+ All Categories
Transcript
Page 1: Low-fi Prototyping

Prof. James A. LandayUniversity of Washington

Autumn 2006

Low-fi Prototyping

November 2, 2006

Page 2: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 2

Hall of Fame or Shame?• Password dialog in

Eudora Pro for Mac

Page 3: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 3

Hall of Fame!

• Password dialog in Eudora Pro for Mac

• Most passwords are mixed case– caps lock often leads to

failure to authenticate• Good idea to inform user

that Caps Lock is on• Flashing and “!”

unnecessary

Page 4: Low-fi Prototyping

Prof. James A. LandayUniversity of Washington

Autumn 2006

Low-fi Prototyping

November 2, 2006

Page 5: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 5

Outline• Web design patterns• Low-fi prototyping• Wizard of Oz technique• Informal UI prototyping tools• Hi-fi prototyping• What prototyping tools lack

Page 6: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 6

Design Patterns Review• Which patterns do you see?

Page 7: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 7

• SHOPPING CART (F3)• CROSS-SELLING & UP-SELLING (G2)• SITE BRANDING (E1)• HIGH VISIBILITY ACTION BUTTON (K5)

Page 8: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 8

Quick-Flow Checkouts

• QUICK-FLOW CHECKOUT (F1)• PROCESS FUNNEL (H1)• SITE BRANDING (E1)• HIGH VISIBILITY ACTION BUTTON (K5)• PROGRESS BAR (H13)

Page 9: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 9

Why Do We Prototype?• Experiment with alternative designs• Get feedback on our design faster– fix problems before code is written– saves money

• Keep the design centered on the user–must test & observe ideas with users

Page 10: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 10

Fidelity in Prototyping• Fidelity refers to

the level of detail• High fidelity?– prototypes look like

the final product

• Low fidelity?– artists renditions

with many details missing

Page 11: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 11

Low-fi Sketches & Storyboards

Page 12: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 12

Low-fi Sketches & Storyboards

• Where do storyboards come from?– film & animation

• Give you a “script” of important events– leave out the details – concentrate on the important interactions

Page 13: Low-fi Prototyping

Ink Chat

Page 14: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 14

Why Use Low-fi Prototypes?

• Traditional methods take too long– sketches -> prototype -> evaluate -> iterate

• Can instead simulate the prototype– sketches -> evaluate -> iterate– sketches act as prototypes• designer “plays computer”• other design team members observe & record

• Kindergarten implementation skills– allows non-programmers to participate

Page 15: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 15

Hi-fi Prototypes Warp• Perceptions of the tester/reviewer– representation communicates “finished”• comments focus on color, fonts, & alignment

• Time– encourage precision• specifying details takes more time

• Creativity– lose track of the big picture

Page 16: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 16

The Basic Materials • Large, heavy, white paper (11 x 17)• 5x8 in. index cards• Post-its• Tape, stick glue, correction tape• Pens & markers (many colors & sizes)• Overhead transparencies• Scissors, X-acto knives, etc.

Page 17: Low-fi Prototyping

from “Prototyping for Tiny Fingers” by Rettig

Page 18: Low-fi Prototyping
Page 19: Low-fi Prototyping

ESP

Page 20: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 20

Constructing the Model• Set a deadline– don’t think too long - build it!

• Draw a window frame on large paper• Put different screen regions on cards– anything that moves, changes,

appears/disappears• Ready response for any user action– e.g., have those pull-down menus already made

• Use photocopier to make many versions

Page 21: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 21

Constructing the Model

Page 22: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 22

Constructing the Model

Page 23: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 23

Constructing the Model

Page 24: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 24

Constructing the Model

Page 25: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 25

Constructing the Model

Page 26: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 26

Preparing for a Test• Select your users– understand background of intended users– use a questionnaire to get the people you need– don’t use friends or family

• I think “customers” are OK (Rettig disagrees)

• Prepare scenarios that are– typical of the product during actual use– make prototype support these (small, yet broad)

• Practice to avoid “bugs”

Page 27: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 27

Conducting a Test• Four testers (minimum)– greeter – puts users at ease & gets data– facilitator – only team member who speaks

• gives instructions & encourages thoughts, opinions– computer – knows application logic & controls it

• always simulates the response, w/o explanation– observers – take notes & recommendations

• Typical session is 1 hour– preparation, the test, debriefing

• Read the paper we handed out for details on conducting a test

Page 28: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 28

Conducting a Test

Page 29: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 29

Evaluating Results• Sort & prioritize observations– what was important?– lots of problems in the same area?

