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ANTBOX

MockupsDr. Kristina
andLapinprototypes
7 paskaita
Interfeiso projektavimas ir panaudojamumo ininerija (Soul Greenberg)

Articulate: Brainstorm Refined Completed


who users are designs designs designs
Goals: their key tasks

Task
Psychology of Graphical
centered Participatory
everyday screen
system interaction
Evaluate things design Usability Field
design
User Interface testing testing
Methods: Participatory
involvement Task guidelines
design
scenario Style
User- Representation Heuristic
walk- guides
centered & metaphors evaluation
through
design

low fidelity high fidelity


prototyping prototyping
methods methods

Products: User and Throw-away Testable Alpha/beta


task paper prototypes systems or
descriptions prototypes complete
specification
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Overview
Mockups
Why?
Examples
The problem of functional fixation
Interactive mockups
Mockup tools
Prorotypes
Why?
Tools

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Prototyping and construction

What is a prototype?
Why prototype?
Different kinds of prototyping
low fidelity
high fidelity
Compromises in prototyping
vertical
horizontal
Construction

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What is a prototype?

In other design fields a prototype is a


small-scale model:
a miniature car
a miniature building or town

the example here comes


from a 3D printer

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What is a prototype?
In interaction design it can be (among other things):
a series of screen sketches
a storyboard, i.e. a cartoon-like series of scenes
a Powerpoint slide show
a video simulating the use of a system
a lump of wood (e.g. PalmPilot)
a cardboard mock-up
a piece of software with limited functionality
written in the target language or in another
language

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Why?

Prototyping is a strategy
for efciently dealing with things
that are hard to predict

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Why prototype?
To receive user evaluation and feedback
Stakeholders can see, hold, interact with a
prototype more easily than a document or a
drawing
Team members can communicate effectively
You can test out ideas for yourself
It encourages reflection
Prototypes answer questions, and support
designers in choosing between alternatives

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Mock-ups and prototypes
in project life cycle

Details
High fidelity prototypes
Digital mock-ups

Paper mock-ups

Interaction mock-ups

Project timeline

Scot Klemmer, www.hci-class.org


What to prototype?

Technical issues

Work flow, task design

Screen layouts and information display

Difficult, controversial, critical areas

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Low-fidelity Prototyping
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
Post-it notes
storyboards
Wizard-of-Oz

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SANTA CLARA, California: People thought Jeff
Hawkins was crazy when they saw him taking
notes, checking appointments, and
synchronizing a small block of wood with his
PC, pretending all the while that the block
was a handheld computer.
If I wanted to check the calendar I'd take it
out and press the wooden button.

Source: The Philosophy of the Handheld. Wired Magazine,


October 1999.
Jeff Hawkins, Donna Dubinsky, and Ed Colligan (Palm Computing)
http://en.wikipedia.org/wiki/Palm_(PDA)
Test multiple prototypes simultaneously to get
most value

www.id-book.com 13
Paper prototyping

www.id-book.com 14
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Paper prototyping tips
Keep all your materials in one place!
Small interface widgets tend to get lost or damaged easily
Work quickly and make reusable components
(buttons, etc)
If something is difficult to simulate (progress
indicators, right mouse menus, hyperlinks), have the
user ask if it is available and then verbally describe the
interaction

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Paper mock-up for home communication
systems

Benyon, Designing Interactive systems, Pearson Education Limited, 2014


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Scenarios in paper mockups

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Card-based prototypes

Index cards (3 X 5 inches)


Each card represents
one screen or part of screen
Often used in website
development

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Try Prototypes with People
Need a picture
Test multiple
Emphasis on conversation

www.id-book.com 20
Wizard-of-Oz prototyping
The user thinks they are interacting with a computer, but
a developer is responding to output rather than the
system.
Usually done early in design to understand users
expectations
What is wrong with this approach?
Kramer movie application
http://www.youtube.com/watch?v=uAb3TcSWu7Q

User

>Blurb blurb
>Do this
>Why?

