mobilehci-9

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Mobile HCI IS 698/800
Spring 2013
Shaun Kane
Week 9: Audio / nonvisual interfaces
Today
• App/paper talks
• Back to paper prototyping
2
Admin
• Grades for A1, G1-G2 back (by email)
Friday 5pm
– Or everyone gets an A
– Read them already, in general good
– A2: back in 2 weeks or everyone gets an A
(and feedback)
• Moved back A3/G3 deadlines for paper
prototyping time today
3
Events tomorrow
• Talk: Elliot Cole, Institute for Cognitive
Prosthetics, http://brain-rehab.com
• ITE 404, 1:30-2:30pm
• IS/HCC Research Competition
• ITE 4th floor, 2:30-3:30pm
4
For next week
• Video editing lab, 5:30-7 in ENGR 005b
• Project group: does someone in your group
have an iDevice?
• Bring it (and cables) to class
• Record 3 minutes of video (talking about your
project)
– I’ll provide demo video but no tech support
after
5
Presentations
• Mohammed on KitCam
• Papers: Rose, Mel, Curtis
6
Break
7
Paper prototyping
• A brief introduction
• (Some slides from Amy Hurst, IS 403)
8
Why prototype?
• Show an example of what the interface
might be like
• Generate/explore different options
• Proof of concept “in real life”
• Find problems before
• Get feedback from stakeholders, peers,
etc
• Don’t have time to build the real thing
9
What makes a good prototype?
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As close to reality as possible
Quick and cheap to make
Easy to change
Tied to requirements/goals/use cases
Clearly illustrates the main idea
Simple, overly complex, focused
Designed with user in mind
What makes a bad prototype?
• Not legible, can’t tell what’s going on
• Takes too much time
• Difficult to change/unwilling to change
10
Horizontal vs. Vertical
Horizontal
“thin” prototype
Vertical
“thick” prototype
Horizontal vs. Vertical
• Horizontal Designs
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First level of user interface is fully present
No, or limited, functionality (but looks complete)
Fast implementation
Full extent of interface can be tested, but not in a real-use
context
– Often does not capture the interaction “feel”
• Vertical Designs
– Restricted to a subset of the system
– This subset offers the interface and functionality
– Can undertake realistic testing
Fidelity
• Designers create prototypes at multiple
levels of detail, or Fidelity
• Example: Web sites are iteratively refined
at all levels of detail
Site Maps
Low
Storyboards
Fidelity
Schematics
Mock-ups
High
Fidelity Example
Fidelity in Prototyping
• Low Fidelity
– Quickly made representations of interface, interaction
is imagined
• Medium Fidelity
– Prototypes that are more finalized than low fidelity,
simulate interaction
• High Fidelity
– Prototypes that look like the final product, build
interaction elements
• In this class, we focus on low prototyping – get the
ideas across
What is this device?
A prototyping tale…
Anyone know what
this device is?
The Apple Newton
• First significant PDA (1993)
• Handwriting recognition built
into it!
• Huge failure on the market.
– Too big and heavy to carry
– Too slow to run most
applications
– Handwriting detection was not
very accurate
Redesigning the Newton
• After failure of the Newton, two of its
inventors left Apple to design a new device
and used techniques from all areas of HCI.
– Identified that the Newton failed because it was
too big and too slow.
– Focused on exploring the form of the device
through “block of wood prototypes” which Jeff
Hawkins carried around to decide what the correct
form should be.
– Redesigned the hardware specifications so it
would fit with the smaller form.
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Low Fidelity Prototyping
Why Use Low Fidelity Prototypes
• Traditional methods take too long
– Sketches -> prototype -> evaluate -> iterate
• Can simulate the prototype
– Sketches -> evaluate -> iterate
– Sketches act as prototypes
• Designer “plays computer”
• Other design team members observe and record
• “Kindergarten” implementation skills.
– Allows non-programmers to participate
Low Fidelity Prototyping
• Uses a medium which is unlike the final
medium, e.g. paper, cardboard represent
software
– Quick, cheap and easily changed
– Support the exploration of alternative designs and
ideas
– Best in early stage of development and not
intended to be final product
• For exploration ONLY: concepts, look and
feel, iron out usability issues early on
• Examples
– Sketches of screens, task sequences, etc
– “Post - it” notes
– Storyboards
Low Fidelity Prototypes
• Paper Prototypes
– Paper mock-up of the interface look, feel,
functionality
– Quick and cheap to prepare and modify
• Purpose
– Brainstorm competing representations
– Elicit user reactions
– Elicit user modifications / suggestions
Low Fidelity Prototypes
• Sketching is important to low fidelity
prototyping
• Don’t be inhibited about drawing ability,
practice simple symbols
• Develop your own symbols and icons
People
Computer
Interactions
Paper Prototyping Rules
• Set deadline (don’t want to use too much
time)
• Draw window on large paper
• Draw different screen regions on index
cards and them put on the window paper
• Ready responses for any user action
(“magic mouse” can make anything a link)
• Photocopy to make test version
• Test and iterate
Index Cards
• Index cards (3”x5”)… a great size!
