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MHIT 603: Lecture 2
Introduction to Prototyping
July 17th 2014
Mark Billinghurst
Interaction Design Process
Interaction Design Process
MHIT 602
MHIT 603
Design Process
Three Phase Model
Elaboration and Reduction
  Elaborate - generate solutions. These are the opportunities
  Reduce - decide on the ones worth pursuing
  Repeat - elaborate and reduce again on those solutions
Source: Laseau,P. (1980) Graphic Thinking for Architects & Designers. John Wiley and Sons
Elaboration vs. Reduction
  Elaboration: Sketching/Storytelling
  Creation, exploration
  Quick, conceptual
  Reduction: Prototyping/Testing
  Functional
  Idea presentation
  Decision making
The Design Funnel
  Alternate generation of ideas and convergence until
resolution
Modified from Pugh, S. (1990) Total design: Integrated methods for successful products engineering.
Addison-Wesley. P. 75
Sketching
Sketching is not about drawing
It is about design.
Sketching is a tool to help you:
-  express
-  develop, and
-  communicate design ideas
Sketching is part of a process:
-  idea generation,
-  design elaboration
-  design choices,
-  engineering
Figure 41: A Sketch of a Dialogue with a Sketch
The “conversation” between the sketch (right bubble) and the mind (left
bubble). A sketch is created from current knowledge (top arrow). Reading,
or interpreting the resulting representation (bottom arrow), creates new
knowledge. The creation results from what Goldschmidt calls “seeing
that” reasoning, and the extraction of new knowledge results from what
she calls “seeing as.”
sketch
representation
mind
(new) knowledge
Create
(seeing that)
Read
(seeing as)
Sketching is about the
activity not the result
– Bill Buxton
10
Why is sketching useful?
  Early ideation
  Think through ideas
  Force you to visualize how things come together
  Communicate ideas to others to inspire new designs
  Active brainstorming
Prototyping
  Create physical form of ideas
  Allow people to experience and interact with them
  Why Prototyping?
  Empathy gaining- deepen understanding of design space
  Exploration – build to think
  Testing – test solutions with end users
  Inspiration – help others catch your vision
Early Nintendo Wii Prototypes
Early Nintendo Wii Prototypes
From Sketches to Prototypes
  Sketches: early ideation stages of design
  Prototypes: capturing /detailing the actual design
Sketch vs. Prototype
Sketch	
   Prototype	
  
