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Chris R. Becker
Copyright 2019
UX/Design Thinking:
Prototyping Lo-Fi > Hi-Fi
Hello
interaction education systems
art/design
Chris R. Becker
UX Design @cbecker
1
Chris R. Becker
WHO IS THIS GUY?
@cbecker
I have a background in
I have done projects for
Graphic Design - BFA : Colorado State University
MFA - Art Center College of Design : Media Design Program
Apple, Nissan, LAUSD, Art Center, Jet Propulsion Laboratory (NASA), VW, CB2, Adobe, Toyota, EA, Mattel, Kraft
Foods, Hyundai, Starwood Hotels, Fresh and Easy, HTC, OKGO and more.
I am a
Lead Curriculum Architect / Sr. User Experience (UX)
I have worked for
Red Design Consultants, JPL, Art Center, Schematic, Syynlabs, Saatchi & Saatchi, Phenomenon, Innocean,
Blitz, DeutschLA, the Ayzenberg Group, Handmade Mobile, Boombang, TBWA/Chait Day and Two Bit Circus,
Tool of North America, 100 Years

Currently - Lead Curriculum Architect @ Trilogy Education Services
I
who dabbles in physical computing experiences
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Chris R. Becker
Copyright 2019 3
SOME OF MY PROJECTS
mens warehouse - Tux Rental Redesign
CB2 - Physical Interactive Campaign
OK GO music video - Interaction Builder
Apple - Macintosh 30 years
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Human Center Research (Discovery) > Definition > Ideation> Prototype
Design Thinking + UX
Chris R. Becker
Copyright 2019 http://www.nurun.com/en/what-we-do/
HERMENEUTICS & UX
Chris R. Becker
-App
-Website
-Product
- UI
- Interactions
- Features
-Task / Scenario
Testing
Prototyping /
Testing
!5
TEST A SCENARIO LEAD TO ITERATION
Chris R. Becker
!6
Chris R. Becker
Copyright 2019
prototyping
Brainstorm 1
Storytelling Prototyping
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Chris R. Becker
Copyright 2019
Prototyping
A laboratory for testing ideas
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UX Definition
Chris R. Becker
Paper Prototyping & Rapid Prototyping
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Copyright 2019
10
Concept Title
Chris R. Becker
Copyright 2019
Definition
Prototype
An early sample, model or release
of a product built to test a concept
or process.
A made object to act as a thing to
be replicated or learned from.
Prototyping is used in a variety of contexts, including
semantics, design, electronics, and software
programming.
A prototype is designed to test and trial a new design to
enhance precision by system analysts and users.
Prototyping serves to provide specifications for a real,
working system rather than a theoretical one
translucent concrete
Makes an idea tangible
Chris R. Becker
Copyright 2019
prototyping
At first fast and cheap
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Chris R. Becker
Copyright 2019
Brainstorming & Ideation
Idea > Product
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Chris R. Becker
Copyright 2019 13
http://www.embedded.com/design/prototyping-and-development/4008852/Why-When-and-How-The-basics-of-embedded-systems-prototyping
Prototyping
Chris R. Becker
Copyright 2019 14
http://www.innovationship.com/blog/the-value-of-early-prototyping
https://www.slideshare.net/InfoQ/build-to-learn-rapid-prototyping-methods
Prototype First Strategy
Chris R. Becker
Copyright 2019
Prototyping
Idea > Service
15
16
Prototyping has user centered value that is make ideas tangible
Prototyping : Not just about the numbers
Chris R. Becker
Copyright 2019
Chris R. Becker
Copyright 2019
Prototyping
Ray & Charles Eames
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Chris R. Becker
Copyright 2019
Prototyping
Douglas Englebart
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EXERCISE (5 MINS)
Chris R. Becker
PART 1: GET OUT A SHEET OF PAPER
PART 2: DESIGN A WATCH
!19
Chris R. Becker
Copyright 2019
Prototyping
5 basic categories of Prototyping:
1.Proof of Principle
2.Form Study Prototype
3.User Experience Prototype
4.Visual Prototype

