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INTERACTIVE SYSTEM DESIGN & EVALUATION
Story Boards & Paper…
INTERACTIVE SYSTEM DESIGN & EVALUATION
- Story Boards & Paper Prototypes
PROTOTYPES
TYPES OF PROTOTYPES
- Prototypes can be
- 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 functionallity written in the target language or in another language
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STORYBOARDS
- KEY FEATURES
- Communicate look and feel of applications including websites by a series of sketches
- Capture key elements of interaction using cartoon type techniques and annotations
- Show navigation and structure of application
- Draw up screen template and copy it - add individual screen or page content by writing and drawing
- Set of screen designs
- To show scope, functionality, organisation
- Shown with varying degrees of fidelity
- Rapid exploration of ideas
- Rapid graphic presentation to colleagues and clients
- No functionality - limited scope for evaluation
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TYPES OF PROTOTYPE
- Running: Usable, but may be limited or partly faked
- Mockup: Very limited functionality, if any
- Evolutionary: becomes the final project
- Throw-away: serves as a pattern
- Global: entire site
Local: selected parts of the site
- Vertical: Whole operation of a few functions
- Horizontal: top level coverage of features, no detail for individual tasks
- High-fidelity: resembles final product
- Low-fidelity: just rough indication of structure and layout
- Storyboard: indicates layout and structure but not testable
- Paper prototype: Paper, cardboard, acetate, marker pens, not code - but testable by users play acting using the system
DESIGN SKETCHES
- Important to low fidelity prototyping
- Can be rough - for exploring implications of ideas
- Important to explore different alternatives (by different people) before you invest in any one design (avoid elaborating before needed)
- Neater drawings show details of information content, but still approximate on font sizes, sizes of areas for different functions, etc
SEEING AS v SEEING THAT
- During design, we alternate rapidly between
- Seeing sketches as features of design
- Seeing that these features have particular properties and implications
CARD BASED PROTOTYPES
- Index cards (3 x 5 inches)
- Each card represents one screen or part of screen
- Often used in website development
- Easy to layout in sequence
- BUT unrealistic info desity for largish screens
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TASK-LEVEL PROTOTYPING
- Prototyping the interaction for a particular use case, or variant of a use case
- Objective is to establish how well the design matches the users needs for one specific taks
- User presented with ascenatio (a specific task to complete and works through task using prototype
- Limited prototype of interface presented to user may only support one task for one scenario
- EXAMPLE
A sytem for supporting the production of local weather forcasts...
- Task: Following a general wrning about severe weather from the Met Office, ascertain the extent of the storm and issue a local warning.
- Steps necessary to do this are worked through by the user on the prototype
TESTING PAPER PROTOTYPE
- Should be done by three experimenters
- One person pretents to be the computer
- Places or moves cards to simulate system responses
- Need full concentration
- One person is the facilitator, handling all interaction with the subject
- At least one other person makes observations