Invite	
   A)end	
  
Suggest	
   Describe	
  
Explore	
   Refine	
  
Ques;on	
   Answer	
  
Propose	
   Test	
  
Provoke	
   Resolve	
  
Tenta;ve,	
  non	
  commi)al	
   Specific	
  Depic;on	
  
The primary differences are in the intent
Example: Google Glass
Google Glass
View Through Google Glass
Always available peripheral information display
Combining computing, communications and content capture
Google Glass Prototyping
The Road to Glass
Early prototyping
Prototyping Tools
27
What is a prototype?
In interaction design it can be (among other things):
• a series of screen sketches
• a storyboard, i.e. a cartoon-like series of scenes
• a Powerpoint slide show
• a video simulating the use of a system
• a lump of wood (e.g. PalmPilot)
• a cardboard mock-up
• a piece of software with limited functionality
Why Prototype?
▪  Quick visual design
▪  Capture key interactions
▪  Focus on user experience
▪  Communicate design ideas
▪  “Learn by doing/experiencing”
▪  Supports user evaluation
Goals of Prototyping
  Learn
  Solve Disagreements
  Reduce miscommunication
  Start a conversation
  Fail quickly and cheaply
  Test ideas without spending time and money
  Manage the solution building process
  Break large problem into smaller testable parts
Benefits of RAPID Prototyping
  Fast and inexpensive
  Identifies problems before they re coded
  Elicits more and better feedback from users
  Helps developers think creatively
  Gets users involved early in the process
  Fosters teamwork and communication
  Avoids opinion wars
  Helps decide design directions
How to Prototype?
  Build a prototype of the basic functionality,
especially the interface
  Test the prototype, which will uncover
design errors
  Correct the errors
  Repeat until you have a clean design
  Prototyping is
  a major tool for improving usability
  Heavily used in industry 31
General Features of Prototyping
  Enables the designer to quickly build or create
examples of :-
-  The data entry form
-  The menu structure and order
-  The dialogue styles
-  Error messages
  Should be inexpensive to develop – intention
is to discard/modify it
  Should not require programming skills
32
Prototyping for Usability
  Usability = ease of use of an application
  Design typical user task scenarios
  Identify tasks based on the scenarios
  Use “Real Users” to test
  Watch user performing task
  Iterate design based on test
33
Cost of Prototyping
  Cheaper than not doing it......
  Cost of repairing an error made in analysis and
design phase can cost up to 100x the original cost
  Usability work should amount for 5-10% of a
project’s budget
  Testing early, iterating often makes the
product cheaper.
  Prototyping offers a cheap means of testing
usability early in the lifecycle 34
How can we quickly
design and prototype
interactive experiences?
Design/Prototyping Tools
Sketching
Paper Prototyping
Wireframes
40www.id-book.com
Storyboarding
Physical Prototype
Palm Pilot
Acting/Role Playing
From Sketches to Prototypes
Early design
Late design
Brainstorm different ideas and
representations
Choose a representation
Rough out interface style
Multitude of sketches
Sketch variations and details
Sketch or low fidelity prototypesTask centered walkthrough and redesign
Fine tune interface, screen design
Heuristic evaluation and redesign
Usability testing and redesign
Low to medium fidelity prototypes
Limited field testing
Alpha/Beta tests
High fidelity prototypes
Working systems
Typical Development Steps
▪  Sketching
▪  Storyboards
▪  UI Mockups
▪  Interaction Flows
▪  Video Prototypes
▪  Interactive Prototypes
▪  Final Native Application
Increased
Fidelity &
Interactivity
Prototyping
Prototyping Tools
▪  Static/Low fidelity
▪  Sketching
▪  User interface templates
▪  Storyboards/Application flows
▪  Interactive/High fidelity
▪  Wireframing tools
▪  Mobile prototyping
▪  Native Coding
Advantages/Disadvantages
49
Prototype Advantages Disadvantages
Low-fidelity
prototype
- low developmental cost
- evaluate multiple design
concepts
- limited error checking
- navigational and flow
limitations
High-fidelity
prototype
- fully interactive
- look and feel of final
product
- clearly defines navigational
scheme
- more expensive to
develop
- time consuming to
build
- developers are
reluctant to change
something they have
crafted for hours
Paper Prototyping (Low Fidelity)
Quick and simple means of sketching interfaces
Use office materials
Easier to criticize, quick to change
Creative process (develop in team)
Can also use for usability test (focus on interaction flow)
Used a lot to test out concepts before real design begins.
Sketching Interfaces
Paper Proto: Create Widgets
53www.id-book.com
Card-based prototypes
• Index cards (3 X 5 inches)
• Each card represents
one screen or part of screen
• Often used in website
development
ESP
Paper Prototyping w/Hardware
The Basic Materials for Low-Fi
  Post-its
  5x8 in. index cards
  Scissors, X-acto knives
  Overhead transparencies
  Large, heavy, white paper (11 x 17)
  Tape, stick glue, correction tape
  Pens & markers (many colors & sizes)
Pop - https://popapp.in/
 Combining sketching and interactivity on mobiles
 Take pictures of sketches, link pictures together
Using Pop
Wireframes
 Wireframes are created for
the purpose of arranging
elements to best accomplish
a particular purpose.
 The wireframe depicts the
layout or arrangement of the
content
 interface elements, navigational
systems
Example Wireframes
Balsamiq - http://balsamiq.com/
  Create and
test UI
wireframes
quickly
  Can’t focus on
fonts,
alignment,
colors
Good Tool: Balsamiq
UXPin
  UXPin Wireframing Tool
  http://uxpin.com/
  Web based
  UI templates
  Design patterns
UXpin
Wireframe vs. Prototype vs. Mockup
  Wireframe
  Low fidelity representation of design
  What UI elements, where UI are placed
  Prototype
  Medium to high fidelity
  Supports user interaction
  Mockup
  High fidelity static design
  Visual design draft
How do we describe what users do?
  Visualize the experience
  Show every steps to complete a talks
  Show every click
  Preview the experience – see how everything
flows together
  Using screen flows
Screen Flows
Flash as Design Tool
  A screen flow represents a sequence of user-
driven software processes that are presented
as a series of graphical user interfaces.
Transitions
Transition Design Patterns
  Yahoo design patterns library
  http://developer.yahoo.com/ypatterns/
Interactive Prototypes
Pidoco
Pidoco Features
 Drag and drop wireframing
 Publish to web
 Collaboration
Proto.io - http://www.proto.io/
  Web based mobile prototyping tool
  Features
  Prototype for multiple devices
  Gesture input, touch events, animations
  Share with collaborators
  Test on device
Proto.io - Interface
▪ Series of still photos in a movie format.
▪ Demonstrates the experience of the product
▪ Discover where concept needs fleshing out.
▪ Communicate experience and interface
▪ You can use whatever tools, from Flash to iMovie.
Video Sketching
Video Sketch
Making a Video Sketch
  Decide Type
  Stills with voice over
  Stop motion with voice over
  Live action video
  Process
  Plan the shoot
  Make and set-up shoot
  Shoot scenario
  Evaluate and edit
See https://vine.co/v/bgIaLHIpFTB
Example: Video Sketch of Vine UI
UI Concept Movies
Tool Summary
Assignment One
  Design a mobile application for tourist guiding
  Components
  Map view, AR view, Panorama view
  Deliverable
  Sketch interface using Pop
  Screen mockups using Uxpin/Proto.io
  Video prototype
  Due: Friday August 1st