5.Functional Prototype
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Chris R. Becker
Copyright 2019
Prototyping
1.Proof of Principle /
Proof of Concept
A Proof of concept prototype is used to test some
aspect of the intended design without attempting to
exactly simulate the visual appearance, choice of
materials or intended manufacturing process.
Such prototypes can be used to "prove" out a potential
design approach such as range of motion, mechanics,
sensors, architecture, etc. These types of models are
often used to identify which design options will not
work, or where further development and testing is
necessary.
(in electronics sometimes built on a breadboard).
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Chris R. Becker
Copyright 2019
Prototyping: Proof of Principle
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Chris R. Becker
Copyright 2019
Prototyping
<6>
Allows designers to explore the basic size, look
and feel of a product without simulating the
actual function or exact visual appearance of the
product. They can help assess ergonomic
factors and provide insight into visual aspects of
the product's final form. Form Study Prototypes
are often hand-carved or machined models from
easily sculpted, inexpensive materials (e.g.,
urethane foam), without representing the
intended color, finish, or texture. Due to the
materials used, these models are intended for
internal decision making and are generally not
durable enough or suitable for use by
representative users or consumers.
2. Form Factor Prototype
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Chris R. Becker
Copyright 2019
Prototyping : Form Factor
<6>
24
Chris R. Becker
Copyright 2019
Prototyping
Frank Gehry Sketches
Prototyping is sketching through making
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Chris R. Becker
Copyright 2019
Prototyping
<6>
3. User Experience
Prototype
A User Experience Model invites active human
interaction and is primarily used to support user
focused research.
While intentionally not addressing possible
aesthetic treatments, this type of model does more
accurately represent the overall size, proportions,
interfaces, and articulation of a promising concept.
This model allows early assessment of how a
potential user interacts with various elements,
motions, and actions of a concept which define the
initial use scenario and overall user experience.
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Chris R. Becker
Copyright 2019
Prototype: User Experience Prototype
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Chris R. Becker
Copyright 2019
prototype
4. Visual Prototype
Capture intended design aesthetic and simulate the
appearance, color and surface textures of the intended
product but will not actually embody the function(s) of the
final product. These models will be suitable for use in
market research, executive reviews and approval,
packaging mock-ups, and photo shoots for sales
literature.
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Chris R. Becker
Copyright 2019
Prototyping
Idea - Prototyping
As these models are fully intended to be used and handled, more robust
construction is key.
Materials typically include heavy weight paper, plywood, foam, and CNC machined
components. Construction of user experience models is typically driven by
preliminary sketches / narrative or CAD drawing which may be constructed from
scratch or with methods such as 3D printers etc.
29
Chris R. Becker
Copyright 2019
Prototyping
5. Functional Prototype /
Working Prototype
will, to the greatest extent practical, attempt to simulate the
final design, aesthetics, materials and functionality of the
intended design.
The functional prototype may be reduced in size (scaled
down) in order to reduce costs. The construction of a fully
working full-scale prototype and the ultimate test of
concept, is the engineers' final check for design flaws and
allows last-minute improvements to be made before larger
production runs are ordered.
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Chris R. Becker
Copyright 2019
Prototyping: Functional Prototype
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Chris R. Becker
Copyright 2019
Prototyping
32
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Bill Buxton: Principle Design Researcher at Microsoft
Prototyping : Not just about the numbers
Chris R. Becker
Copyright 2019 https://blogs.microsoft.com/next/2015/03/11/the-next-at-microsoft-podcast-ep-2-philosophy-of-design/
34
UX Definition
Chris R. Becker
Copyright 2019
Paper Prototyping Methods
Chris R. Becker
Copyright 2019 35
Concept Title
An paper model that pulls
content through an open window
in the device context to simulate
scrolling.
Pro: Connected 1 flow experience
Good for long pages and testing scrolling.
Con: Harder to iterate and patch
Harder to hide the next step
Method 1: 

The paper strip scroll
model
Chris R. Becker
Copyright 2019 36
Paper Prototyping
An paper model that pulls
through an open window in the
device context from side to side.
Pro: Good for flowing experience
Good for swiping interactions
Good for stepped sequence
Con: Harder to iterate and patch
Harder to hide the next step
Method 2: 

The paper strip pan
model
Chris R. Becker
Copyright 2019 37
Paper Prototyping
An paper model that stacks
Paper is in a stacked list from A
to B sequence for a device.
Pro: Easy to organize.
Good for iterating on individual screens.
Good for stepped sequences.
Con: Forces user through a linear interaction A
through (n)
Harder to show interactions / transitions.
More components to redraw.
Method 3: 

