prototyper-bw-mdifk.keyBosse Westerlund,
[email protected],
http://www.bowesterlund.se
“...design can be described as an inquiry into this future
situation of use.”
“The designer’s inquiry concerns the situation that is not present
to the designer, and therefore not available to her interactive
cognitive process.”
“There is a range of design techniques ... sketching, prototyping,
mock-ups, scenarios, storyboards, simulation, and user testing, ...
to enable the designer to get at the future situation of
use.”
“... situating strategies. They serve to make the world a part of
cognition.” (Gedenryd, How designers work, 1998:156 ff)
Prototyper
“... a prototype should always be considered a learning vehicle
providing more precise ideas about what the target system should be
like.” Floyd, (1984)
“A prototype is a tangible artifact, not an abstract description
that requires interpretation.” (Beaudouin-Lafon, Mackay 2003)
start
Organizations intending to be innovative need to move from
specification-driven prototypes to prototype-driven
specifications.
When the community of stakeholders ... broadens ...physical objects
that help to bridge disciplinary and functional boundaries become
more important. (Schrage 1996)
Prototypes, definitions
“ ... a prototype is a limited representation of a design ...”
Preece, et. al
“... a prototype should always be considered a learning vehicle
providing more precise ideas about what the target system should be
like.” Floyd, (1984)
“A prototype is a tangible artifact, not an abstract description
that requires interpretation.” (Beaudouin-Lafon, Mackay 2003)
Prototyp, IDEO
Prototyp, IDEO
Interactive cognition
The theory of interactive cognition is based on Deweys description
of inquiry as a central mechanism of how we understand and
manipulate the world. As an example, drawing a sketch (sketching)
has a far more prominent role than just plotting what we think of;
since it becomes part of the very process of thinking, it
influences what we have in mind.
Following the theory of interactive cognition, one comes to the
conclusion that design can be seen as a “hermeneutic circle”, an
interactive process.
Inquiring materials
The objects used in interactive cognition are called “inquiring
materials”. In reference to the “doing for the sake of knowing”
this designation expresses that the actions applied to the objects
further our insight into the problem or assignment at hand. By
manipulating inquiring materials, we understand qualities and
discover possibilities not accessible by other means.
Inquiring materials used with a specific purpose by designers are
called design instruments.
Design instruments
Sketching, prototyping, and scenario writing are typical design
instruments. These activities not only document (internal)
thoughts, they are (via our manipulation) an active and constituent
part of the design process. They further provide means of team
interaction as their products are externalised ideas and most of
the allow for shared access.
Thus a significant fraction of focused collaboration in design
processes is conducted and carried out using design
instruments.
Approaches to prototyping
“-” Preece, etc.
“where the emphasis is on clarifying requirements and desirable
features of the target system and where alternative possibilities
for solutions are discussed,”
Floyd, (1984) A systematic look at prototyping, in Approaches to
Prototyping by Budde, et al.
Prototyping for experimentation,
“-” Preece, etc.
“where the emphasis is on determining the adequacy of the proposed
solution before investing in large- scale implementation of the
target system, ”
Floyd, (1984) A systematic look at prototyping, in Approaches to
Prototyping by Budde, et al.
Vertical prototyping
“ providing a lot of detail for only a few functions.” Preece,
etc.
“the system functions implemented are offered in their intended
final form but only selected functions are included” Floyd, (1984)
A systematic look at prototyping, in Approaches to Prototyping by
Budde, et al.
“goal is to validate an idea at the system level. ...they focus on
only one design question.” Michel Beaudouin-Lafon and Wendy Mackay
(2003). Prototyping Tools And Techniques
Horizontal prototyping
“ provides a wide range of functions but with little detail.”
Preece, etc.
“the functions are not implemented in detail as required in the
final system, thus, they can be used for demonstration, part of
their effect being omitted or simulated” Floyd, (1984) A systematic
look at prototyping, in Approaches to Prototyping by Budde, et
al.
“The purpose of a horizontal prototype is to develop an entire
layer of the design at the same time. ... useful to get an overall
picture of the system from the user's perspective and address
issues such as consistency , coverage , and redundancy.” Michel
Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And
Techniques
Prototyping for evolution
“ involves evolving a prototype into the final product.” Preece,
etc.
“ where the emphasis is on adapting the system gradually to
changing requirements, which cannot reliably be determined in one
early phase.” Michel Beaudouin-Lafon and Wendy Mackay (2003).
