Chapter 5 Interfaces Design and Prototyping PDF

Summary

This document describes various interface design concepts from conceptual design through prototyping, showcasing different techniques. It explains how to create prototypes and different types, such as low-fidelity and high-fidelity prototypes, storyboards and sketching. It also includes conceptual design principles and choosing interface metaphors.

Full Transcript

# Chapter 5 Interfaces Design and Prototyping ## What is a prototype? - One manifestation of a design that allows stakeholders to interact with it. - In other design fields, a prototype is a small-scale model: - A miniature car - A miniature building or town ## What is a prototype in inte...

# Chapter 5 Interfaces Design and Prototyping ## What is a prototype? - One manifestation of a design that allows stakeholders to interact with it. - In other design fields, a prototype is a small-scale model: - A miniature car - A miniature building or town ## What is a prototype in interaction design? In interaction design, a prototype can be (among other things): - A series of screen sketches. - A storyboard, for example, a cartoon-like series of scenes. - A PowerPoint slide show. - A video simulating the use of a system. - A lump of wood (for instance, the PalmPilot). - A cardboard mock-up. - A piece of software with limited functionality written in the target language or in another language. ## Why prototype? - Evaluation and feedback are central to interaction design. - Stakeholders can see, hold, and interact with a prototype more easily than a document or a drawing. - Team members can communicate effectively. - Ideas can be tested out. - Prototyping encourages reflection: an important aspect of design. - Prototypes answer questions and support designers in choosing between alternatives. ## Low-fidelity Prototyping - Uses a medium which is unlike the final medium, for example, paper or cardboard. - Is quick, cheap, and easily changed. - Examples: - Sketches of screens, task sequences, and so on. - Post-it notes. - Storyboards. - Wizard-of-Oz. ## Storyboards - It is a series of sketches showing how a user might progress through a task using the product. - Often used with scenarios, bringing in more detail and a chance to role play. ## Sketching - Low-fidelity prototyping often relies on sketching. - Don't be inhibited about drawing ability - practice simple symbols. ## 'Wizard-of-Oz' prototyping - The user thinks they are interacting with a computer, but a human is responding to output rather than the system. - Usually done early in design to understand users' expectations. - What is 'wrong' with this approach? ## 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. - High-fidelity prototypes can be developed by integrating existing hardware and software components. - Danger that users think they have a complete system...see compromises. ## Conceptual design - A conceptual model is an outline of what people can do with a product and what concepts are needed to understand and interact with it. - Understand problem space and current requirements; empathize with users. - Creativity and brainstorming techniques. - Mood board may capture desired feel. - Consider alternatives: scenarios and prototyping helps. ## Choosing an interface metaphor - Interface metaphors combine familiar knowledge with new knowledge in a way that will help the user understand the product. - Three steps: understand functionality, identify potential problem areas, and generate metaphors. - Evaluate metaphors: - How much structure does it provide? - How much is relevant to the problem? - Is it easy to represent? - Will the audience understand it? - How extensible is it? ## Considering interaction and interface types - Which interaction type? - How the user invokes actions - Instructing, conversing, manipulating, exploring, or responding - Do different interface types provide insight? - Shareable, tangible, augmented reality, and so forth ## Concrete design - Difference between conceptual and concrete is emphasis. - Many aspects to concrete design: - Color, icons, buttons, interaction devices, and so on. - User characteristics and context: - Inclusiveness, input, and output modes. - Accessibility: - Web Content Accessibility Guidelines. - Cross-cultural design: - Language, colors, icons, and information architecture. - Indigenous knowledge and perspectives.

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