The paper flip / stack
model
Chris R. Becker
Copyright 2019 38
Paper Prototyping
An paper model that has uses a
flipping interacting through the
sequence of an interface.
Pro: Good for lots of screens.
Good for organization.
Looks considered and more robust for testing.
Con: Harder to represent interactions.
Forces user through a linear interaction A
through (n)
More components to redraw.
http://desarrolloweb.dlsi.ua.es/cursos/2015/hci/paper-prototyping
Method 4: 

The paper fan / book
model
Chris R. Becker
Copyright 2019 39
Paper Prototyping
An paper model that pulls
through an open window in the
device context. Tabs establish
the steps associated with the
user interactions.
Pro: Connected 1 flow experience
Allows steps to be skipped
Easier to guide a user and test a sequence.
Con: Harder to iterate and patch
Harder to maintain over time
Method 5: 

The paper tabs
model
https://vimeo.com/38256134
Chris R. Becker
Copyright 2019 40
Paper Prototyping
An paper model that has
individual elements as floating
cut out shapes that can layer and
stack for context.
Pro: Can handel multiple interactions.
Can indicate internal interactions.
Can stack on top of other interactions.
Con: Harder to iterate and patch.
More components and pieces to maintain.
Method 6: 

The paper sticky /
card model
http://desarrolloweb.dlsi.ua.es/cursos/2015/hci/paper-prototyping
Chris R. Becker
Copyright 2019 41
Paper Prototyping
An paper model that use how
paper can be folded to hide and
reveal content based on
interactions.
Pro: Can handel multiple interactions.
Can indicate internal interactions.
Good for showing stepped interactions.
Con: Harder to iterate
More components and pieces to maintain
Harder to reveal context
Method 7: 

The paper fold
model
http://desarrolloweb.dlsi.ua.es/cursos/2015/hci/paper-prototyping
https://www.youtube.com/
watch?v=GrV2SZuRPv0
Chris R. Becker
Copyright 2019 42
Paper Prototyping
An paper model that has uses both
directions for how a user interacts
with a interface.
Pro: Can handle multiple interaction directions.
Addresses animation functionality of devices.
Looks considered and more robust.
Con: Harder to think about and build.
More components and pieces to maintain.
Harder to understand the sequence during testing.
Method 8: 

The paper directional
UI model
Chris R. Becker
Copyright 2019 43
Paper Prototyping
An paper model that uses the
spacial experience and 1 to 1
context of an interaction.
Pro: Can simulate group interactions.
Addresses ergonomic contexts.
Applies a duel handed touch interface.
Con: Harder to think about and build.
Larger surface to draw.
Harder to understand the sequence.
http://sva.isotope221.com/mta-map-paper.html
Method 10: 

The large format
model
Chris R. Becker
Copyright 2019 44
Paper Prototyping
An paper model that considers a
unique application of a screen or
other physical interface.
Pro: Can simulate the form and function of a product.
Approximates components and physical interaction
Applys a duel handed touch interface.
Con: Harder to think about and build.
More complicated construction.
Harder to understand the sequence.
Method 11: 

