Prototyping
F27ID Introduction to Interactive Design
2021-2022
## Overview * What is the Prototyping? * Why and how prototypes are developed * Low-fidelity prototypes * High-fidelity prototypes * Examples * Questions and Discussion
What is a prototype?
## What is a prototype? * In other design fields a prototype is often a small-scale model * For example: - a miniature car - a miniature building or town
What is a prototype?
What is a prototype?
## What is a prototype? * In **interaction design**, a prototype is a limited **representation of the design** for a device you are trying to build * Allows users to interact with the device and explore the suitability of the design
## What is a prototype? * In interaction design it **can be** (among other things): - a set of cards - a storyboard, i.e. a cartoon-like series of scenes - a slide show - a video simulating the use of a system - a lump of wood (e.g. PalmPilot) - a cardboard mock-up - a piece of hardware with limited functionality - a piece of software with limited functionality * A model made of Plasticene, beads, string, **Lego** ...
Which aspects to prototype?
## Which aspects to prototype? * Prototype the parts that most **need** to be tried out * **Novel** and innovative elements * Technical issues * Work flow, task design * Screen layouts and information display * **Difficult**, controversial, critical areas > You don't need to prototype everything!
## Low/High Fidelity Prototypes
## **Low** fidelity prototypes * Uses a medium which is **unlike the final medium**, e.g. paper, cardboard * Is **quick, cheap, and easily** changed * Examples: * Sketches of screens, task sequences * Cards or **'Post-it'** notes * Storyboards * 'Wizard-of-Oz' * Phone on a watchstrap (early smartwatch prototype)
## Example of low fidelity prototype **Doppio double-screen smartwatch** * Made from paper and magnets - (a) top attached to the side - (b) top hinged open - (c) top detached from the base.
## **How** to prototype? * **Sketching** is important to low-fidelity prototyping * Don't be inhibited about drawing ability. Practice simple symbols * Example: a quick storyboard that depicts how to fill a car with petrol
## Simple icons for sketches
# Storyboards * A series of **sketches** showing how a user might progress through a task using the device * Used **early in design** * Often used with scenarios, bringing more detail, and a chance to role play
## A Storyboard
# Card-based prototypes * Index **cards** (3 x 5 inches) * Each card represents one screen or part of screen * Often used in website development and smartphone app development
## Card-based prototypes
## Wizard-of-Oz * The user interacts with the computer, but a developer is responding to the input and providing the response, rather than the system.
Wizard of Oz
## What can go wrong with Wizard-of-Oz? * Humans can do more than computers so they may build **unrealistic expectations** * Human wizards may find it hard to limit themselves to a feasible computer's response
## Revision Question A low-fidelity prototype is typically done at the end of the development process? * a. true * b. false
## Answer * b. false
## Summary of Low-fidelity prototypes * Cheap to build * Easy to evaluate multiple concepts * Identify market requirements * Good for proof-of-concept and communication * But: - No error checking - Limited as a specification - Not much use after requirements are established - Limited navigation and flow - Look-and-feel different from the end product
# **High**-fidelity prototypes
## High-fidelity prototypes * **Complete functionality** (for at least part of the system) * Fully interactive * User driven * Clear navigation, **final** look-and-feel * Useful for **testing and exploring** * Part of specification for final product * Marketing and sales * But * **Expensive** and time consuming to build * Inefficient for proof-of-concept * Less effective for requirements
## **Example** of high-fidelity prototype Doppio double-screen smartwatch (Seyed et al, CHI 2016) * Doppio double-screen smartwatch * Made from two Sony smartwatches * Provided **all basic operations and some apps** * Weather app * Photosharing app * Still a bit clunky
## What to do with your prototype?
## What to do with your prototype? * Discuss with other **designers** * Show to managers and customers * Show to users and get **feedback** * Interviews, focus groups * Try it out **"for real"**, let users try it, get feedback * Try **experiments** * Try tasks * In the lab or "in the wild"
## An Instrumented prototype
## "In the wild" Google Glass * User **experience** experiment * Not a statistical experiment! But still valuable. * "Explorers" took the glasses home, wore them when and how they liked - "in the wild", not in a lab * Did the glasses work? How did wearers react? What did they do with them? * Expect to discover the unexpected * Big question turned out to be: How did other people react? * Experiment had a big effect on the design of VR/AR glasses (HoloLens) * Were Google Glasses prototypes?
## Compromises in prototypes * We **can't prototype everything** about an interface * All prototypes involve compromises * For software-based prototyping maybe there is a slow response? Sketchy icons? Limited functionality? * Two common types of compromise * **'horizontal'**: Provide a wide range of **functions**, but with little detail * **'vertical'**: Provide a lot of **detail** for only a few functions * The **compromises** in our prototypes mustn't be ignored or forgotten. The prototype isn't the full product which will still need engineering.
## Construction Taking the prototypes (or **learning** from them) * **Quality** must be attended to: usability (our focus!) and also reliability, robustness, maintainability, integrity, portability, efficiency, etc * The product must be engineered * Evolutionary prototyping vs **'Throw-away'** prototyping
# Prototyping Tools
* Introduction to Figma * Starting, setting-up and using the Figma **(https://www.figma.com/)**
## Short Video on Figma
## Short Video on Developing Prototyping with Figma ### for Beginners (Note Figma Youtube Channel has Range of Tutorials, Demos and Resources) https://www.youtube.com/channel/UCQsVmhSa4X-G3lHlUtejzLA
## Summary * Prototyping * What, why, how * **High and Low-fidelity prototypes** * Using prototypes with **scenarios** * From **prototype to construction**
## Recommended reading Chapter 11 (4th edition) or Chapter 12 (5th edition)
## To do this week ... * Read over the lectures * **Review** the revision questions * Work through the labs and tutorial practicals * Experiment (get into good habits)