CS449/649: Human-Computer Interaction
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1 CS449/649: Human-Computer Interaction Winter 2018 Lecture X Anastasia Kuzminykh
2
3 Prototype Design Prototypes - interactive design model of the product Low-fidelity VS High-fidelity Breadth - number of covered features Depth - degree of functionality Appearance - building means Input methods - device mediation
4 Prototype Design Prototypes - interactive design model of the product Low-fidelity High-fidelity Tangible & Testable Artifacts Low-tech Partial functionality Simulated interaction High-tech Full functionality True interaction
5 Prototype Design Creating Paper Prototypes One solid base Separate sketches for each screen Input related elements Separate sketches for overlays Sketches for changing elements Simulate intended layout Consistent style of elements High level content where possible Minimum colors Should look and feel like a sketch Flickr. CannedTuna
6 Prototype Design Paper Prototyping Tips Make it large Preprint widgets Add ideas as they come Work fast! Use verbal description Make it monochrome One sketch per screen
7 IDEO: An early prototype for the Gyrus ENT Diego, a surgical tool Image by Victor Schade, source: Creative Edge Products
8 Understanding how to use a remote is made easier by a friend. Photo Nicolas Zurcher
9 Create Design Ideas Prototype Design Static representations of the product Prototypes - interactive design model of the product Sketches Wireframes Mockups Low-fidelity High-fidelity Visualization Testing and Evaluation
10 Prototype Design Paper Prototyping Evaluation 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation
11 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation - What do you want to know? - What aspects of UX are you evaluating? - What aspects are the most risky?
12 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation - What do you want to know? - What aspects of UX are you evaluating? - What aspects are the most risky? - Which components / features are you testing? - How deep do you test each feature? - Which tasks you are evaluating?
13 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation - What do you want to know? - What aspects of UX are you evaluating? - What aspects are the most risky? - Identify users group - Identify user s level (novice, experienced, expert) - ~5 testers is usually enough - Which components / features are you testing? - How deep do you test each feature? - Which tasks you are evaluating?
14 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation - What do you want to know? - What aspects of UX are you evaluating? - What aspects are the most risky? - Identify users group - Identify user s level (novice, experienced, expert) - ~5 testers is usually enough - Which components / features are you testing? - How deep do you test each feature? - Which tasks you are evaluating? - Main prototype with all screens, elements and input methods - Additional materials to make changes on a fly - Recording setup
15 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation - What do you want to know? - What aspects of UX are you evaluating? - What aspects are the most risky? - Identify users group - Identify user s level (novice, experienced, expert) - ~5 testers is usually enough - Computer - Interviewer - Note-taker / observer - Which components / features are you testing? - How deep do you test each feature? - Which tasks you are evaluating? - Main prototype with all screens, elements and input methods - Additional materials to make changes on a fly - Recording setup
16 Prototype Design Low-fidelity prototype The Wizard of Oz technique - High-fidelity prototype John F. ( Jeff ) Kelley OZ = Offline Zero
17 Prototype Design Low-fidelity prototype The Wizard of Oz technique - High-fidelity prototype John F. ( Jeff ) Kelley OZ = Offline Zero
18 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation - What do you want to know? - What aspects of UX are you evaluating? - What aspects are the most risky? - Identify users group - Identify user s level (novice, experienced, expert) - ~5 testers is usually enough - Computer - Interviewer - Note-taker / observer - Which components / features are you testing? - How deep do you test each feature? - Which tasks you are evaluating? - Main prototype with all screens, elements and input methods - Additional materials to make changes on a fly - Recording setup
19 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation - What do you want to know? - What aspects of UX are you evaluating? - What aspects are the most risky? - Identify users group - Identify user s level (novice, experienced, expert) - ~5 testers is usually enough - Computer - Interviewer - Note-taker / observer - Which components / features are you testing? - How deep do you test each feature? - Which tasks you are evaluating? - Main prototype with all screens, elements and input methods - Additional materials to make changes on a fly - Recording setup - Present a task script to your participant - Give goals, not directions/instructions - Ask about reasons, opinions, suggestions. Ask to think aloud
20 Prototype Design Paper Prototyping Evaluation 1. Identify testing goals 3. Choose testers 5. Assign team roles 2. Identify items to test 4. Prepare materials 6. Run evaluation
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