The non standardized
screen model
https://www.youtube.com/watch?v=k_9Q-KDSb9o
Chris R. Becker
Copyright 2019
Prototyping
<6>
Rapid Prototyping
Laser Cutters
3D Printers
3D modeling software
45
Chris R. Becker
Copyright 2019
Prototyping
Microprocessing
Ubiquitous Computation
(ubicomp)
is an advanced computing concept where computing is made to
appear everywhere and anywhere. In contrast to desktop
computing, ubiquitous computing can occur using any device, in
any location, and in any format. A user interacts with the
computer, which can exist in many different forms, including
laptop computers, tablets, terminals and phones. The underlying
technologies to support ubiquitous computing include Internet,
advanced middleware, operating system, mobile code, sensors,
microprocessors, new I/O and user interfaces, networks, mobile
protocols, location and positioning and new materials.
46
Chris R. Becker
Copyright 2019 47
Paper Prototyping
Bruce Sterling
Michael Bruce Sterling is an American science
fiction author known for his novels and work on the
Mirrorshades anthology. This work helped to define
the cyberpunk genre.
Recommended
Reading
https://mitpress.mit.edu/books/shaping-things
Shaping things
http://wtf.tw/ref/
sterling_shaping_things.pdf
EXERCISE
Chris R. Becker
PART 1 : DEFINE A METHOD
PART 2 : BUILD A PAPER MODEL
PART 3 :
!48
Chris R. Becker
Copyright 2019 49
Prototyping
Prototyping has user centered value that is make ideas
tangible & Should be Tested
Class Responsibilities
https://humanfactors.jmir.org/2016/1/e12/
Chris R. Becker
Copyright 2019
Brainstorming & Ideation
Story > Prototype
Make>Test>Make Again
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Prototype / MVP / Software should use an Agile process for better results
Design Thinking
Chris R. Becker
Copyright 2019 http://intellicagroup.com/how-not-having-a-prototype-can-ruin-a-startup/
PAPER WIREFRAME SKETCHES
Chris R. Becker
!52
DOUBLE DIAMOND PROCESS
Chris R. Becker
We Are Here
!53
Chris R. Becker
Copyright 2019
Sketch > Wireframe
54
Wire Sketch Digitized Wireframe
Chris R. Becker
Copyright 2019
Interaction Model & Framework
55
Empathy MapPING
Shows & Features
Content Depth
1. Card Model
2. Scroll Model
3. Hub & Spoke Model
6. Directional Model
4. Unfold Model
5. Mosiac Model
Chris R. Becker
Copyright 2019
UX Wireframing
56
1. What is your Interface?
A phone, a computer, a kiosk, a car dashboard,
etc.
2. Know your Pixel size ( Sketch 1 to 1)
When learning to wireframe always sketch 1 to 1
to help build muscle memory and sketching
interface understanding. 



3. Sketch sequence first then versions.
You are prototyping interactions with an interface
so all sketches should be 2 or more screens.
4. Define State Change with Color .
You are prototyping interactions with an interface
so defining active states and areas of interaction
with a color can assist in discussion and
presentation.

Chris R. Becker
Copyright 2019
Know your Size
57
Chris R. Becker
Copyright 2019
Sketch with a grid
“the design of anything independent of medium or across [device] with human
experience as an explicit outcome and human engagement as an explicit goal”
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Chris R. Becker
Copyright 2019
Parts UX Wireframing
Ut ac venenatis odio. Donec
pellentesque felis in purus
consectetur, sed interdum nulla
commodo. Etiam augue neque,
tempor quis nulla eu, ultricies iaculis
ligula. Morbi tincidunt scelerisque
nulla, ut luctus justo rutrum sit amet.
Nunc nec tellus rutrum orci sagittis
imperdiet. Aliquam sit amet mauris
et nisl eleifend venenatis vel
dignissim orci. Duis quis nulla sit
amet ante posuere bibendum.
Stay Connected
Basic Callout Box
Quisque viverra metus non dui egestas, ac dignissim
risus sollicitudin. Vestibulum eu nisl vel libero suscipit
interdum id et orci. Cras imperdiet in neque vitae.
Read More
1. Structure
Navigation & Current State (Tabs, UI -
Hamburger,
2. Layout and Composition
Using a logic to design based on a grid. 



3. Content
Boxes with x’s equal images / video.
Lines can represent copy
4. Define State Change with Color .
You are prototyping interactions with an
interface so defining active states and
areas of interaction with a color can assist
in discussion and presentation.
4. Define State Change with Color .
You are prototyping interactions with an
interface so defining active states and
areas of interaction with a color can assist
in discussion and presentation.

59
Chris R. Becker
Copyright 2019
Responsive Web
Design
“the design of anything independent of medium or across [device] with human experience
as an explicit outcome and human engagement as an explicit goal”
A Website design process that adapts the layout to the
viewing environment by using fluid, proportion-based grids,
flexible images, and CSS3 media queries (an extension of
the @media rule)
RESPONSIVE WEB DESIGN
60
Chris R. Becker
Copyright 2019
Layout / Navigation UI Elements
User Interface / GUI Development
61
62
Clickable prototyping is about speeding up design to market
Prototyping Tools
Copyright 2019
http://www.prototypr.io/
Chris R. Becker
Copyright 2019
Part 1: Paper Sketches + Invision
“the design of anything independent of medium or across [device] with human experience
as an explicit outcome and human engagement as an explicit goal”
63
EXERCISE
Chris R. Becker
PART 1 : ADD PROTOTYPE WALK THROUGH TO INVISION
PART 2 : LEAVE COMMENTS ON NEIGHBORS PROTOTYPE
PART 3: ITERATE AND DIGITIZE YOUR WIREFRAME
!64