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MHIT 603: Introduction to Prototyping

  • 1. MHIT 603: Lecture 2 Introduction to Prototyping July 17th 2014 Mark Billinghurst
  • 6. Elaboration and Reduction   Elaborate - generate solutions. These are the opportunities   Reduce - decide on the ones worth pursuing   Repeat - elaborate and reduce again on those solutions Source: Laseau,P. (1980) Graphic Thinking for Architects & Designers. John Wiley and Sons
  • 7. Elaboration vs. Reduction   Elaboration: Sketching/Storytelling   Creation, exploration   Quick, conceptual   Reduction: Prototyping/Testing   Functional   Idea presentation   Decision making
  • 8. The Design Funnel   Alternate generation of ideas and convergence until resolution Modified from Pugh, S. (1990) Total design: Integrated methods for successful products engineering. Addison-Wesley. P. 75
  • 9. Sketching Sketching is not about drawing It is about design. Sketching is a tool to help you: -  express -  develop, and -  communicate design ideas Sketching is part of a process: -  idea generation, -  design elaboration -  design choices, -  engineering
  • 10. Figure 41: A Sketch of a Dialogue with a Sketch The “conversation” between the sketch (right bubble) and the mind (left bubble). A sketch is created from current knowledge (top arrow). Reading, or interpreting the resulting representation (bottom arrow), creates new knowledge. The creation results from what Goldschmidt calls “seeing that” reasoning, and the extraction of new knowledge results from what she calls “seeing as.” sketch representation mind (new) knowledge Create (seeing that) Read (seeing as) Sketching is about the activity not the result – Bill Buxton 10
  • 11. Why is sketching useful?   Early ideation   Think through ideas   Force you to visualize how things come together   Communicate ideas to others to inspire new designs   Active brainstorming
  • 12. Prototyping   Create physical form of ideas   Allow people to experience and interact with them   Why Prototyping?   Empathy gaining- deepen understanding of design space   Exploration – build to think   Testing – test solutions with end users   Inspiration – help others catch your vision
  • 13. Early Nintendo Wii Prototypes
  • 14. Early Nintendo Wii Prototypes
  • 15. From Sketches to Prototypes   Sketches: early ideation stages of design   Prototypes: capturing /detailing the actual design
  • 16. Sketch vs. Prototype Sketch   Prototype   Invite   A)end   Suggest   Describe   Explore   Refine   Ques;on   Answer   Propose   Test   Provoke   Resolve   Tenta;ve,  non  commi)al   Specific  Depic;on   The primary differences are in the intent
  • 18.
  • 20.
  • 21. View Through Google Glass Always available peripheral information display Combining computing, communications and content capture
  • 23.
  • 24. The Road to Glass
  • 27. 27 What is a prototype? In interaction design it can be (among other things): • a series of screen sketches • a storyboard, i.e. a cartoon-like series of scenes • a Powerpoint slide show • a video simulating the use of a system • a lump of wood (e.g. PalmPilot) • a cardboard mock-up • a piece of software with limited functionality
  • 28. Why Prototype? ▪  Quick visual design ▪  Capture key interactions ▪  Focus on user experience ▪  Communicate design ideas ▪  “Learn by doing/experiencing” ▪  Supports user evaluation
  • 29. Goals of Prototyping   Learn   Solve Disagreements   Reduce miscommunication   Start a conversation   Fail quickly and cheaply   Test ideas without spending time and money   Manage the solution building process   Break large problem into smaller testable parts
  • 30. Benefits of RAPID Prototyping   Fast and inexpensive   Identifies problems before they re coded   Elicits more and better feedback from users   Helps developers think creatively   Gets users involved early in the process   Fosters teamwork and communication   Avoids opinion wars   Helps decide design directions
  • 31. How to Prototype?   Build a prototype of the basic functionality, especially the interface   Test the prototype, which will uncover design errors   Correct the errors   Repeat until you have a clean design   Prototyping is   a major tool for improving usability   Heavily used in industry 31
  • 32. General Features of Prototyping   Enables the designer to quickly build or create examples of :- -  The data entry form -  The menu structure and order -  The dialogue styles -  Error messages   Should be inexpensive to develop – intention is to discard/modify it   Should not require programming skills 32
  • 33. Prototyping for Usability   Usability = ease of use of an application   Design typical user task scenarios   Identify tasks based on the scenarios   Use “Real Users” to test   Watch user performing task   Iterate design based on test 33