• Each card represents one screen or one
element of a task
• Great for software prototypes with multiple
screens
– Website design
– Mobile devices
– Windows of software
Index Cards (Example)
• Include enough detail for users to interact
with the prototype
Make a Low Fidelity Prototype
• This example gives an overview
of the layout without any detail - a
good starting point
• Numerous alternatives can be
quickly created without worrying
about details
• Should be produced in pencil (so
you can easily change it)
• Should be hand-drawn (rulers
take too much effort)
Is this a good low fidelity
prototype?
An example of a “tidy” prototype
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More difficult to change this
prototype than hand drawn
sketches (even if you use a fancy
drawing package)
It is highly unlikely that the first (or
2nd, or 3rd, or 4th) designs will be
completely correct
Designs that are hard to amend,
won’t be amended.
No benefit over the hand-drawn
sketches, just took longer to make,
and less likely to get good
feedback
Do you really want to make one of
these for all 10 of the designs you Prototype at the right
fidelity!!!
want to evaluate?
WRONG!!
Make a Low Fidelity Prototype
Once you like your layout,
you can focus on details
of the design
– example data values,
menu content, buttons,
labels, etc
– More specific layout of
interface objects
– You can even annotate
your paper prototype!
Fancier Low Fidelity Prototypes
Once the details are
ironed out, you can
create your interface
“toolkit”
– Cut out each of the
components
(windows,dialogs,menus,
etc) into it’s own window
• These can be used
to dynamically
simulate the entire
interface following a
storyboard, or flow.
Useful Low Fidelity Tools
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Large, heavy, white paper
Index cards
Tape, stick glue, correction tape
Pens & markers (many colors
and sizes)
• Large sheet of foam core,
poster board, butcher paper
• Scissors, X-acto knives
• Band-aids
Explore your local art store for
supplies!
Low Fidelity Advantages
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Can “build” entire site quickly
No expensive equipment required
Can simulate almost anything
Anyone can implement prototypes
– Anyone can participate in your design process!
• Fast iterations: # iterations has positive
impact on quality of final design.
– Always want to explore multiple ideas, so you
don’t fall into “Local Maximum”
Low Fidelity Disadvantages
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Not detailed enough to implement from
Need to be facilitated when presented to users
Does not address issues that arise from implementation
Some interactions are hard to simulate with paper
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dragging, pull down menus, selections
system speed/latency
• Form is not always clear
• device size
• ergonomics
• appearance
• Can be a barrier to spend the effort to create
prototypes
Summary: Low Fidelity
Prototypes
• Traditional methods take too long, can do
in a few hours
• No expensive equipment required
• Can simulate almost anything
• Anyone can implement
• Fast iterations: # iterations has impact on
quality of final design.
Wizard of Oz
• A method of testing a system that does
not exist yet
• Example: a system that transcribes text.
What the user sees
The Wizard
Wizard of Oz
• Human “Wizard” simulates system response
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Interprets user input according to an algorithm
Controls computer to simulate appropriate output
Uses real or mock interface
Wizard sometimes visible, sometimes hidden
• “pay no attention to the man behind the curtain”
What is this good for?
Test ideas that would be hard to build prototypes of
e.g. complex human-like reasoning
– Artificial intelligence systems
– Medical diagnosis could be simulated with a
doctor “wizard”
Adding simulated and complex vertical functionality
Testing futuristic ideas
Wizard of Oz Examples
• Intelligent Agents
– Person trained to listen to mobile user and wait for
them to ask a question, when question is asked, they
do a Google search, and give them result
– Shows us how people would use the system, and
helps understand what the intelligent agent should do.
• Mobile devices
Prototyping Examples
• Roll Call:
http://www.youtube.com/watch?v=jQnfcJ8jZa
U
• Pieces of paper as overlays:
http://www.youtube.com/watch?v=ykJ60H4Qkvg&feature=related
• Cell phone testing
http://www.youtube.com/watch?v=Bq1rkVTZLtU&feature=related
• Prototype usability testing
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http://www.youtube.com/watch?v=L7oPR2aTGlM&feature=related
http://www.youtube.com/watch?v=_g4GGtJ8NCY
http://www.youtube.com/watch?v=9wQkLthhHKA
Testing paper prototypes
• Takes 3 people (ideally):
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The user
Someone to take notes / describe tasks
Someone to be the “brain” of the prototype
This is sometimes known as “Wizard of Oz”
prototyping
• Give users structured tasks and activities
• Be ready to put together new screens on demand
42
What makes a good paper prototype
• Has enough features to test
• Clear / easy to read
• But not too polished
43
Activity today
• Get started on paper / low fi prototypes for
your project
• 20 minutes: sketch out paper prototype
– Brainstorm tasks to test
• 10 minutes: introduce to other group, walk
through it
44
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