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Rapid prototyping & other stuff

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Rapid prototyping & other stuff. Merja & Pauli 23.09.2010. Outline. Process = UX + Agile ideas Wireframes -> mock-ups, prototypes Method: parallel design Rapid prototyping Example HTML protyping (Pauli) General testing method(s): user testing (+ think aloud), walk through,. 2. - PowerPoint PPT Presentation
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Merja & Pauli 23.09.2010 Rapid prototyping & other stuff
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Page 1: Rapid prototyping & other stuff

Merja & Pauli 23.09.2010

Rapid prototyping & other stuff

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OutlineProcess = UX + Agile ideasWireframes -> mock-ups, prototypesMethod: parallel design

Rapid prototypingExample HTML protyping (Pauli)General testing method(s): user testing (+ think aloud), walk through,

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Process - UX + Agile ideas

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Adapting Usability Investigations for Agile User-Centered Design. Desiree Sy . Journal of Usability Studies, Volume 2, Issue 3, May 2007, pp. 112-132 Last retrieved October 4, 2009 from: http://www.upassoc.org/upa_publications/jus/2007may/agile-ucd.html

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Usability in Agile - broken apart

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3 parallel tasks going on:1.To iterate on designs, usability tests on mock-ups one cycle ahead of developers– after OK, implement2.Continue contextual inquiry for the future components 3.Usability test the implemented working version

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Gathering data to refine or hone product and release-level goals – requirements and the needed usability criteria that should be acquired

Result: set of design principles and objectives as well usability criteria to focus on (in more abstract level)

First component features and function Interaction flow -> operational level

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Usability in Agile - broken apart

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Prototypes (i.e., mock-ups): “usability testing” (e.g., the wiki commenting)

The mock-ups may need more cycles themselves than just one

Use colleagues to test the interaction logic

Use developers to comment on the interaction logic (they usually spot inconsistencies or omitted important steps, attributes etc.)

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Usability in Agile - broken apart

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Prototyping and usability testing for Cycle 3 designs using the requirements information gathered in Cycle 1.

Requirement elicitation for Cycle 4. Usability testing the implemented

working version from Cycle 1 in field And so it continues

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Usability in Agile - broken apart

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Wireframes -> mock-ups, prototypes

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Wireframes -> mock-ups, prototypes Prototypes can range from extremely simple

sketches (low-fidelity prototypes) to full systems that contain nearly all functionality of the final application (high-fidelity prototypes)

Prototypes are cheap, must be created in a short amount of time

For large projects, they are often mandatory. Righetti Xavier(2006). “What is rapid

prototyping ? Study of Prototyping Tools for User Interface Design”. Bachelor Thesis. http://thefabric.com/articles/RapidUIProto.pdf

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Wireframes -> mock-ups, prototypes

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KP-environment/mock-ups - example:Tailored View drawing (version 6)

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KP-environment/mock-ups - Tailored View digital version 6.1

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KP-environment/mock-ups - Tailored View digital version 6.2

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KP-environment/mock-ups - Tailored View digital version 6.2a

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KP-environment/mock-ups - Tailored View digital version 6.2b

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KP-environment/mock-ups - Tailored View digital version 6.3

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KP-environment/mock-ups - Tailored View digital version 6.3

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Concept design + planningPaper prototypes or other mock-ups are used to clarify requirements and enable draft interaction designs, logic design and screen designs to be very rapidly simulated and tested

These can be made out of paper, cardboard, line drawing in vector graphics programs, as bit map images, from collages, etc

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Benefits of prototyping

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Potential usability problems can be detected at a very early stage in the design process before any code has been written.Communication between designers and users is promoted.(Paper) prototypes are quick to build / refine, thus enabling rapid design iterations.Only minimal resources and materials are required.

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Horizontal / vertical

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Stages in design Concept Design: Every possible approaches are sketched out.

The validity of each sketches is verified following the usability requirements and the goals agreed.

At the end, the best approach is selected. Interaction Design: In this step, the structure of the UI must be

set by naming interaction flows. Method: e.g. Affinity Diagramming, each action can be written on a Post-It note, and organised in clusters. The Post-It notes are then rearranged to simplify user tasks.

Screen Design: Creating rough designs of the screens’ structure. These layouts are linked together and usability test is

performed with a user. Testing: A user is asked to follow a realistic scenario/tasks on

the sketched out prototype.

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Parallel design

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Design Librarieshttp://ui-patterns.com/ http://uipatternfactory.com/ http://quince.infragistics.com/UX-Design-Patterns.aspx http://developer.yahoo.com/ypatterns/ http://www.welie.com/patterns/ http://www.designingsocialinterfaces.com/patterns.wiki/index.php?title=Main_Page

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HTML fast phase testing – Instant

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Example HTML (Pauli)

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Testing

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Using things is Easy.....

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Testing with prototypes

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What methods do we have... Competitor

analysis:http://www.usabilitynet.org/tools/competitoranalysis.htm Interviews:http://www.usabilitynet.org/tools/interviews.htm User

observation:http://www.usabilitynet.org/tools/userobservation.htm Evaluate existing

system:http://www.usabilitynet.org/tools/existing.htm Heuristic

evaluation:http://www.usabilitynet.org/tools/expertheuristic.htm Evaluate prototype:http://www.usabilitynet.org/tools/evaluate.htm Diagnostic

evaluation:http://www.usabilitynet.org/tools/diagnostic.htm Performance testing:http://www.usabilitynet.org/tools/testing.htm Subjective

Assessment:http://www.usabilitynet.org/tools/subjective.htm

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