Lecture 17 Questions about the group project? Project work day on Thursday

advertisement

Lecture 17

Questions about the group project?

Project work day on Thursday

Groups must meet

Can meet anywhere, including KC-136

Instructor will be in her office to answer questions

Instructor can provide sticky notes if want to create a WAAD

Suggest: finalize a system concept statement and start creating usage scenarios

November 4, 2014 CS 350 - Computer/Human Interaction 1

Outline

Wireframes from last week

Chapter 10

– UX goals, metrics, targets

Chapter 11

Breadth vs. depth

Fidelity

Interactivity

Paper prototypes

November 4, 2014 CS 350 - Computer/Human Interaction 2

Introduction: UX goals, metrics, and targets

Used to guide evaluation

User performance

– Emotional satisfaction

Unfortunately, often only one round of evaluation

But the process of establishing metrics and targets informs design

November 4, 2014 CS 350 - Computer/Human Interaction 3

UX goals

High-level objectives

Stated in terms of anticipated user experience

For all users in general

For specific work roles or user classes

Extracted from contextual inquiry and analysis

Examples: ease of use, power performance for experts, avoiding errors for intermediate users, walk-up-and-use learnability, etc.

November 4, 2014 CS 350 - Computer/Human Interaction 4

UX target table

Organize UX targets in a table

Work role:user class

UX goal

UX measure

Measuring instrument

UX metric

Baseline level

Target level

Observed results

November 4, 2014 CS 350 - Computer/Human Interaction 5

TKS example

Work role:user class

Ticket buyer: Casual new user, for occasional personal use

UX goal

Walk-up ease of use for new user

November 4, 2014 CS 350 - Computer/Human Interaction 6

UX measures

General user experience characteristic

Measured with respect to interaction design

Obtain quantitative data

Observable user performance

User opinion

TKS example

Initial user performance

November 4, 2014 CS 350 - Computer/Human Interaction 7

Measuring instruments

Description of method of how the data is gathered

Representative benchmark tasks to be performed by user participants

TKS examples

BT1: Buy special event ticket

BT2: Buy movie ticket

November 4, 2014 CS 350 - Computer/Human Interaction 8

UX metrics

Kind of value obtained for a UX measure

I.e., what is being measured

Objective, performance-based, and taken while participant is doing benchmark task

Typically time to complete task, error count

Also, time spent on error recovery, number of repetitions of failed commands, number of commands

November 4, 2014 CS 350 - Computer/Human Interaction 9

UX metrics

Subjective metrics represent numeric outcomes from a questionnaire

Usually simple statistic like average

TKS example

BT1: Average time on task

BT2: Average number of errors

10 November 4, 2014 CS 350 - Computer/Human Interaction

Baseline level

Minimum performance level

Often measured for the current system

TKS example: time to do task at MUTTS ticket counter

Average of measured times

Ensures that metric is, in fact, measurable

November 4, 2014 CS 350 - Computer/Human Interaction 11

Target level

Quantitative statement of the desired value for a UX metric

Achieving value indicates attainment of user experience success

Quantification of the UX goal for each specific

UX measure and UX metric

Where not met become focal points for improvement

November 4, 2014 CS 350 - Computer/Human Interaction 12

TKS Example

BT1: Buy an event ticket

Baseline level: 3 minutes (from MUTTS)

– Target level: 2.5 minutes

BT2: Buy a movie ticket

Baseline level: < 1 error (almost never have errors)

Target level: < 1 error

13 November 4, 2014 CS 350 - Computer/Human Interaction

Observed results

Values measured while observing users perform tasks during evaluation sessions

Allows direct comparison between specified levels and actual results

November 4, 2014 CS 350 - Computer/Human Interaction 14

Introduction: Prototyping

A way to evaluate design before it is too late and too expensive

November 4, 2014 CS 350 - Computer/Human Interaction 15

Depth and breadth of a prototype

To be fast and changed easily, prototype must be less than real system

How to make it less?