  • 34. Cost of Prototyping   Cheaper than not doing it......   Cost of repairing an error made in analysis and design phase can cost up to 100x the original cost   Usability work should amount for 5-10% of a project’s budget   Testing early, iterating often makes the product cheaper.   Prototyping offers a cheap means of testing usability early in the lifecycle 34
  • 35. How can we quickly design and prototype interactive experiences?
  • 41.
  • 45. From Sketches to Prototypes Early design Late design Brainstorm different ideas and representations Choose a representation Rough out interface style Multitude of sketches Sketch variations and details Sketch or low fidelity prototypesTask centered walkthrough and redesign Fine tune interface, screen design Heuristic evaluation and redesign Usability testing and redesign Low to medium fidelity prototypes Limited field testing Alpha/Beta tests High fidelity prototypes Working systems
  • 46. Typical Development Steps ▪  Sketching ▪  Storyboards ▪  UI Mockups ▪  Interaction Flows ▪  Video Prototypes ▪  Interactive Prototypes ▪  Final Native Application Increased Fidelity & Interactivity
  • 48. Prototyping Tools ▪  Static/Low fidelity ▪  Sketching ▪  User interface templates ▪  Storyboards/Application flows ▪  Interactive/High fidelity ▪  Wireframing tools ▪  Mobile prototyping ▪  Native Coding
  • 49. Advantages/Disadvantages 49 Prototype Advantages Disadvantages Low-fidelity prototype - low developmental cost - evaluate multiple design concepts - limited error checking - navigational and flow limitations High-fidelity prototype - fully interactive - look and feel of final product - clearly defines navigational scheme - more expensive to develop - time consuming to build - developers are reluctant to change something they have crafted for hours
  • 50. Paper Prototyping (Low Fidelity) Quick and simple means of sketching interfaces Use office materials Easier to criticize, quick to change Creative process (develop in team) Can also use for usability test (focus on interaction flow) Used a lot to test out concepts before real design begins.
  • 53. 53www.id-book.com Card-based prototypes • Index cards (3 X 5 inches) • Each card represents one screen or part of screen • Often used in website development
  • 54. ESP
  • 55.
  • 56.
  • 57.
  • 58.
  • 59.
  • 60.
  • 61.
  • 63.
  • 64. The Basic Materials for Low-Fi   Post-its   5x8 in. index cards   Scissors, X-acto knives   Overhead transparencies   Large, heavy, white paper (11 x 17)   Tape, stick glue, correction tape   Pens & markers (many colors & sizes)
  • 65. Pop - https://popapp.in/  Combining sketching and interactivity on mobiles  Take pictures of sketches, link pictures together
  • 67.
  • 68. Wireframes  Wireframes are created for the purpose of arranging elements to best accomplish a particular purpose.  The wireframe depicts the layout or arrangement of the content  interface elements, navigational systems
  • 70.
  • 71. Balsamiq - http://balsamiq.com/   Create and test UI wireframes quickly   Can’t focus on fonts, alignment, colors
  • 73. UXPin   UXPin Wireframing Tool   http://uxpin.com/   Web based   UI templates   Design patterns
  • 74. UXpin
  • 75. Wireframe vs. Prototype vs. Mockup   Wireframe   Low fidelity representation of design   What UI elements, where UI are placed   Prototype   Medium to high fidelity   Supports user interaction   Mockup   High fidelity static design   Visual design draft
  • 76.
  • 77.
  • 78.
  • 79.
  • 80.
  • 81.
  • 82. How do we describe what users do?   Visualize the experience   Show every steps to complete a talks   Show every click   Preview the experience – see how everything flows together   Using screen flows
  • 83. Screen Flows Flash as Design Tool   A screen flow represents a sequence of user- driven software processes that are presented as a series of graphical user interfaces.
  • 84.
  • 86.
  • 87. Transition Design Patterns   Yahoo design patterns library   http://developer.yahoo.com/ypatterns/
  • 90. Pidoco Features  Drag and drop wireframing  Publish to web  Collaboration
  • 91. Proto.io - http://www.proto.io/   Web based mobile prototyping tool   Features   Prototype for multiple devices   Gesture input, touch events, animations   Share with collaborators   Test on device
  • 93.
  • 94. ▪ Series of still photos in a movie format. ▪ Demonstrates the experience of the product ▪ Discover where concept needs fleshing out. ▪ Communicate experience and interface ▪ You can use whatever tools, from Flash to iMovie. Video Sketching
  • 96. Making a Video Sketch   Decide Type   Stills with voice over   Stop motion with voice over   Live action video   Process   Plan the shoot   Make and set-up shoot   Shoot scenario   Evaluate and edit
  • 100. Assignment One   Design a mobile application for tourist guiding   Components   Map view, AR view, Panorama view   Deliverable   Sketch interface using Pop   Screen mockups using Uxpin/Proto.io   Video prototype   Due: Friday August 1st