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UX/Design Thinking Prototyping Workshop

  • 1. Chris R. Becker Copyright 2019 UX/Design Thinking: Prototyping Lo-Fi > Hi-Fi Hello interaction education systems art/design Chris R. Becker UX Design @cbecker 1
  • 2. Chris R. Becker WHO IS THIS GUY? @cbecker I have a background in I have done projects for Graphic Design - BFA : Colorado State University MFA - Art Center College of Design : Media Design Program Apple, Nissan, LAUSD, Art Center, Jet Propulsion Laboratory (NASA), VW, CB2, Adobe, Toyota, EA, Mattel, Kraft Foods, Hyundai, Starwood Hotels, Fresh and Easy, HTC, OKGO and more. I am a Lead Curriculum Architect / Sr. User Experience (UX) I have worked for Red Design Consultants, JPL, Art Center, Schematic, Syynlabs, Saatchi & Saatchi, Phenomenon, Innocean, Blitz, DeutschLA, the Ayzenberg Group, Handmade Mobile, Boombang, TBWA/Chait Day and Two Bit Circus, Tool of North America, 100 Years
 Currently - Lead Curriculum Architect @ Trilogy Education Services I who dabbles in physical computing experiences 2
  • 3. Chris R. Becker Copyright 2019 3 SOME OF MY PROJECTS mens warehouse - Tux Rental Redesign CB2 - Physical Interactive Campaign OK GO music video - Interaction Builder Apple - Macintosh 30 years
  • 4. 4 Human Center Research (Discovery) > Definition > Ideation> Prototype Design Thinking + UX Chris R. Becker Copyright 2019 http://www.nurun.com/en/what-we-do/
  • 5. HERMENEUTICS & UX Chris R. Becker -App -Website -Product - UI - Interactions - Features -Task / Scenario Testing Prototyping / Testing !5
  • 6. TEST A SCENARIO LEAD TO ITERATION Chris R. Becker !6
  • 7. Chris R. Becker Copyright 2019 prototyping Brainstorm 1 Storytelling Prototyping 7
  • 8. Chris R. Becker Copyright 2019 Prototyping A laboratory for testing ideas 8
  • 9. UX Definition Chris R. Becker Paper Prototyping & Rapid Prototyping 9 Copyright 2019
  • 10. 10 Concept Title Chris R. Becker Copyright 2019 Definition Prototype An early sample, model or release of a product built to test a concept or process. A made object to act as a thing to be replicated or learned from. Prototyping is used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is designed to test and trial a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one translucent concrete Makes an idea tangible
  • 11. Chris R. Becker Copyright 2019 prototyping At first fast and cheap 11
  • 12. Chris R. Becker Copyright 2019 Brainstorming & Ideation Idea > Product 12
  • 13. Chris R. Becker Copyright 2019 13 http://www.embedded.com/design/prototyping-and-development/4008852/Why-When-and-How-The-basics-of-embedded-systems-prototyping Prototyping
  • 14. Chris R. Becker Copyright 2019 14 http://www.innovationship.com/blog/the-value-of-early-prototyping https://www.slideshare.net/InfoQ/build-to-learn-rapid-prototyping-methods Prototype First Strategy
  • 15. Chris R. Becker Copyright 2019 Prototyping Idea > Service 15
  • 16. 16 Prototyping has user centered value that is make ideas tangible Prototyping : Not just about the numbers Chris R. Becker Copyright 2019
  • 17. Chris R. Becker Copyright 2019 Prototyping Ray & Charles Eames 17
  • 18. Chris R. Becker Copyright 2019 Prototyping Douglas Englebart 18
  • 19. EXERCISE (5 MINS) Chris R. Becker PART 1: GET OUT A SHEET OF PAPER PART 2: DESIGN A WATCH !19
  • 20. Chris R. Becker Copyright 2019 Prototyping 5 basic categories of Prototyping: 1.Proof of Principle 2.Form Study Prototype 3.User Experience Prototype 4.Visual Prototype
 5.Functional Prototype 20
  • 21. Chris R. Becker Copyright 2019 Prototyping 1.Proof of Principle / Proof of Concept A Proof of concept prototype is used to test some aspect of the intended design without attempting to exactly simulate the visual appearance, choice of materials or intended manufacturing process. Such prototypes can be used to "prove" out a potential design approach such as range of motion, mechanics, sensors, architecture, etc. These types of models are often used to identify which design options will not work, or where further development and testing is necessary. (in electronics sometimes built on a breadboard). 21
  • 22. Chris R. Becker Copyright 2019 Prototyping: Proof of Principle 22
  • 23. Chris R. Becker Copyright 2019 Prototyping <6> Allows designers to explore the basic size, look and feel of a product without simulating the actual function or exact visual appearance of the product. They can help assess ergonomic factors and provide insight into visual aspects of the product's final form. Form Study Prototypes are often hand-carved or machined models from easily sculpted, inexpensive materials (e.g., urethane foam), without representing the intended color, finish, or texture. Due to the materials used, these models are intended for internal decision making and are generally not durable enough or suitable for use by representative users or consumers. 2. Form Factor Prototype 23