Focus on less than full fidelity of details

Just breadth or just depth of tasks supported

November 4, 2014 CS 350 - Computer/Human Interaction 16

Depth and breadth of a prototype

November 4, 2014 CS 350 - Computer/Human Interaction 17

Horizontal prototypes

From Nielsen

Slice functionality by breadth

Broad in feature coverage, less depth of detail

Good overview for top-down approach

Will not support details of work flow

Evaluation not too realistic (design still too abstract)

18 November 4, 2014 CS 350 - Computer/Human Interaction

Vertical prototypes

Slice functionality vertically by depth

As much depth as possible in current state but only for few features

But those features included can be evaluated realistically

19 November 4, 2014 CS 350 - Computer/Human Interaction

“T” prototypes

Most of user interface realized at shallow level

(horizontal bar of “T”)

A few parts done in depth (vertical stems of “T”)

Nice balance, advantages of both

20 November 4, 2014 CS 350 - Computer/Human Interaction

Local prototypes

Small area where horizontal and vertical slices intersect

Used to evaluate design alternatives

For particular isolated interaction details

21 November 4, 2014 CS 350 - Computer/Human Interaction

Local prototypes

Examples

Appearance of an icon

Wording of message

Behavior of individual function

Good for when the design team just cannot decide a small part of design

November 4, 2014 CS 350 - Computer/Human Interaction 22

Fidelity of prototypes

Reflects how “finished” prototype is perceived to be by customers and users

Not how authentic or correct underlying code is

November 4, 2014 CS 350 - Computer/Human Interaction 23

Low-fidelity prototypes

Low fidelity can be paper prototype or simple wireframe

Not faithful representations of details of look, feel, and behavior

Give rather high-level, more abstract impressions of intended design

November 4, 2014 CS 350 - Computer/Human Interaction 24

Low-fidelity prototypes

Appropriate when design details

Have not been decided

– Are likely to change

Proven that test users can take them seriously

Proven effective in design evaluations

November 4, 2014 CS 350 - Computer/Human Interaction 25

Testimonial

A former student, after doing project in textbook author's course:

After doing some of the tests I have to concede that paper prototypes are useful. Reviewing screenshots with the customer did not catch some pretty obvious usability problems and now it is hard to modify the computer prototype. Another problem is that we did not get as complete a coverage with the screenshots of the system as we thought and had to improvise some functionality pretty quickly. I think someone had told me about that . . .

November 4, 2014 CS 350 - Computer/Human Interaction 26

Medium-fidelity prototypes

Sometimes you need a prototype with a level in between low and high fidelity

Usually means wireframes because wireframes can be made at almost any level of fidelity

Good for intermediate design and early detailed design

To show

Layout

Breadth of user interface objects

Some work flow

November 4, 2014 CS 350 - Computer/Human Interaction 27

High-fidelity prototypes

Include details of appearance and interaction behavior

Required to evaluate design details

How users can see complete (in sense of realism) design

Still less expensive and faster than programming final product

Useful as advance sales demos

For marketing

As demos for raising venture capital

November 4, 2014 CS 350 - Computer/Human Interaction 28

Interactivity of prototypes

Another dimension for classifying types of prototypes

November 4, 2014 CS 350 - Computer/Human Interaction 29

“Click-through” prototype

Some ability to respond to user actions

Show interaction flow and some kinds of behavior

Medium-fidelity prototype with some active links or buttons

Allows sequencing through screens by clicking

Usually no more functionality than that

Wireframes are good for this

November 4, 2014 CS 350 - Computer/Human Interaction 30

A fully-programmed prototype

Expensive, limited call for this

Good if you really need full-system operational prototype

November 4, 2014 CS 350 - Computer/Human Interaction 31

“Wizard of Oz” prototypes

“Pay no attention to the man behind the curtain”

Deceptively simple

Appearance of a high degree of interactivity

Highly flexible prototype

32 November 4, 2014 CS 350 - Computer/Human Interaction

“Wizard of Oz” prototypes

Simulate behavior

In complex situations

– Where user inputs are unpredictable

Two connected computers, each in a different room

User’s computer connected to evaluator’s computer

33 November 4, 2014 CS 350 - Computer/Human Interaction

“Wizard of Oz” prototypes

Input actions sent to hidden person at evaluator’s computer

Sends appropriate simulated output back to user’s computer

Gives designers an idea of what shoulda/coulda been done by the interaction design

