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Chapter 6 - Prototyping in HCI
Chapter 6 - Prototyping in HCI
Prototyping is a well understood and used technique in engineering where new products
are tested, by testing a model prototype.
Prototypes can be ―throw away‖ (e.g., scale models) or those that go into commercial use
(evolutionary)
In software development, prototypes can be
paper-based –
software-based
Prototyping can be divided into low-fidelity prototyping medium fidelity and high-fidelity
prototyping. low- fidelity prototyping is mainly about paper-based mock-up, and high-fidelity is
mainly about computer-based simulation.
The determining factor in prototype fidelity is the degree to which the prototype accurately
represents the appearance and interaction of the product, not the degree to which the code and
other attributes invisible to the user are accurate.
Low-fidelity Prototyping-
Low-fidelity prototypes are quickly constructed to depict concepts, design alternatives, and
screen layouts, rather than to model the user interaction with a system.
Low-fidelity prototypes provide limited or no functionality.
They are intended to demonstrate the general look and the feel of the interface, but not the
detail how the application operates.
They are created to communicate and exchange ideas with the users, but not to serve as a
basis for coding and testing. A facilitator who knows the application thoroughly is generally
needed to demonstrate the prototype to the users.
Transition of techniques from low-fidelity prototyping to high-fidelity prototyping.
Figure 1 below shows the transition of techniques from low-fidelity prototyping to high-fidelity
prototyping. However, the fidelity degree of each technique may vary in different practice.
Low fidelity prototyping techniques
1. Sketches
A kind of visual brainstorming, can be useful for exploring all kinds of design ideas. After
producing initial sketches the best ideas can be further developed by constructing cardboard
representations of the design, which can be evaluated with users. This can then be followed
by developing scenarios, software or video prototypes.
Freehand sketches are essential for crystallizing ideas in the early stages of design.
Through the act of putting ideas down on paper and inspecting them, designers see new
relations and features that suggest ways to refine and revise their ideas.
Sketches make apparent to designers not only perceptual features but also inherently non-
visual functional relations, allowing them to extract functions from perception in sketches.
The type of mock-up depends on how advanced the idea is. It may be quicker and cheaper to
use paper-and-pencil forms at early stages, whereas computer-based prototypes may be
important in later stages for exploring and demonstrating interaction and design consistency.
2. Storyboards
Storyboard origins from the film industry, where a series of panels roughly depicts snapshots from
an intended film sequence in order to get the idea about the eventual scene.
Storyboard is a graphical depiction of the outward appearance of the intended system without
accompanying system functionality. Storyboard provides snapshots of the interface at
particular points in the interaction so that the users can determine quickly if the design is
heading in the right direction.
Storyboards do not require much in terms of computing power to construct, in fact, they can be
mocked up without the aid of computers. The materials needed are office stationery, such as pens
or pencils of different colors, Post-ItTM, stickers, and so on. However, modern graphical drawing
packages make it possible to create storyboards with the aid of a computer instead of by hand. It is
also possible to provide crude but effective animation by automated sequencing through a series of
snapshots . For example, SILK, as we mentioned above, provides electronical storyboarding
function.
Figure below illustrates how storyboard is used to represent the system function and sequence.
3. PICTIVE
PICTIVE stands for Plastic Interface for Collaborative Technology Initiatives through Video
Exploration. It was developed at Bell Communications Research (Bellcore) in 1990 within the
context of participatory design. The initial experiments of PICTIVE were conducted by Muller and
his group in their projects. It is an experimental participatory design technique that is intended
to enhance user participation in the design process.
The rationale behind PICTIVE is the methodology of participatory design. PICTIVE insures that
users have early exposure to the target implementation technology. The PICTIVE technique
provides a fine-grained, dynamic paper and pencil concretization mock-up of what the system
will eventually look like and how it will behave. The components are literally made of colored
plastic. Their relative durability and inexpensiveness encourage an atmosphere of exploration
and invention.
The PICTIVE mock-up is intended to be extensively modified in real-time by the users. PICTIVE is
less as a means for the evaluation of an already-designed interface, but rather for the creation of the
design of an interface.
PICTIVE was begun in reaction to software rapid prototyping environments, in which developers
have a disproportionate design impact, but non-computer users are relatively disempowered by the
complexity of current software prototyping environments.