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Mock-ups

IDEO: kairje - pirmojo skaitmeninio aparato maketas, valdomas kompiuterio;


deinje galutinis produktas, Kodak DC-210 skaitmenin kamera
(Buchenau, Suri, 2000)
Mockup is a question
to stakeholders, users, designers
Goal: to get informal opinion
Showing mockup for the users
Pavyzdiui: http://www.youtube.com/watch?v=_5FGeSQ7DBU
Observe the interaction
Make conclusions

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Wireframes
interface layout

http://www.smartdraw.com/software/wirefra
me-software.htm

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Low-fidelity prototiping

Advantages Disadvantages
Lower development cost Limited error checking
Evaluate multiple-design Poor detailed specification to
concepts code to
Useful-communication device Facilitator driven
Address screen layout issues
Proof-of-concept

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Interactive mockups
Active buttons
Essential use cases
Quantity or quality?

www.hci-class.org , Bayles and Orland, 2001


What is better?

Parallel Sequential

Mockup Mockup Mockup


Feedback
feedback feedback
Mockup
Mockup Feedback

Mockup
(Dow, Fortuna, Schwartz, Altringer, Schwartz, Klemmer, 2011)
Compromises in prototyping
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
Compromises in prototypes mustnt be ignored.
Product needs engineering

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Filtering dimensions of prototyping

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Filtering out different aspects of design

Lim et al. 2008 33


Manifestation dimensions of prototyping

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Example: Samsung VI660 prototipes

The paper prototyping setup and its use situation.


Lim et al. 2008 35
Example: telefono Samsung VI660 prototypes

The computer-based prototype and its test setup


Lim et al. 2008 36
The fully functional prototype (Samsung
VI660)

Lim et al. 2008

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Lim et al. 2008 38
Construction
Taking the prototypes (or learning from
them) and creating a whole
Quality must be attended to: usability (of
course), reliability, robustness,
maintainability, integrity, portability,
efficiency, etc
Product must be engineered
Evolutionary prototyping
Throw-away prototyping
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Developing interactive prototypes

Paper is a great prototyping tool, superior to most digital tools in terms of


flexibility, speed and ease of use. After working on paper, the next step is to
move to something more interactive and higher in fidelity.
Hybrid paper/digital tools allow you take a picture of a paper sketch and animate
it:
Pop - https://popapp.in/
Flinto - https://www.flinto.com/
Apple Keynote or MS PowerPoint orGoogle presentation - http://keynotopia.com/guides/
Balsamiq -http://balsamiq.com/
If you do not know how to code, here are some tools that generate HTML5
prototypes:
Tumult Hype -http://tumult.com/hype/
Adobe Edge Animate - http://html.adobe.com/edge/animate/
Googles Web Designer - https://www.google.com/webdesigner

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Conceptual design: 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
Dont move to a solution too quickly. Iterate,
iterate, iterate
Consider alternatives: prototyping helps

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Developing the aesthetics in design

Mood boards
a collage of the ideas and inspiration

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Overview
Prototyping and construction

Conceptual design

Using scenarios in design

Generating prototypes

Support for design

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Using scenarios in conceptual design

Express proposed or imagined situations


Used throughout design in various ways
scripts for user evaluation of prototypes
concrete examples of tasks
as a means of co-operation across
professional boundaries
Plus and minus scenarios to explore extreme
cases

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Example plus scenario

S. Bdker (1999) 53
Example plus scenario

S. Bdker (1999) 54
Generate storyboard from scenario

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Generate card-based prototype from use
case

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Overview
Prototyping and construction

Conceptual design

Scenarios in design

Support for design

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Support for design
Patterns for interaction design
individual patterns
pattern languages
pattern libraries
Open source systems and components

