Prototyping for Usability Engineering - Human-Computer Interaction | CS 3724, Study notes of Computer Science

Material Type: Notes; Professor: Bowman; Class: Human-Computr Intrctn; Subject: Computer Science; University: Virginia Polytechnic Institute And State University; Term: Unknown 1989;

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Pre 2010

Uploaded on 02/13/2009

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Prototyping for usability
engineering
CS 3724
Doug Bowman
Problem scenarios
summative
evaluation
Information scenarios
claims about
current
practice
analysis of
stakeholders,
field studies
Usability specifications
Activity
scenarios
Interaction scenarios
iterative
analysis of
usability
claims and
re-design
metaphors,
information
technology,
HCI theory,
guidelines
formative
evaluation
DESIGN
ANALYZE
PROTOTYPE & EVALUATE
What is prototyping?
Prototype: A concrete but partial
implementation of a system design
Creating an artifact to represent the
system during design
Simulating the appearance and
behavior of the final system
Making something tangible to test
(evaluate) for usability
Goals of Prototyping
Prototyping enables evaluation, happens throughout
Exploring requirements
Market analysis, participatory design, envisionment
Choosing among alternatives
Risky or critical features, go/no-go decisions
Empirical usability testing
As early as possible, try out ideas with target users
Evolutionary development
May deliberately choose a malleable software platform, building
software in incremental, iterative fashion
Do scenarios as used in SBD serve as prototypes?
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Prototyping for usability

engineering

CS 3724

Doug Bowman

Problem scenarios

summative evaluation

Information scenarios

claims about current practice analysis of stakeholders, field studies

Usability specifications

Activity

scenarios

Interaction scenarios

iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation

DESIGN

ANALYZE

PROTOTYPE & EVALUATE

What is prototyping?

 Prototype: A concrete but partial

implementation of a system design

 Creating an artifact to represent the

system during design

 Simulating the appearance and

behavior of the final system

 Making something tangible to test

(evaluate) for usability

Goals of Prototyping

Prototyping enables evaluation, happens throughout

 Exploring requirements  Market analysis, participatory design, envisionment  Choosing among alternatives  Risky or critical features, go/no-go decisions  Empirical usability testing  As early as possible, try out ideas with target users  Evolutionary development  May deliberately choose a malleable software platform, building software in incremental, iterative fashion

Do scenarios as used in SBD serve as prototypes?

Some Key Tradeoffs

 Quality vs. premature commitment

 Realism (e.g. timing, content) vs. early

availability or throw-away efforts

 Constant iteration vs. radical change and/or

re-factoring of a design

 Dynamic (highly malleable) platforms vs.

organized, well-structured code base

 Horizontal vs. vertical

 Low-fidelity vs. high-fidelity

Horizontal vs. Vertical

 Horizontal prototype:

 broad coverage of features

 less detail for each feature

 less realistic evaluation

 Vertical prototype:

 fewer features

 more detail for each feature

 more realistic evaluation

Fidelity in Prototyping

 Fidelity: how much like

the final product is the

“look and feel” of the

prototype?

 High fidelity

 Prototypes look like the final product

 Low fidelity

 Artist’s rendition with many details missing

Why Use Low-fi Prototypes?

 Traditional methods take too long

 Sketches -> prototype -> evaluate -> iterate

 Can simulate the prototype

 Sketches -> evaluate -> iterate

 Sketches act as prototypes

 Designer “plays computer”  Other design team members observe & record

 Kindergarten implementation skills

 Allows non-programmers to participate

Narrative scenario machine

example Wizard of Oz example

Video Prototype example

 Apple “Knowledge

Navigator” - 1992

“Off-the-Shelf” Prototyping

 Jump-start the design and iteration process

 Recruit existing tools and devices

 Integrate into approximation of a “system”

 Example as used in virtual school project

 Telephone for audio conferencing

 Netmeeting for video conferencing, chat

 Web pages for project questions and answers

 Email for interaction with mentors

 Can be very useful in requirements exploration

and in activity-oriented feasibility studies

Prototyping Tools

 Presentation tools

 Paper sketches/printouts  PowerPoint

 Scripting languages

 Tcl/Tk  Director  SuperCard

 Visual languages

 Visual Basic  SILK/Denim

 Markup languages

 HTML

 UIML

 Image/drawing editors

 Photoshop  Illustrator

 Animation/video tools

 Flash  QuickTime

Features of a good tool

 Easy to develop and modify screens

 Supports many interface styles

 Supports many I/O devices

 Easy to create and modify links

 Is itself usable

 Allows transitioning of prototype to

product

Prototyping with PowerPoint

 Create general look-and-feel of interface with

essential functionality

 Generate interface widgets using Visual Basic

macros

 Available through toolbar that can be turned on

 Must set security level to “Low”

 Actual control functions can only be tested in

“slideshow mode”

 Supports creation of an output file for testing

Integrating HCI with Software

Construction

 Classic problem in designing from specifications

 The “specification-design” gap: a written spec is never

enough, always ambiguous, always interpreted

 Who does the interpretation, using what knowledge?

 There are many ways to create tighter linkage

 OO analysis and design enable simultaneous attention

to user task and software design issues

 Early and continued prototyping is essential

 But, do we want to do this?

 Only for projects that allow (welcome) requirement shift,

that view design as an inquiry process