  • 24. Chris R. Becker Copyright 2019 Prototyping : Form Factor <6> 24
  • 25. Chris R. Becker Copyright 2019 Prototyping Frank Gehry Sketches Prototyping is sketching through making 25
  • 26. Chris R. Becker Copyright 2019 Prototyping <6> 3. User Experience Prototype A User Experience Model invites active human interaction and is primarily used to support user focused research. While intentionally not addressing possible aesthetic treatments, this type of model does more accurately represent the overall size, proportions, interfaces, and articulation of a promising concept. This model allows early assessment of how a potential user interacts with various elements, motions, and actions of a concept which define the initial use scenario and overall user experience. 26
  • 27. Chris R. Becker Copyright 2019 Prototype: User Experience Prototype 27
  • 28. Chris R. Becker Copyright 2019 prototype 4. Visual Prototype Capture intended design aesthetic and simulate the appearance, color and surface textures of the intended product but will not actually embody the function(s) of the final product. These models will be suitable for use in market research, executive reviews and approval, packaging mock-ups, and photo shoots for sales literature. 28
  • 29. Chris R. Becker Copyright 2019 Prototyping Idea - Prototyping As these models are fully intended to be used and handled, more robust construction is key. Materials typically include heavy weight paper, plywood, foam, and CNC machined components. Construction of user experience models is typically driven by preliminary sketches / narrative or CAD drawing which may be constructed from scratch or with methods such as 3D printers etc. 29
  • 30. Chris R. Becker Copyright 2019 Prototyping 5. Functional Prototype / Working Prototype will, to the greatest extent practical, attempt to simulate the final design, aesthetics, materials and functionality of the intended design. The functional prototype may be reduced in size (scaled down) in order to reduce costs. The construction of a fully working full-scale prototype and the ultimate test of concept, is the engineers' final check for design flaws and allows last-minute improvements to be made before larger production runs are ordered. 30
  • 31. Chris R. Becker Copyright 2019 Prototyping: Functional Prototype 31
  • 32. Chris R. Becker Copyright 2019 Prototyping 32
  • 33. 33 Bill Buxton: Principle Design Researcher at Microsoft Prototyping : Not just about the numbers Chris R. Becker Copyright 2019 https://blogs.microsoft.com/next/2015/03/11/the-next-at-microsoft-podcast-ep-2-philosophy-of-design/
  • 34. 34 UX Definition Chris R. Becker Copyright 2019 Paper Prototyping Methods
  • 35. Chris R. Becker Copyright 2019 35 Concept Title An paper model that pulls content through an open window in the device context to simulate scrolling. Pro: Connected 1 flow experience Good for long pages and testing scrolling. Con: Harder to iterate and patch Harder to hide the next step Method 1: 
 The paper strip scroll model
  • 36. Chris R. Becker Copyright 2019 36 Paper Prototyping An paper model that pulls through an open window in the device context from side to side. Pro: Good for flowing experience Good for swiping interactions Good for stepped sequence Con: Harder to iterate and patch Harder to hide the next step Method 2: 
 The paper strip pan model
  • 37. Chris R. Becker Copyright 2019 37 Paper Prototyping An paper model that stacks Paper is in a stacked list from A to B sequence for a device. Pro: Easy to organize. Good for iterating on individual screens. Good for stepped sequences. Con: Forces user through a linear interaction A through (n) Harder to show interactions / transitions. More components to redraw. Method 3: 
 The paper flip / stack model
  • 38. Chris R. Becker Copyright 2019 38 Paper Prototyping An paper model that has uses a flipping interacting through the sequence of an interface. Pro: Good for lots of screens. Good for organization. Looks considered and more robust for testing. Con: Harder to represent interactions. Forces user through a linear interaction A through (n) More components to redraw. http://desarrolloweb.dlsi.ua.es/cursos/2015/hci/paper-prototyping Method 4: 
 The paper fan / book model
  • 39. Chris R. Becker Copyright 2019 39 Paper Prototyping An paper model that pulls through an open window in the device context. Tabs establish the steps associated with the user interactions. Pro: Connected 1 flow experience Allows steps to be skipped Easier to guide a user and test a sequence. Con: Harder to iterate and patch Harder to maintain over time Method 5: 
