Title | Human Computer Interaction 1 |
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Course | Human-Computer Interaction 1 |
Institution | University of York |
Pages | 5 |
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Human Computer Interaction 1 - Lecture 6 - Prototyping...
Human Computer Interaction 1 (HCI1) Module Prototyping Spring Term 2021 By, Katrina Attwood
What is prototyping useful for:
Communication within the design team Encouraging further reflection on different designs and choosing between alternatives Getting feedback during user testing by giving something to interact with
Prototypes Answer Questions:
Serve a variety of functions o Test functionality feasibility of an idea o Clarify vague requirements o Allow for user testing and evaluation o Check that a design direction is compatible with the rest of product development The questions you are trying to answer will influence the kind of prototype you build
Dimensions of Prototyping:
High-fidelity:
Use materials you would expect to find in the end product or system and looks more like the final thing. You begin to program portions of the system, implementing either across the breadth of the system or deep into a particular task. High fidelity prototypes are much closer to the final system but without the fullfunctionality and polish of the final product.
When the evaluation testing reveals problems:
You will have to redesign the prototype For high-fidelity prototypes with lots of functionality built in this will be: o Time consuming o Very expensive Instead, start with low-fidelity protypes o Create something provides mor of an impression of how something will look and behave but without loss of implementation o Can still evaluate with user to get feedback but make changes much more easily o Allows for much quicker and cheaper iterations
Low fidelity prototyping:
Paper based prototyping o Hand drawings and mock-ups o Use range of materials o Users perform realistic tasks by interaction with this paper version.
Digital Prototyping:
Prototyping dimensions are on a continuum from low to high fidelity There are tools for digital prototyping that are higher in fidelity than paper and cardboard Wireframes
Digital v paper prototyping:
Digital prototyping can take a little effort to learn and often involves and more precision However, some things are easier to implement and change using a digital tool
High v Low fielifty:
High fidelity o Advantages You get the real look and feel More interactive – allows for more exploration of design features during evaluation Good marketing and sales tool o Disadvantages Expensive and time-consuming Much harder to change Developers can be reluctant to make changes to high investment of resources. Low fidelity
o Advantages Cheap, simple, fun to make and modify Allow for rapid iteration Clear to stakeholders that they can be criticized Designers do not have too much at stake in them o Disadvantages Less interactive Do not allow for realistic use Wizard of Oz in UCD:
Two main components o Front end interface for user o Wizard controls user interface behaviour
Wizard of Oz: Pros and Cons:
Makes it possible to get early feedback from users o Allows for building an interactive application without too much effort for implementation However, o May simulate technology that doesn’t exist yet o Wizard control can be inconsistent o Some features may be difficult to simulate effectively.
Throwaway vs Evolutionary prototypes:
On multidisciplinary user experience teams you will usually see a mix of these o Designers provide throwaway prototypes and developers use evolutionary prototypes in their code bases Throwaway prototyping uses artefacts at each stage but does not use the actual components in future iterations o Prototype only serves to elicit user feedback o Must be rapid and cheap, otherwise too expensive to throw away Evolutionary prototyping provides actual components that are used in later iterations o Eventually becomes part of the final product.
Pros/Cons:
Throwaway: o Advantages Often low fidelity so all the good things that come with that Not worried about issues around integration o Disadvantages Have to do design twice in transferring design from one format to working code Evolutionary
o Advantages Often high fidelity, so good things that come with that Can run actual scenarios Disadvantages Code base creep Poor coding techniques persist Poor high fidelity prototyping which alienates stakeholders Breadth v Depth:
Breadth o Prototype functionality across different user journeys o Look for journeys with common start points, or share common routes to try to reuse components Depth o Provide an entire user journey taking the user from start to finish
Pros/cons:
Breadth o Advantages Can cover a wide range of possible functionality Can be used to investigate hard problems like navigation o Disadvantages May lose detail about problems in the dialogue May lose detail of gaps in user journeys Depth o Advantages Can explore a journey though to completion Check for major problems in dialogues or in feedback o Disadvantages Requires commitment to a particular user journey dialogue Takes more time – difficult to do many deep journeys....