CS/ITDE 2009-10 Applying HCI: Prototypes and storyboards in interactive systems design 1 CS/ITDE 2009-10 Rapid Application Development (RAD) Iterative prototyping • Early prototypes are used to create system documentation • The prototype becomes an object of communication • Early prototypes are used to refine the systems • Requirements become clarified with reference to the prototype and in the light of design possibilities thrown up by the prototype. • Misconceptions between designer and clients become apparent early in the stage. 2 CS/ITDE 2009-10 Iterative prototyping Analysis Design Formative Evaluation Implement Evaluate 3 CS/ITDE 2009-10 Creating the prototype • Rapid prototyping - RAD methodology • Create design in early stages of project • Fosters communication between art and science • Reduce temptation to get locked into data • Allows contribution from non-technical team members • Examine interface design solutions • User centred method important in evaluation 4 CS/ITDE 2009-10 Prototyping and UCD • • • • • • • Develop a prototype Conduct a design review Revise the prototype Usability test and evaluate Revise the prototype Repeat above stages Create a user interface design document User 5 CS/ITDE 2009-10 The prototype • Final screen decisions are made in the prototype: • Fonts, Wording, Texts • Colours, screen layout, etc. • Navigation tools • Buttons and controls • Menus • Look and feel of the application 6 CS/ITDE 2009-10 What type of prototype Prototype need not be fully functional The purpose of the prototype will determine how much function it shall have. Consider the following: • A prototype to test navigation and menu function • A prototype to test user satisfaction with screen design • A prototype to test system response times 7 CS/ITDE 2009-10 Types of Prototype • • • • • • • • • • • Horizontal prototype Vertical prototype High fidelity prototype Low fidelity prototype Paper prototype Requirements animation Rapid prototyping Evolutionary prototyping Incremental prototyping Chauffeured prototyping Wizard of Oz prototyping 8 CS/ITDE 2009-10 Horizontal prototype • A prototype that covers a fairly large section of the application or project • Functionality might be limited in any particular area or areas • For example all screens may be present but few of them actually work • May be used to test navigation for example 9 CS/ITDE 2009-10 Vertical prototype • A prototype that covers a fairly small section of the application or project • One section of the application is almost fully functional • Few areas of the application are present • For example a single screen may be used to test database performance 10 CS/ITDE 2009-10 High fidelity prototype • A prototype that is intended to represent the final application to a high degree of accuracy in some specific way • Functionality may or may not be limited in any specific area • Some areas are likely to be fully functional • Screens will closely resemble the finished application • May be used for evaluation, marketing etc. But will be expensive to produce 11 CS/ITDE 2009-10 Low fidelity prototype • A prototype that has only a passing resemblance to the final product • Functionality will be limited in most areas • The prototype may be used to communicate early ideas to teams • Quick and cheap to do • May involve many persons with different ideas • May be too flexible - use early on 12 CS/ITDE 2009-10 Paper prototype • A low fidelity prototype comprising screen design and information structure ideas. • May be used with evaluation methods such as cognitive walkthrough, in early stages of the project • Very cheap to do • All stakeholders are able to take part 13 CS/ITDE 2009-10 Requirements animation • A prototype, usually with high fidelity screen design, but low functionality • Used to convey screen ideas between artistic team and others • Use Macromedia Director or similar application 14 CS/ITDE 2009-10 Rapid prototyping • A throw away low fidelity method • Used in requirements gathering • Ideas about potential designs 15 CS/ITDE 2009-10 Evolutionary prototyping • Prototypes develop throughout the project • Earlier prototypes are modified and used later in the project • A single strand of development may be carried through until the end • Prototypes are modified based on evaluation 16 CS/ITDE 2009-10 Incremental prototyping • Prototypes are develop throughout the project in small steps or modules • Many strands of development may be seen throughout the project • The final application may be composed of the incremental prototype modules and may be released over a period of time as a succession of components 17 CS/ITDE 2009-10 Throw away prototype • Prototypes develop in isolation during the project to address specific problems • Earlier prototypes are discarded once the problems have been solved • Many strands of development are evident • Prototypes are used to design high fidelity prototypes based on results of evaluation 18 CS/ITDE 2009-10 Chauffeured prototyping • Users watch as a member of the design team drives the application - high fidelity prototype • The method is used to test whether interface meets users needs, without the user having to learn the application • Useful for testing out or confirming ideas • Designers closely involved with users 19 CS/ITDE 2009-10 Wizard of Oz prototyping • Users are unaware that they are being observed as they use and interact with a high fidelity prototype • Designers closely involved with users 20 CS/ITDE 2009-10 Choice of prototyping tool • Paper prototype – Cheap and available for early design decisions • PowerPoint – Good for showing screen dumps and bitmaps – Simple easy to use animation and navigation • Visual Application (Basic, Access) – Has good all round functionality – Can be used for final version – Has MS Windows functionality • Authoring software - Director etc. – May have reduced speed but good for animation and screen designs 21 CS/ITDE 2009-10 Storyboards Storyboards are graphic organizers such as a series of illustrations or images displayed in sequence for the purpose of previsualizing a motion graphic or interactive media sequence, including website interactivity. See [1, 2]. The storyboarding process, in the form it is known today, was developed at the Walt Disney Studio during the early 1930s, after several years of similar processes being in use at Walt Disney and other animation studios. 