Tools and environments

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Rapid prototyping tools
Balsamiq Mockups

http://www.balsamiq.com/products/mockups 59
Firefox plugin

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https://addons.mozilla.org/en-US/firefox/addon/pencil/
Prototype Composer
Windows, freeware

http://www.serena.com/products/prototype-composer/index.html
Mockingbird
Internet prototyping tool

https://gomockingbird.com/
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iPlotz
Limited version - free,

http://iplotz.com/
WireframeSketcher
Eclipse plug-in

http://wireframesketcher.com/
High-fidelity prototyping
Uses materials that you would expect to be in the
final product.
Prototype looks more like the final system than a
low-fidelity version.
For a high-fidelity software prototype common
environments include Macromedia Director, Visual
Basic, and Smalltalk.
Danger that users think they have a full
system.see compromises

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High-fidelity prototyping
Advantages Disadvantages
Complex functionality. More expensive to develop
Fully interactive. Time-consuming to create
User-driven. Inefficient for proof-of-concept
Clearly defines navigational designs
scheme Not effective for requirements
Use for exploration and test gathering
Look and fell of final product
Serves as living specification
Marrketing and sales tool

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High fidelity prototype
Look and feel of final product
Effective for testing with users
Variety of tools, pavyzdiui:
Axure: MIF kompiuterinse klasse, nemokamas 1 mn.
Justinmind Prototyper, Flinto, UXPin: 30 dien
Invision, Weebly nemokama apribota versija

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Other tools

Pop - https://popapp.in/
Flinto - https://www.flinto.com/
Apple Keynote ar MS PowerPoint ar Google presentation -
http://keynotopia.com/guides/
Balsamiq -http://balsamiq.com/
Do not require programming skillsprogramuoti, HTML5
prototype
Tumult Hype -http://tumult.com/hype/
Adobe Edge Animate - http://html.adobe.com/edge/animate/
Googles Web Designer - https://www.google.com/webdesigner
Other tools
http://www.mockflow.com/
http://www.lumzy.com/
Mockup tools

http://www.mockflow.com/
http://www.lumzy.com/
Not up to date but still usefull list
http://c2.com/cgi/wiki?GuiPrototypingTools

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Summary
Different kinds of prototyping are used for different
purposes and at different stages
Prototypes answer questions, so prototype
appropriately
Construction: the final product must be engineered
appropriately
Conceptual design (the first step of design)
Consider interaction types and interface types to
prompt creativity

Storyboards can be generated from scenarios


Card-based prototypes can be generated from use
cases
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References
Rogers, Sharp, Preece (2011). Interaction design: Beyond Human Computer Interaction.
Wiley.
Bergmann, Haitani (2000). Designing the PalmPilot: A Conversation with Rob Haitani.
Chapter 4 in Information Appliances and Beyond, Eric Bergman
Bdker, S. Scenarios in user-centered design setting the stage for reflection and action.
Interacting with Computers, 2000,13 (1), 6176.
Hartfield, B. Winograd, T. (1996) Profile: IDEO. In T. Winograd
(ed.) Bringing Design to Software, ACM Press, NY.
Molin, L. Wizard-of-Oz prototyping for cooperative interaction
design of graphical user interfaces. In Proceedings of NordiCHI
2004, October 23-27, Tampere, Finland, pp. 425-428
S. Bdker (1999) Scenarios in User-Centred Design - setting the stage for reflection and
action. Proceedings of the 32nd Hawaii International Conference on System Sciences,
1999.

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References

Y.K. Lim, E. Stolterman. The Anatomy of Prototypes: Prototypes as Filters,


Prototypes as Manifestations of Design Ideas. ACM Transactions on
Computer-Human Interaction 15(2).
Buchenau, M., Suri, J.F. (2000) Experience prototyping. In Proceedings of
DIS 2000, Design Interactive systems: Processes, Methods, Techniques,
pp. 17-19
D. Grammenos, A. Savidis, C. Stephanidis. Designing universally
accessible games, Magazine Computers in Entertainment (CIE)
SPECIAL SSUE: Media Arts and Games archive Vol. 7 Is. 1, Feb 2009, ACM
Press.
A. Marcus, E.W. GOULD (2000) Crosscurrents: Cultural Dimensions and
Global Web User-Interface Design. Interactions, 7(4).

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