ComputerPrototypes MattiasArvola 36 37 38 39 40 41 42 43 44 GROUP PROJECT1 WORK 45 45 47 48 49 50 51 52 1 2 PROJECT2 1day/week Checkpoint Research Deadline Concept Checkpoint Revisions Deadline Detailing DeadlineIdeaLog (andProcessBook) INDIVIDUAL DESIGN WORK 1day/week READINGS Seminar1 Seminar2 Seminar3 (Deadline CriticalReview) 3 3 Human-CenteredDesign(ISO9241-210) 1.Planthe human-centred process Meetsthe requirements 2.Understand thecontextof use 5.Evaluate against requirements 3.Specifyuser &business requirements 4.Produce design soluAons ideaUon revisions detailing Uncertainty/PaVerns/InsightsClarity/Focus ideaUon revisions detailing 6 DetailingofSolutions 1. Revise design and requirements, start detailing the look and feel. 2. Build an interactive computer prototype 1. cover the most important tasks 2. HiFi in visual design and interaction. 3. Recruit representative users. One user per group member. 4. Prepare and conduct a usability test of your computer prototype, analyze results, and discuss consequences of test results for design. 5. Prepare a demo, a usability test report (<6000 words) and other design material you wish to hand in for grading. 6. Deadline at the Presentation 7 Theindividualdesignassignment • You are now expected to have quite a bit of UI sketching • Now it’s time to start detailing look and feel and make explanatory sketches • (Presentation images, pixel-perfect renderings and HiFi prototypes) 8 Today • • • • Types of prototypes Fidelity Computer prototypes Tools for building computer prototypes 9 Evolutionaryorthrow-awayprototypes 10 WhatPrototypesPrototype FuncUon Integrated ConstrucUon Look&Feel 11 LoFiandHiFiPrototypes • Low Fidelity: Often paper-based. Used to test a design with users and predict big problems at an extremely low cost. • High Fidelity: Interactive and computer-based. Used to convince management and other stakeholders that you have thought the design through and are on the right path. Cost can be rather high, and they can create to large expectations from customers. • Mixed Fidelity: Some parts are HiFi and others LoFi 12 Fidelityinwhatrespect? • Interaction: Transitions, animations, system responses • Data: Real or realistic data • Width in functionality: Overview of e.g. withdrawal, deposit, account current, payments • Depth in functionality: Details of e.g. withdrawal • Visual: Sketchy or pixel perfect 13 14 15 Howmuchshouldweimplement? • Build it if you can • Fake it if you cannot • If nobody can building, then your design is wrong 16 Whyandwhatofcomputerprototypes • Bring a prototype with you to get more out of a stakeholder meeting • Response times, states of graphical objects and animations 17 WizardofOz • Gives the users the impression that they are working on a real system when there is no such real system • Controlled completely or partially be a wizard that looks at what the user is doing and then provides the system response • Makes it possible to test advanced AI to se if and how it should be constructed • Can also be used to build a corpus of interactions for a natural language user interface far from the participant, helping to make the Overkamp,T.,&Holmlid,S.(2015).MarionetteprototypingforevaluatingconceptualUbiCompapplicationsintheircontext.In manipulations non-obtrusive for the participant. ParticipatoryInnovationConference2015,TheHague,TheNetherlands. WizardofOz Figure 1. Imagined wireless interaction with a ubicomp object. The object sends information directly to the user’s device. 18 Figure 1. Imagined wireless interaction with a ubicomp object. The object sends information directly to the user’s device. Figure 2. Marionette setup of the ubicomp interaction. For the user, the information seems to be coming from the object, whereas in reality, the researcher sends this information to the user’s device. Thus, in the Marionette Prototyping method we create a Figure 3. The setup for the researcher following along on the walkthrough. The tablet on the left, for manipulating the user-device in the manipulator role, and the notepad on the right, for taking notes in the researcher role. InteractiveComputer
Prototypes • Looks and behaves like the final product • Test the feel and detailed interaction • It takes an effort to make changes in it (compared to paper prototypes) and a bug can put the entire test session to a halt 21 22 IterativeandEvolutionaryPrototypes • Built to both test a design and to build on for the future • Made in the development environment, but preferably with a GUI builder • Such environments have component libraries: easy to use standard widgets • Easy to fixate on standard components and widgets 23 ThreeBasicKindsofPrototypingTools • Hot spot-based tools that take existing wireframes / mock-ups and add interactivity • E.g. InVision, POP, Flinto, Keynote, Powerpoint • States-based tools with UI components • E.g. UXPin, Axure RP, proto.io, Pixate, Atomic, Indigo Studio, Fluid UI • Code tools that take and load dynamic data: E.g. Framer, LiveCode, Interface Builder, Visual Studio Express, Qt Creator, Noodl proto.io Principle Indigo Studio Protoshare Pixate HotGloo Solidify Origami Framer UXPin Marvel Form Webflow Justinmind Fluid Briefs InVision LiveCode Axure Keynotopia Atomic QTCreator Prototyping onPaper Noodl InVision • https://www.youtube.com/watch?v=zNoBmjg-NnQ 25 UXPin • https://www.youtube.com/watch?v=NM30LmppB5U 26 LiveCode • https://www.youtube.com/watch?v=PeYBSFoiOqI 27 28 PrototypingToolswithProsandCons • For example: • http://www.cooper.com/prototyping-tools 29 Non-interactivePrototypes 30 VideoPrototypes • Linear illustrations of how users interact with the new system • Can build on paper prototypes, physical mock-ups, existing software and images of actuall environments • Start with a scenarion and make storyboard for the film • Move around parts of the storyboard to set together sequences of clips • Film the clips in the right order based on the storyboard so you don’t have to edit and cut so much 31 ScreenCastVideoPrototype • Movie showing the UI • Flash • Powerpoint or Keynote med efterbehandling i MovieMaker, iMovie eller AfterEffects. • Show a feature that cannot be made with paper, mock-up, wizard of oz or analog video prototype. • Start with a storyboard! • Can be made with stops at every step 32 Furtherreading: • http://www.inuse.se/blogg/tre-proptptypverktyg-duinte-far-missa/ • http://www.cooper.com/prototyping-tools • https://medium.com/@msds_branding/5-fantasticux-prototyping-tools-part-1-3a4d05f8801f • http://ms-ds.com/our-thinking/insights/5-best-uxprototyping-tools-part-two • https://uxmag.com/articles/comparing-popularlayer-based-and-code-based-prototyping-tools • https://uxmag.com/articles/comparing-fourpopular-page–based-interactive-prototyping-tools mattias.arvola@liu @mattiasarvola www.liu.se