 The paper tabs model https://vimeo.com/38256134
  • 40. Chris R. Becker Copyright 2019 40 Paper Prototyping An paper model that has individual elements as floating cut out shapes that can layer and stack for context. Pro: Can handel multiple interactions. Can indicate internal interactions. Can stack on top of other interactions. Con: Harder to iterate and patch. More components and pieces to maintain. Method 6: 
 The paper sticky / card model http://desarrolloweb.dlsi.ua.es/cursos/2015/hci/paper-prototyping
  • 41. Chris R. Becker Copyright 2019 41 Paper Prototyping An paper model that use how paper can be folded to hide and reveal content based on interactions. Pro: Can handel multiple interactions. Can indicate internal interactions. Good for showing stepped interactions. Con: Harder to iterate More components and pieces to maintain Harder to reveal context Method 7: 
 The paper fold model http://desarrolloweb.dlsi.ua.es/cursos/2015/hci/paper-prototyping https://www.youtube.com/ watch?v=GrV2SZuRPv0
  • 42. Chris R. Becker Copyright 2019 42 Paper Prototyping An paper model that has uses both directions for how a user interacts with a interface. Pro: Can handle multiple interaction directions. Addresses animation functionality of devices. Looks considered and more robust. Con: Harder to think about and build. More components and pieces to maintain. Harder to understand the sequence during testing. Method 8: 
 The paper directional UI model
  • 43. Chris R. Becker Copyright 2019 43 Paper Prototyping An paper model that uses the spacial experience and 1 to 1 context of an interaction. Pro: Can simulate group interactions. Addresses ergonomic contexts. Applies a duel handed touch interface. Con: Harder to think about and build. Larger surface to draw. Harder to understand the sequence. http://sva.isotope221.com/mta-map-paper.html Method 10: 
 The large format model
  • 44. Chris R. Becker Copyright 2019 44 Paper Prototyping An paper model that considers a unique application of a screen or other physical interface. Pro: Can simulate the form and function of a product. Approximates components and physical interaction Applys a duel handed touch interface. Con: Harder to think about and build. More complicated construction. Harder to understand the sequence. Method 11: 
 The non standardized screen model https://www.youtube.com/watch?v=k_9Q-KDSb9o
  • 45. Chris R. Becker Copyright 2019 Prototyping <6> Rapid Prototyping Laser Cutters 3D Printers 3D modeling software 45
  • 46. Chris R. Becker Copyright 2019 Prototyping Microprocessing Ubiquitous Computation (ubicomp) is an advanced computing concept where computing is made to appear everywhere and anywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, terminals and phones. The underlying technologies to support ubiquitous computing include Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, networks, mobile protocols, location and positioning and new materials. 46
  • 47. Chris R. Becker Copyright 2019 47 Paper Prototyping Bruce Sterling Michael Bruce Sterling is an American science fiction author known for his novels and work on the Mirrorshades anthology. This work helped to define the cyberpunk genre. Recommended Reading https://mitpress.mit.edu/books/shaping-things Shaping things http://wtf.tw/ref/ sterling_shaping_things.pdf
  • 48. EXERCISE Chris R. Becker PART 1 : DEFINE A METHOD PART 2 : BUILD A PAPER MODEL PART 3 : !48
  • 49. Chris R. Becker Copyright 2019 49 Prototyping Prototyping has user centered value that is make ideas tangible & Should be Tested Class Responsibilities https://humanfactors.jmir.org/2016/1/e12/
  • 50. Chris R. Becker Copyright 2019 Brainstorming & Ideation Story > Prototype Make>Test>Make Again 50
  • 51. 51 Prototype / MVP / Software should use an Agile process for better results Design Thinking Chris R. Becker Copyright 2019 http://intellicagroup.com/how-not-having-a-prototype-can-ruin-a-startup/
  • 53. DOUBLE DIAMOND PROCESS Chris R. Becker We Are Here !53
  • 54. Chris R. Becker Copyright 2019 Sketch > Wireframe 54 Wire Sketch Digitized Wireframe
  • 55. Chris R. Becker Copyright 2019 Interaction Model & Framework 55 Empathy MapPING Shows & Features Content Depth 1. Card Model 2. Scroll Model 3. Hub & Spoke Model 6. Directional Model 4. Unfold Model 5. Mosiac Model
  • 56. Chris R. Becker Copyright 2019 UX Wireframing 56 1. What is your Interface? A phone, a computer, a kiosk, a car dashboard, etc. 2. Know your Pixel size ( Sketch 1 to 1) When learning to wireframe always sketch 1 to 1 to help build muscle memory and sketching interface understanding. 
 