Prototyping Tools And Techniques
Throwaway prototyping
““ uses the prototypes as stepping stones towards the final
design.”” Preece, etc.
“ - ” Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping
Tools And Techniques
Task-oriented prototyping
“Task-oriented prototypes include only the functions necessary to
implement the specified set of tasks. They combine the breadth of
horizontal prototypes, to cover the functions required by those
tasks, with the depth of vertical prototypes, enabling detailed
analysis of how the tasks can be supported.”
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools
And Techniques
Scenario-based prototypes
“Scenario-based prototypes are similar to task- oriented ones,
except that they do not stress individual, independent tasks but
rather follow a more realistic scenario of how the system would be
used in a real-world setting.”
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools
And Techniques
Interactivity - Fixed prototypes
Fixed prototypes, such as video clips or precomputed animations,
are noninteractive. The user cannot interact, or pretend to
interact, with it. Fixed prototypes are often used to illustrate or
test scenarios
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools
And Techniques
Interactivity - Open prototypes
Open prototypes support large sets of interactions. Open prototypes
allow designers to test a wide range of examples of how users will
interact with the system.
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools
And Techniques
Interactivity - Wizard of Oz
Prototypes can support interaction in various ways. For offline
prototypes, one person plays the role of the interactive system,
presenting information and responding to the actions of another
person playing the role of the user. For online prototypes, parts
of the software are implemented, whereas others are “played” by a
person (an approach called the “Wizard of Oz” after the character
in the 1939 movie of the same name). The key is that the prototype
feels interactive to the user.
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools
And Techniques
Relevance
...the principle of relevance. Prototypes are like the final design
in many respects, but not in all. They lack those features that are
unimportant for the purpose that the prototype is used for.
Relevance means leaving out unimportant aspects. (Gedenryd
1998:164-165)
Relevans är helt centralt för prototyparbete!
Tester
Tester av flera prototyper (t.ex. tre) oscilloscope | climate
| cup | cup hirez
Tester med ca 5 användare, flera gånger
http://www.useit.com/alertbox/20000319.html
Experience prototyping, (Buchenau, Suri, (2000) Experience
prototyping, ACM DIS '00, p 429)
Dynamisk gestalt
Pappersprototyper
http://www.nngroup.com/reports/prototyping/video_stills.html
Observation is not just looking, “the transformation of the
straightforward ‘observation’ into emphasis on the process of
‘thinking about seeing something’.”
(Latour 1979:21)
Hawthorne effect
Övningen imorgon onsdag 21/11, 10-12, rum 1537
Ni ska göra pappersprototyper på era idéer för redesign, i de
vanliga grupperna.
Ta med pennor (svart och färg), saxar, knivar, lim, tape, ...
färgat papper, ...
annat som kan vara relevant.
References
Buxton, Bill (2007) Sketching User Experiences: Getting the Design
Right and the Right Design, MK.
Carroll, John (2000) Making use, scenario-based design of
human-computer interactions, MIT Press
Floyd, C. (1984) A systematic look at prototyping, in Budde, R.
(ed.) Approaches to Prototyping: Proceedings of the Working
conference on prototyping. Springer Verlag, Berlin 1984. pp
1-18.
Gedenryd, H., (1998) How Designers Work. Making Sense of Authentic
Cognitive Activities. Lund University Cognitive Studies [No.] 75.
Lund, Sweden.
Krippendorff, K. (2005) The semantic turn: new foundations for
design, Boca Raton, Fla., CRC.
Lawson, B. (2004) What designers know, Oxford, Architectural
Press.
Löwgren, Stolterman (2004) Design av informationsteknik,
Studentlitteratur, Lund
Moggridge, Bill (2006) Designing Interactions, MIT Press
Nelson, H & Stolterman, E. (2003) The Design Way: intentional
change in an unpredictable world, ETP, NJ.
Donald Norman (1988) The Psychology of Everyday Things, (also
published as: The Design of Everyday Things, New York, Basic
Books
Rittel, H. & Webber, M. (1973) Dilemmas in a General Theory of
Planning in Public Sciences 4, pp 155–169, Elsevier,
Amsterdam.
Saffer, Dan (2006) Designing for Interaction, Creating Smart
Applications and Clever Devices, New Riders