Prototypes «Things to think with» – what do they prototype? Margaret M. Sommervold [email protected] 1 Outline • “What do Prototypes Prototype?” by Houde & Hill (1997) • The KOOLO app • Health app for youth with eating disorders • Helpful tools 2 What is a prototype? 3 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) 4 5 6 7 8 Resolution = «amount of detail» Fidelity = «closeness to the eventual design» 9 10 (Houde & Hill 1997 p.3) What do prototypes prototype? Important aspects of the design of an artifact: 11 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. 12 What do prototypes prototype? • Role requires context. • Look and feel requires stimulation of the concrete user experience. • Implementation requires the system to be built. 13 14 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. • • • • 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) 15 The SHARM framework (PD) Situation-based action Having a say Adaptability Respect Mutual learning 16 The transition app KOOLO The youth council & KULU • • • • 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). 18 Workshop 2 19 20 21 22 Workshop 3 • • • 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. 23 24 25 Final iteration with the designers • New ideas implemented. • Revision of the first prototype the designers created. 26 27 28 29 Workshop 4 • Explained how the prototype could be accessed and evaluated using inVision. • Sent out e-mail invitations and online surveys. 30 31 The developer 32 Future work with the prototype • User testing with youth • Learning more about selftracking and m-health • Add more to the app. 33 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. 34 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? • • • • 35 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. 36 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. 37 Helpful tools 38 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 47
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