 3. Sketch sequence first then versions. You are prototyping interactions with an interface so all sketches should be 2 or more screens. 4. Define State Change with Color . You are prototyping interactions with an interface so defining active states and areas of interaction with a color can assist in discussion and presentation.

  • 57. Chris R. Becker Copyright 2019 Know your Size 57
  • 58. Chris R. Becker Copyright 2019 Sketch with a grid “the design of anything independent of medium or across [device] with human experience as an explicit outcome and human engagement as an explicit goal” 58
  • 59. Chris R. Becker Copyright 2019 Parts UX Wireframing Ut ac venenatis odio. Donec pellentesque felis in purus consectetur, sed interdum nulla commodo. Etiam augue neque, tempor quis nulla eu, ultricies iaculis ligula. Morbi tincidunt scelerisque nulla, ut luctus justo rutrum sit amet. Nunc nec tellus rutrum orci sagittis imperdiet. Aliquam sit amet mauris et nisl eleifend venenatis vel dignissim orci. Duis quis nulla sit amet ante posuere bibendum. Stay Connected Basic Callout Box Quisque viverra metus non dui egestas, ac dignissim risus sollicitudin. Vestibulum eu nisl vel libero suscipit interdum id et orci. Cras imperdiet in neque vitae. Read More 1. Structure Navigation & Current State (Tabs, UI - Hamburger, 2. Layout and Composition Using a logic to design based on a grid. 
 
 3. Content Boxes with x’s equal images / video. Lines can represent copy 4. Define State Change with Color . You are prototyping interactions with an interface so defining active states and areas of interaction with a color can assist in discussion and presentation. 4. Define State Change with Color . You are prototyping interactions with an interface so defining active states and areas of interaction with a color can assist in discussion and presentation.
 59
  • 60. Chris R. Becker Copyright 2019 Responsive Web Design “the design of anything independent of medium or across [device] with human experience as an explicit outcome and human engagement as an explicit goal” A Website design process that adapts the layout to the viewing environment by using fluid, proportion-based grids, flexible images, and CSS3 media queries (an extension of the @media rule) RESPONSIVE WEB DESIGN 60
  • 61. Chris R. Becker Copyright 2019 Layout / Navigation UI Elements User Interface / GUI Development 61
  • 62. 62 Clickable prototyping is about speeding up design to market Prototyping Tools Copyright 2019 http://www.prototypr.io/
  • 63. Chris R. Becker Copyright 2019 Part 1: Paper Sketches + Invision “the design of anything independent of medium or across [device] with human experience as an explicit outcome and human engagement as an explicit goal” 63
  • 64. EXERCISE Chris R. Becker PART 1 : ADD PROTOTYPE WALK THROUGH TO INVISION PART 2 : LEAVE COMMENTS ON NEIGHBORS PROTOTYPE PART 3: ITERATE AND DIGITIZE YOUR WIREFRAME !64