• Create a written report on findings– gives agenda for meeting on design

changes• Make changes & iterate

Page 30: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 30

Advantages of Low-fi Prototyping

• Takes only a few hours– no expensive equipment needed

• Can test multiple alternatives – fast iterations• number of iterations is tied to final quality

• Almost all interaction can be faked

Page 31: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 31

Wizard of Oz Technique• Faking the interaction. Comes from?– the film “The Wizard of OZ”• “the man behind the curtain”

• Long tradition in computer industry– e.g., prototype of a PC w/ a VAX behind

the curtain• Much more important for hard to

implement features– speech & handwriting recognition

Page 32: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 32

Problems with Low-fi Prototypes• “Computer” inherently buggy• Slow compared to real app

– timings not accurate• Hard to implement some

functionality– pulldowns, feedback, drag, viz …

• Won’t look like final product– sometimes hard to recognize

widgets• End-users can’t use by

themselves– not in context of user’s work

environment

Page 33: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 33

Informal UI Prototyping Tools

Denim

Suede

Outpost

Page 34: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 34

Informal UI Prototyping Tools• Support advantages of low-fi paper prototypes– brainstorming

• consider different ideas rapidly• do not require specification of details

– incomplete designs• need not cover all cases, just illustrate important

examples• Add advantages of electronic tools– evolve easily– support for “design memory”– transition to other electronic tools– allow end-user interaction

Page 35: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 35

Designers’ Outpost:A Tangible Interface for Designing Information Architectures

• Combines physical & virtual– physical post-its, virtual

feedback• Supports existing practice

– affordances of paper– collaboration– large, persistent

representation• Adds advantages of e-media

– editing, reuse, distribution– hand-off later to other tools

Page 36: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 36

Page 37: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 37

DENIM: Designing Web Sites by Sketching

• Early-phase navigation & interaction design• Integrates multiple views– site map – storyboard – page sketch

Page 38: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 38

Video

Page 39: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 39

Travelshare

Low-fi Prototyping & Testing

Page 40: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 40

Denim Demo

Page 41: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 41

SUEDE:Informal Prototyping for Speech-based UIs

• Support design practice– example scripts–Wizard of Oz (WoZ)– built-in iterative design• design – test – analysis

• Fast & fluid design– no speech recognition or

synthesis– need not be programmer

Read my important

email

Page 42: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 42

Page 43: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 43

TOPIARY:Informal Prototyping for Location-enhanced UIs

• Create location-based scenarios– place people, places, & things

on map• Use scenarios as conditions

on storyboard transitions• Iterative design

– Wizard of Oz (WoZ)– Place Lab Wi-fi location sensor

• Fast & fluid design– no GPS or other special

hardware required– need not be programmer

Page 44: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 44

Video

Page 45: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 45

Summary• Low-fi testing allows us to quickly iterate– get feedback from users & change right away

• Informal prototyping tools bridge the gap between paper & high-fi tools

• High-fi UI tools good for testing more developed UI ideas– generally ignore the “insides” of application

Page 46: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 46

Next Time• Midterm• Start next project assignment this

week

Page 47: Low-fi Prototyping

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 47

Further ReadingPrototyping

• Books– Paper Prototyping: The Fast and Easy Way to Design and Refine

User Interfaces, by Carolyn Snyder, Morgan Kaufmann, 2003• Articles

– “Prototyping for Tiny Fingers” by Marc Rettig, in Communications of the ACM, 1994

– “Using Paper Prototypes to Manage Risk” by Carolyn Snyder, http://world.std.com/~uieweb/paper.htm

– “The Perils of Prototyping” by Alan Cooper, http://www.chi-sa.org.za/Documents/articles/perils.htm

• Web Sites– Group for User Interface Research, for DENIM & SUEDE

downloads, http://guir.berkeley.edu – InfoDesign Toolkit, http://www.infodesign.com.au


Top Related