CS449/649: Human-Computer Interaction Winter 2018 Lecture X - - PowerPoint PPT Presentation

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CS449/649: Human-Computer Interaction Winter 2018 Lecture X - - PowerPoint PPT Presentation

CS449/649: Human-Computer Interaction Winter 2018 Lecture X Anastasia Kuzminykh Prototype Design Prototypes - interactive design model of the product Low-fidelity VS High-fidelity Breadth - number Depth - degree of Appearance - Input


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SLIDE 1

CS449/649: Human-Computer Interaction

Winter 2018 Lecture X

Anastasia Kuzminykh

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SLIDE 2
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SLIDE 3

Prototype Design Prototypes

  • interactive design model of the product

Low-fidelity High-fidelity Breadth - number

  • f covered features

Depth - degree of

functionality

Appearance -

building means

Input methods -

device mediation

VS

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SLIDE 4

Prototype Design Prototypes

  • interactive design model of the product

Low-fidelity High-fidelity

Tangible & Testable Artifacts Low-tech High-tech Partial functionality “Full” functionality Simulated interaction True interaction

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SLIDE 5

Prototype Design Creating Paper Prototypes

  • Flickr. CannedTuna

One solid base Consistent style of elements Separate sketches for each screen High level content where possible Input related elements Minimum colors Separate sketches for

  • verlays

Should look and feel like a sketch Sketches for changing elements Simulate intended layout

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SLIDE 6

Prototype Design Paper Prototyping Tips Work fast! Make it large Add ideas as they come Make it monochrome One sketch per screen Use verbal description Preprint widgets

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SLIDE 7

IDEO: An early prototype for the Gyrus ENT Diego, a surgical tool Image by Victor Schade, source: Creative Edge Products

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SLIDE 8

Understanding how to use a remote is made easier by a friend. Photo Nicolas Zurcher

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SLIDE 9

Prototype Design Prototypes

  • interactive design model of the product

Low-fidelity High-fidelity Sketches Mockups Wireframes Static representations of the product Testing and Evaluation Visualization Create Design Ideas

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SLIDE 10

Prototype Design Paper Prototyping Evaluation

  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

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SLIDE 11
  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

  • What do you want to

know?

  • What aspects of UX

are you evaluating?

  • What aspects are the

most risky?

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SLIDE 12
  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

  • What do you want to

know?

  • What aspects of UX

are you evaluating?

  • What aspects are the

most risky?

  • Which components /

features are you testing?

  • How “deep” do you

test each feature?

  • Which tasks you are

evaluating?

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SLIDE 13
  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

  • What do you want to

know?

  • What aspects of UX

are you evaluating?

  • What aspects are the

most risky?

  • Which components /

features are you testing?

  • How “deep” do you

test each feature?

  • Which tasks you are

evaluating?

  • Identify users group
  • Identify user’s level

(novice, experienced, expert)

  • ~5 testers is usually

enough

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SLIDE 14
  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

  • What do you want to

know?

  • What aspects of UX

are you evaluating?

  • What aspects are the

most risky?

  • Which components /

features are you testing?

  • How “deep” do you

test each feature?

  • Which tasks you are

evaluating?

  • Identify users group
  • Identify user’s level

(novice, experienced, expert)

  • ~5 testers is usually

enough

  • Main prototype with all

screens, elements and input methods

  • Additional materials to

make changes on a fly

  • Recording setup
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SLIDE 15
  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

  • What do you want to

know?

  • What aspects of UX

are you evaluating?

  • What aspects are the

most risky?

  • Which components /

features are you testing?

  • How “deep” do you

test each feature?

  • Which tasks you are

evaluating?

  • Identify users group
  • Identify user’s level

(novice, experienced, expert)

  • ~5 testers is usually

enough

  • Main prototype with all

screens, elements and input methods

  • Additional materials to

make changes on a fly

  • Recording setup
  • “Computer”
  • Interviewer
  • Note-taker /
  • bserver
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SLIDE 16

Prototype Design

The Wizard of Oz technique - Low-fidelity prototype High-fidelity prototype

John F. (“Jeff”) Kelley

OZ = Offline Zero

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SLIDE 17

Prototype Design

The Wizard of Oz technique - Low-fidelity prototype High-fidelity prototype

John F. (“Jeff”) Kelley

OZ = Offline Zero

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SLIDE 18
  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

  • What do you want to

know?

  • What aspects of UX

are you evaluating?

  • What aspects are the

most risky?

  • Which components /

features are you testing?

  • How “deep” do you

test each feature?

  • Which tasks you are

evaluating?

  • Identify users group
  • Identify user’s level

(novice, experienced, expert)

  • ~5 testers is usually

enough

  • Main prototype with all

screens, elements and input methods

  • Additional materials to

make changes on a fly

  • Recording setup
  • “Computer”
  • Interviewer
  • Note-taker /
  • bserver
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SLIDE 19
  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

  • What do you want to

know?

  • What aspects of UX

are you evaluating?

  • What aspects are the

most risky?

  • Which components /

features are you testing?

  • How “deep” do you

test each feature?

  • Which tasks you are

evaluating?

  • Identify users group
  • Identify user’s level

(novice, experienced, expert)

  • ~5 testers is usually

enough

  • Main prototype with all

screens, elements and input methods

  • Additional materials to

make changes on a fly

  • Recording setup
  • Present a task script

to your participant

  • Give goals, not

directions/instructions

  • Ask about reasons,
  • pinions, suggestions.

Ask to think aloud

  • “Computer”
  • Interviewer
  • Note-taker /
  • bserver
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SLIDE 20

Prototype Design Paper Prototyping Evaluation

  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials