Prototyping in Human-Computer Interaction: Low and High Fidelity Approaches, Study notes of Information Technology

An overview of prototyping in human-computer interaction (hci), focusing on low and high fidelity approaches. The benefits, disadvantages, and strategies for creating offline and online prototypes. It also discusses the role of prototypes in user testing and design iterations.

Typology: Study notes

2010/2011

Uploaded on 12/09/2011

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PROTOTYPING
Week 6 – Understanding Users & Prototyping
Thursday (7/28)
1Summer 2011: INFO 110 - Human-Computer Interaction I
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PROTOTYPING

Week 6 – Understanding Users & Prototyping Thursday (7/28)

GUEST: MICHAEL ZARRO

  • (^) Current: PhD Student, Drexel University
    • (^) Human-centered info retrieval (HCIR), digital libraries, healthcare informatics, and social media
    • (^) MSLIS, Drexel University
  • (^) Former: Information Architect (IA)
    • (^) Strategic IA
    • (^) Requirements, design & test user experience
      • (^) wireframes, scenarios, low/high fidelity prototypes
    • (^) Work with users, clients, developers, executives
      • (^) these are the stakeholders

REVIEW

Identifying Needs & Establishing Requirements

USER-CENTERED DESIGN

  • (^) User-centered design rests on three principles
    • (^) Focus on users and tasks, evaluate using quantifiable usability criteria, iterative design
  • (^) Four basic activities:

PROTOTYPING

After identifying needs and establishing requirements, it’s time to design some possible solutions

INTRODUCING: PROTOTYPES

  • (^) It’s design time!
  • (^) Prototypes are “real” – users to interact with a system - (^) low fidelity or high fidelity - (^) paper or computer - (^) can be all or part of a system
  • (^) Design ideas can be tested
    • (^) user interaction observed
  • (^) Meant to be thrown away or changed
    • (^) multiple (iterative) designs

PROTOTYPES CAN BE:

  • (^) a physical model
    • (^) ex: a cardboard model
  • (^) a series of screen sketches
    • (^) hand drawn or computer
    • (^) wireframes
  • (^) a storyboard, a cartoon-like series of scenes
    • (^) wireframes
  • (^) a video simulating the use of a system
  • (^) software of website with limited functionality

EXAMPLE PROTOTYPE (1)

EXAMPLE PROTOTYPE (3)

EXAMPLE PROTOTYPE (4)

WHY PROTOTYPE (1)?

  • (^) Stakeholders get a feel for interaction
    • (^) users, clients, developers, executives
  • (^) Design teams can communicate ideas effectively
  • (^) Prototypes can support teams when choosing between alternatives (A|B testing)

WHY PROTOTYPE (2)?

  • (^) You can test out ideas for yourself
    • (^) reflect on the designs
  • (^) Catch any obvious issues
  • (^) Evaluation and feedback
    • (^) with real users
    • (^) “guerilla” testing: with co-workers, colleagues, friends
      • (^) “discount” usability testing
      • (^) http://www.useit.com/papers/guerrilla_hci.html

WHAT DO YOU PROTOTYPE?

  • (^) Technical issues
  • (^) Difficult, controversial, and critical areas
  • (^) Work flow, task design
  • (^) Screen layouts and displays

FROM REQUIREMENTS TO

DESIGN

  • (^) Transform user requirements/needs into a conceptual model - (^) “a description of the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended”
  • (^) Don’t move to a solution too quickly.
    • (^) Iterate, iterate, iterate
  • (^) Prototyping helps you choose among different paths you may take as a designer