Prototype

Prototypes
«Things to think with» – what do they prototype?
Margaret M. Sommervold
[email protected]
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Outline
• “What do Prototypes
Prototype?” by
Houde & Hill (1997)
• The KOOLO app
• Health app for youth
with eating disorders
• Helpful tools
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What is a prototype?
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Artifact
Definitions:
• «The interactive system being
designed»
• Commercially released/any
end-result of design activities.
Designer
«anyone who creates a prototype (…)
regardless of job title»
Prototype
• «Any representation of a design
idea, regardless of medium»
(Houde & Hill)
• «a prototype is a limited
representation of a design that
allows users to interact with it
and explore its suitability»
(Peerce et al. 2002 in Brandt
2007)
• «Things to think with» (Brandt
2007)
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Resolution = «amount
of detail»
Fidelity = «closeness
to the eventual
design»
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(Houde & Hill 1997 p.3)
What do prototypes prototype?
Important
aspects of the
design of an
artifact:
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What do prototypes prototype?
• Role: which role does the
prototype serve in the user’s life?
• Look and feel: concrete sensory
experience of using an artifact.
• Implementation: the ‘nuts and
bolts’ or how it actually works.
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What do prototypes prototype?
• Role requires context.
• Look and feel requires
stimulation of the concrete user
experience.
• Implementation requires the
system to be built.
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KULU
Young patients
• Want to differenciate
between their patient role
and ‘normal’ teen role.
• Expert on their lives and
bodies.
• Chellenges in recruitment
and design process due to
physical and mental
challenges.
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The concept of cool
Age-appropratedness
Only youth know what’s
cool.
Important for adoptation
and prolonged use
Important for process
(methodology, methods,
tools, etc.) and end-result
(design outcome)
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The SHARM framework (PD)
Situation-based action
Having a say
Adaptability
Respect
Mutual learning
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The transition app KOOLO
The youth council & KULU
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One of KULU’s projects (www.kulu.no)
Designed together with the Youth Council at
Akershus University Hospital.
Will hopefully support young people with long-term
health challenges in transition from pediatrics to
adult-centered medicine.
Consists of: MoodShots (‘picture diary’), Calender &
Checklists.
Workshop 1
• What functions should a transition
app have?
• «Cool to have» «Must have»
• Registration of general state,
transition checklists, and calendar
(+notifications).
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Workshop 2
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Workshop 3
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Professional designers developed
graphical design of the app based
on Nora’s prototype in Sketch.
Prototype in inVision to show the
functionality.
Screenshots to allow better
feedback on the different design
proposals.
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Final iteration with the
designers
• New ideas implemented.
• Revision of the first
prototype the designers
created.
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Workshop 4
• Explained how the prototype
could be accessed and
evaluated using inVision.
• Sent out e-mail invitations
and online surveys.
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The developer
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Future work with the
prototype
• User testing with youth
• Learning more about selftracking and m-health
• Add more to the app.
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KOOLO – ‘just’ a prototype?
• In the academic world, we develop prototypes not
only to contribute to the design world and design
practices but also to the academic discussion
(Mattelmäki & Matthews 2009).
• The prototypes and the design process are a
contribution only in light of previous work and the
way we theorize them.
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KOOLO – ‘just’ a prototype?
How can technology support young patients in transition?
What do patients need?
What do they value?
What are their current practices and how can these practices
inform design?
• What is important for design of health apps for young patients?
• What is cool?
• How can we increase patients’ participation in the decision
making process?
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KOOLO – ‘just’ a prototype?
• Thing to think with for many different people with many different
backgrounds and agendas.
• Boundary Objects: «objects that are both plastic enough to adapt to
local needs and constrains of the several parties employing them, yet
robust enough to maintain a common identity accross sites» (Star
1989 in Brandt 2007).
• The youth council, future users, researchers, designers, the developer,
and the hospital representatives interpret KOOLO in different ways
according to their interests.
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Thinking about what you want to
investigate through your prototype.
• Simple mock-ups might generate more
feedback.
• More finished prototypes limit the
communication span.
• Communicate limitations.
• Think about the audience.
• Allow for unforseen feedback.
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Helpful tools
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PD in my thesis
Audun Karlsrud Larsen
Background
- Participatory Design
- Lifeworld theory
- KULU
- Vulnerable user group
- Gaining access
Design process
- I conducted three workshops:
- Workshop one
- Gaining knowledge about my participants
- Workshop two
- Participatory prototyping
- Workshop three
- Evaluation
My participants vision for technology
My design
Evaluating the prototype
- Choosing what to evaluate
- Look and Feel
- Role
- Methods, tools and techniques
- Results
- See-move-see
How did i create my prototype?
- Sketch + Invision
- What is sketch?
- Prototyping tool
- Bye, bye Illustrator
- Relevant to worklife
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