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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
- (^) 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