sketching interfaces: toward more human interface design

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1 sketching interfaces: toward more human interface design Presented by Fanglin Chen CS Mini, Spring 2017 Reference: James Landay and Brad Myers. "Sketching Interfaces: Toward More Human Interface Design", IEEE Computer, March, Vol. 34, No. 3. pp

2 James A. Landay James Landay got his Ph.D. from CMU working with Brad Myers, and now is an Professor of Computer Science in at Stanford University. His PhD dissertation was the first to demonstrate the use of sketching in user interface design tools. During his time at University of Washington, he co-founded the Intel Lab Seattle and the DUB group in the university which helped form a community of researchers to explore the new usage models, applications, and technology for ubiquitous computing. Brad A. Myers

3

4 problem in any design process: in early 90 s a. paper sketches are hard to modify and reuse. b. because they are static, it s not very easy to demonstrate the design flow for real user testing.

5 We interact with documents in two separate worlds: the electronic world of the workstation, and the physical world of the desk. Interaction styles in these two worlds do not resemble each other, functions available are different, and interaction between the two is limited. Pierre Wellner, Xerox Researcher, 1993

6 SILK (Sketching Interfaces Like Krazy) Development Stage Brainstorming Prototyping Programming/Testing Tool Paper Sketches Prototyping Tools User Interface Builders SILK

7 operations delete group ungroup new guess text editing widgets check box button radio button text field SILK (Sketching Interfaces Like Krazy) a. Rubine s algorithm: statistical PR b. angles and point-to-point distances are distinguishing features c. 15 to 20 examples for each primitive component.

8 subsequent work

9 sketching interfaces on the wall Klemmer, S. R., Newman, M. W., Farrell, R., Bilezikjian, M., & Landay, J. A. (2001, November). The designers' outpost: a tangible interface for collaborative web site. In Proceedings of the 14th annual ACM symposium on User interface software and technology (pp. 1-10). ACM.

10 Designers Outpost: A Tangible Interface for Designing Information Architectures

11 sketching animated drawings Davis, R. C., Colwell, B., & Landay, J. A. (2008, April). K-sketch: a kinetic sketch pad for novice animators. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp ). ACM.

12 k-sketch: A "Kinetic" Sketch Pad for Novice Animators

13 sketching in 3D Igarashi, T., Matsuoka, S., & Tanaka, H. (2007, August). Teddy: a sketching interface for 3D freeform design. In Acm siggraph 2007 courses (p. 21). ACM.

14 Teddy: A Sketching Interface for 3D Freeform Design

15 sketching interfaces as product Kazi, R. H., Chevalier, F., Grossman, T., Zhao, S., & Fitzmaurice, G. (2014, July). DRACO: sketching animated drawings with kinetic textures. In ACM SIGGRAPH 2014 Posters (p. 5). ACM.

16 DRACO: sketching animated drawings with kinetic textures

17

18 discussion

19 sketching methods for higher fidelity prototyping but that's exactly the point, and embracing such aspects is not only fun, it leads to better design. Scott's HCII seminar talk last semester was great -- one of his key points was the power of low fidelity_ prototyping for successful design. Yasmine It might make it more efficient if the conversion between the sketch and the digital interface gets really good, but I think there s still value in undergoing a non-sketch-based process for high-fidelity prototyping, because it might give a different perspective for iterating on your design. Fannie It might be ideal if SILK, in that case, could capture some of the style of the highfidelity prototype, instead of a rough-sketch style. For example, figure out what the highfidelity 'button' looks like. Mary Beth

20 why SILK seems to fail to evolve as a popular prototyping tool I did a quick Google Search and no one seems to have continued this work. WHY? As design faculty often mention, it is so hard to find prototyping tools that work well, and this is perfect! Franceska However, POP is not a popular tool today. Many end-user facing tools may not be necessarily needed. For example, Designers today are familiar with and used to the modular prototyping interfaces. The learning curve and benefits of modular prototyping system can beat SILK like systems. Haojian Or are people just so familiar with more "high-fidelity" tools these days that there's no need for the approachability of the sketch-based apps? Alexandria

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