22 CS/ITDE 2009-10 Storyboards: an example From: http://www.storyboards.co.nz/ 23 CS/ITDE 2009-10 Storyboards: Creating UserOriented Work Scenarios From: http://www.sapdesignguild.org/editions/edition3/print_interact_design.asp 24 CS/ITDE 2009-10 Storyboards: Designing a website (c) Jenny Wakefield’s website storyboard [5] 25 CS/ITDE 2009-10 Information Structure examples How can the logical representation of data be mapped to a) The human mind, and b) A computer application ? • • • • • • Linear structure Hierarchy - menu Explorer - Browser - Windows Hyper-linked system Search engine Artificial Intelligence (?) 26 CS/ITDE 2009-10 The users’ mind ? How to understand it? • User Centred Design • Task analysis • Requirements • Audience survey It is important that the designer understands exactly what the user wants to do within and by means of the application. 27 CS/ITDE 2009-10 The designers’ mind How can ideas, assumptions, guesses about how the user wants to use an application be translated into a structure for a computer application? 28 CS/ITDE 2009-10 Shared representation The stake-holders will all want to have a say in the design process Your representation must be accessible to * (Artistic) designers * Users * Media people * Programmers * Project managers * Funders 29 CS/ITDE 2009-10 Flowcharts Flowcharts are schematic representations of the interactive flow of a program. All possible user interaction pathways, expressed through labelled boxes and directional arrows, are traced through any hierarchical menu tree structures and along various screen branches. 30 CS/ITDE 2009-10 Flowcharts • Gives shape and structure to the content so people can get a sense of how the real product might work • It is a living document that is returned to throughout the project, as the basis for decisions about navigation and structure 31 CS/ITDE 2009-10 Flowcharts Three forces drive the design of the flowchart: • Content: The organisation and structure mapped out for the information • Usability: The topic categories and access routes the audience will expect to find • Simplicity: The need to keep the design clear and focused, to control production time & costs 32 CS/ITDE 2009-10 Flowcharts & PIMSs [3] Remember, we are talking about “interaction” here! Matt Queen (2006): Preferred Interaction Model (PIM) “A PIM is a type of flow diagram that represents the user’s probable decisions, cognitive processes, and actions.” “PIM entities are the decision (diamond), cognitive process (rounded box), action (square box), and system signal (circle). The model ends with a special action entity represented by a rhombus shape.” 33 CS/ITDE 2009-10 An example of PIM PIM for a phone number retrieval interface of a contact database application 34 CS/ITDE 2009-10 Interface Structure A simple method of deciding on a structure is to create a topics list. Then identify “meaningful” relationships among topics. For example: 35 CS/ITDE 2009-10 More complex structures Can you identify more relationships? Are they misleading? Are they suggesting “path”? 36 CS/ITDE 2009-10 Every link needs a control A box for every topic Multiple sub topics in each topic 37 CS/ITDE 2009-10 Mapping a structure on to mental models The designer should aim to simplify the information space - this will make navigation, location and orientation more easy. Information is ordered logically in the human mind. Aim to reproduce this structure People often think in pictures - but also in words. Try not to impose your logic - offer alternatives where possible. 38 CS/ITDE 2009-10 Navigation • the ability to move around within the application. • For example, hyper-linking within a web browser or an interactive menu system 39 CS/ITDE 2009-10 Location • the ability to search for and find specific information within the application • For example the provision of search engines in a web browser, or the sensible structuring of information in a database to facilitate location of related items 40 CS/ITDE 2009-10 Orientation • The ability of the user to be aware of their position in the application in terms of a) The knowledge space b) The structure of the application • for example the provision of interactive maps or descriptions of the knowledge space provided to assist users. 41 CS/ITDE 2009-10 Interaction guidelines • Keep it simple - don’t confuse interaction with navigation (KISS principal) • Make sure you understand the information structure before you code it • Be clear what your aims are - locate - explore - browse • Provide tools - maps - overviews - buttons - multi-modal? • Provide support and help features -tips -clues • Don’t hide information - but also…... • Don’t put too much on the screen at once • Be logical - keep things that belong together near together • Encourage exploration where required, but still give clues. 42 CS/ITDE 2009-10 Some general design guidelines • Try to keep information within easy reach • Relate work-flow to screen layout • Keep related information together • A hierarchy with four levels needs three clicks to find anything • Keep ideas present on the screen - don’t hide • Keep the need to learn down to a minimum in seldom used applications • Make sure that standard metaphor is used • Keep screen design simple - don’t clutter • Use white space to separate- not boxes 43 CS/ITDE 2009-10 The storyboard • Once you have decided on a structure, you next create a storyboard. • Each of the final destinations in your structure can be mapped to a screen in the storyboard • Keep it simple at first - then add complexity as you develop ideas. • Discuss with colleagues - stakeholders • This will allow you to build a prototype to test 44 CS/ITDE 2009-10 Merging Flowcharts, PIMSs and Storyboards 45 CS/ITDE 2009-10 References [1] http://en.wikipedia.org/wiki/Storyboard [2] Owen Hill, 2007. http://www.storyboards.co.nz/ [3] Matt Queen, 2006. Interaction modeling. User State-Trace Analysis. On: http://www.boxesandarrows.com/view/interaction_modeling [4] SAP DESIGN GUILD, Creating an Interaction Design, Margarete Fuss, Usability Engineering Center, SAP AG – 05/21/2001 http://www.sapdesignguild.org/editions/edition3/print_interact_design.asp [5] http://jenny.wakefield.net/instruction/instructionaldesign/design2/storyboarding.html 46
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