November 4, 2014 CS 350 - Computer/Human Interaction 34

Mockups for physical actions

Supports physicality as a primary characteristic of product or system

Design comes alive in a 3D, embodied, and tangible way

November 4, 2014 CS 350 - Computer/Human Interaction 35

Physical mockups for physical interactivity

Example, handheld device

Mobile device that users might hold in their hands

Or a system might be “physical” like a kiosk

Good for evaluating emotional impact

November 4, 2014 CS 350 - Computer/Human Interaction 36

Physical mockups

Use materials at hand: cardboard, wood, or metal

Glue on simulated buttons

Use real hardware controls such as push buttons, tilt buttons, sliders

Example, knobs and dials, rocker switch

Example, joystick from an old Nintendo game

November 4, 2014 CS 350 - Computer/Human Interaction 37

Paper-in-device mockup prototype

Especially for mobile applications

Draw prototype screens on paper

Scan and load into device

Display as sequence of digital images in response to user navigation

Using touches or gestures that device already can recognize

November 4, 2014 CS 350 - Computer/Human Interaction 38

Animated prototypes

Video animations, usually based on series of sketches

Storyboard frames in “flip book” style sequence on video

Can be very engaging and stimulating of discussion

39 November 4, 2014 CS 350 - Computer/Human Interaction

Choosing right kind of prototype

Choosing the right

Breadth

Depth

Level of fidelity

Amount of interactivity

See text for this discussion

November 4, 2014 CS 350 - Computer/Human Interaction 40

Using right level of fidelity

For current stage of progress

Using right level of fidelity for design perspective being addressed

Ecological

Interaction

Emotional

November 4, 2014 CS 350 - Computer/Human Interaction 41

Paper prototypes

More flexible and nimble than any level of programming

Paper prototypes for different stages of development

– Design Reviews and Demos

No functionality or interaction

You are the driver; not user

November 4, 2014 CS 350 - Computer/Human Interaction 42

Paper prototypes

Paper prototypes for different stages of development

Hand-drawn paper prototypes

Computer-printed paper prototypes

November 4, 2014 CS 350 - Computer/Human Interaction 43

How to make an effective paper prototype

Start by setting a realistic deadline

This activity can be a time sink

Time management is essential

November 4, 2014 CS 350 - Computer/Human Interaction 44

How to make an effective paper prototype

Gather a set of paper prototyping materials

Blank plastic transparency sheets

Colored marking pens

Sheets of plain white paper

Scissors

Scotch tape

Wite-out

Ruler

Post-its

November 4, 2014 CS 350 - Computer/Human Interaction 45

How to make an effective paper prototype

Work fast

Do not color within the lines

Use everything you have worked on so far for design

Conceptual design

Design scenarios

Ideation

Personas

Storyboards

November 4, 2014 CS 350 - Computer/Human Interaction 46

Make an easel

To align screen and user interface object sheets of paper and plastic

November 4, 2014 CS 350 - Computer/Human Interaction 47

Make underlying paper foundation “screens”

Use full-size paper sheets that fit into easel

November 4, 2014 CS 350 - Computer/Human Interaction 48

Paper cutouts on plastic for all moving parts

Tape on fullsize plastic

“inter-action sheets” to lie over paper base

November 4, 2014 CS 350 - Computer/Human Interaction 49

Making paper prototypes

Be creative

Draw by hand

Use simple graphics or paint programs

Import images such as buttons

Resize, label, and print in color

November 4, 2014 CS 350 - Computer/Human Interaction 50

Creative drop-down menus

November 4, 2014 CS 350 - Computer/Human Interaction 51

Make highlights on plastic with “handles”

November 4, 2014 CS 350 - Computer/Human Interaction 52

Make interaction sheets modular

Include only small amount on each sheet

Build it up with layers - the less you put on each layer

The more modular

The more reuse you will get

Get modularity by thinking about what needs to appear by itself

Will every single detail on here always appear together?

November 4, 2014 CS 350 - Computer/Human Interaction 53

Be efficient

Reuse at every level

Make copies of screen objects, etc.

Cut corners when it does not hurt things

Example, use same screen for months in a calendar

Regardless of whether days of week are right

November 4, 2014 CS 350 - Computer/Human Interaction 54

Make prototype support key tasks

Has to support planned evaluation

Make a “this feature not yet implemented” message

November 4, 2014 CS 350 - Computer/Human Interaction 55

Create a way to manage complex task threads

November 4, 2014 CS 350 - Computer/Human Interaction 56

Pilot test thoroughly

Test, test, and test

November 4, 2014 CS 350 - Computer/Human Interaction 57

What happens to the prototype?

Generally, all of the code is discarded

Rarely is best software platform for fast mockups the best for software production

Code is never production quality

If it is, prototyping was done wrong

Implementation of product is expected to be faithful to the intent and behavior of the prototype

Sequencing, connections, look and feel

November 4, 2014 CS 350 - Computer/Human Interaction 58

Download