Wizard of Prototyping Contextual Experience Prototyping
● Experience Oz - ConWiz- Protocol - Applying the ConWiz
102
!83 / / 32
84. 2
ConWiz Protocol: Transitive Commands
ConWiz Scenario: Authentication, Configuration, Control
ConWiz Client
ConWiz Server
CONTR(CONNECT)
ACK
3D Visualization
register()
CONTR(CONNECT)
register()
SET(SCENARIOS)
ACK
SET(SCENARIOS)
ACK
ACK
CONTROL(PING)
ACK
UPDATE(WzObject)
ACK
UPDATE(WzObject)
ACK
CONTROL(DISCONNECT)
CONTROL(DISCONNECT)
ACK
ACK
- Wizard of Prototyping Contextual Experience Prototyping
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!84 / / 32
85. 2
A Wizard of Oz Scenario
•A
configured scenario will be loaded
!
Based on the configuration the wizard server is configured
!
• The
CIF has the task to log the incoming commands for
evaluation purposes
• Further a CIF bundle provides a visualization to
experience the particular Wizard of Oz commands
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86. 2
Prototyping in the real world context
• Starting
point
!
What experience do we
want to design for?
Which context is relevant
for us when designing an
experience prototype?
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87. 2
Prototyping in the real world context
• Starting
point
Interaction is usually done in one location.
! Performing dislocated interaction implies a number of experiences
based on the type, medium, feedback involved
! Experiencing colloborative interaction
!
! Experiences done while interacting dislocated, ad-hoc, in a realworld context come up with unpredictable implications
!
! The context of interaction is defined by
• The availability of a controller
• Intuitiveness and feedback
• the perception of the human
with respect to his experiences
!
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88. 2
Prototyping in the real world context
• The
prototyping experience …
!
! Using mobile devices
• Phones, Tablets
• Ambient displays
!
! Sensors and actuators
• Accellerometer
• Light
• Vibra
• Location services
• Display
•…
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90. 2
Prototyping the ambient …
• Discussion:
!
What is the Experience Prototyping here?
! What is different?
! The context?
! Did we experience a different prototyping experience?
! Did we reflect such in the prototype?
!
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91. 2
Lessons learned
• Focusing
on experiences when prototyping is the key issue to a
good UX
!
• Thinking
about the experiences I want to create with a prototype
effects the design process
!
• Tools
like the Contextual Interaction Framework allow to quickly
and dynamically create real-world prototypes that regard
!
(user) experiences
! in a specific context
! using particular contextual information
!
!
is not about designing for the user but
creating experiences for the audience …
• It
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93. 2
Contextual Interaction Framework
• Java
based multi-platform
enabled framework
• OSGi Equinox
!
• Available for download as
!
Developer Library
! Standalone version
• Starts with CIF Study editor
! Mobile Android App
!
!
• Feel free to contact me for a preversion
!
it shall be available at the beginning
of 2014 as an open source framework
for allowing to conduct
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!93 / / 23
94. 2
• http://cif.hciunit.org
!
• Many
thank’s to
!
Martin Wuchse
! Michael Hummer
! Ondrej Polacek
!
! for contributing to the Contextual Interaction Framework
!
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95. ● References
• Buchenau,
M., and Suri, J. F. Experience prototyping. In Proceedings of
the 3rd conference on Designing interactive systems: processes,
practices, methods, and techniques (2000), ACM, pp. 424–433.
• Arnowitz, J., Arent, M., and Berger, N. Effective Prototyping for Software
Makers. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA,
2006.
• Buxton, B. Sketching User Experiences: Getting the Design Right and the
Right Design, first ed. Morgan Kaufmann, March 2007.
• Hassenzahl, M., Lai-Chong Law, E., and Hvannberg, E. User experience towards a unified view. In Proceedings of the The Second COST294MAUSE International Open Workshop: User Experience- Towards a
Unified View (2006), E. Law, E. Hvannberg, and M. Hassenzahl, Eds., pp.
1–3.
• Henry Dreyfuss. Designing for People. New York: Allworth Press, 1972
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96. * Contact
HCI & Usability Unit
ICT&S Center, University of Salzburg
Sigmund-Haffner Gasse 18
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5020 Salzburg, Austria
hci-unit@icts.sbg.ac.at
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Dr. Thomas Grill
thomas.grill@sbg.ac.at
Human Computer Interaction & Usability Unit
hci-unit@icts.sbg.ac.at