The PICTIVE techniques were designed to be used by people who were not necessarily
programming professionals, so all participants have equal opportunity to contribute their ideas.
The apparatus for PICTIVE includes video camera and a collection of design objects. The
design objects fall into two categories. The first category is simple office materials, including
pens, high-lighters, papers, Post-ItTM, stickers. labels and paper clips -- all in a range of bright
colors. The second category is materials prepared by the developer, such as menu bars,
dialogue boxes, special icons for the project and so on.
The users' work scenarios are explored in detail, leading to a discussion of how the developers'
technology can be applied to meet the users' human needs. A coordinator may be needed to
keep the group on track.
A video camera is focused on the design objects and to record the voices of the design team as
they manipulate those objects. The video record of the design session will serve as a dynamic
presentation of the design. Figure 6 illustrates a scene in the PICTIVE session.
PICTIVE is especially suited for prototyping activities carried out as part of a
participatory design process since the low-tech nature of the materials make them
equally accessible to both the users and the developers. In general, PICTIVE appears to be
appropriate in circumstances similar to those of knowledge-based system development, i.e.,
when there are users available who understand what they need from the product or the
project.
6. Evaluating results
Sort and prioritize the note cards. The team works through the piles of cards and agrees on suggested
changes.
Medium-fidelity prototyping
i. Computer-based simulation
Medium-fidelity prototypes simulate or animate some but not all features of the intended system.
There are three approaches to limit prototype functionality.
Vertical prototyping
Vertical prototyping cuts down on the number of features, so that the result is a narrow system that
includes in-depth functionality, but only for a few selected features.
Vertical prototypes allow users to perform and test some real tasks.
Horizontal prototyping
Horizontal prototyping reduces the level of functionality so that the result is a surface layer that
includes the entire user interface to a full-featured system without underlying functionality.
Horizontal prototypes allow users to feel the entire interface, even though they cannot perform any
real tasks.
The main advantages of horizontal prototypes are that they can be implemented fast with the use of
prototyping and screen design tools, and they can be used to assess the interface as a whole.
Scenario
Scenario reduces both the number of features and the level of functionality. It can simulate the user
interface as long as the user follows a previously planned path, i.e., a user can use a specific set of
computer facilities to achieve a specific outcome under specified circumstances.
Scenarios can be easy and cheap to build, and to be used during early evaluation of a user interface
design to get user feedback without the expense of constructing a running prototype. It can also be
used for user testing if they are developed with slightly more detail than a pure narrative.
This is a method of testing a system that does not exist. It allows designers to test ideas without
implementation a system.
The Wizard of Oz technique works as follows: the user interacts with a screen, but instead of a piece
of software responding to the user's requests, a developer (the wizard) is sitting at another screen
(generally in another room) simulating the system's intelligence and interacting with the user.
The wizard may simulate all or part of the system function. When setting up a Wizard of Oz
simulation, experience with previously implemented systems is helpful in order to place realistic
bounds on the wizard's "abilities.
Early study of Wizard of Oz was the "listening typewriter" simulation of a speech recognition
interface where the user's spoken input was typed into a word processor by a human typist located in
another room. Wizard of Oz is usually used for the design of intelligent system, the experiment and
development of natural-language recognition system, and the simulation of the system function
which is difficult to implement in a prototype.
Wizard of Oz is ideal for the testing of preliminary prototypes and to gather users' expectations on
the system. With this technique, the developers can develop a limited functionality prototype and
enhance its functionality in evaluation by providing the missing functionality through human
intervention without cost on programming. Extra understanding of the users can also be achieved
through being involved so closely with the users.
In slide shows, the storyboard prototype is encoded on a computer with software tools. The scene
transition is activated by simple user input. The slides form a simple horizontal or vertical prototype.
First, we draw a menu bar on paper and a mouse arrow on clear acetate. Acetate sheets are a
transparent, flexible, ultra-versatile material with a wide range of purposes. They can be used for
birthday cards, window projects, overlays, stencils, laser prints etc. Second, turn on the camera and
move the acetate so that it looks as if the mouse is moving over the menu bar. When the mouse is
over the menu title, we make a clicking sound and pause the camera. In the third step, we draw the
menu on a small piece of paper, put it under the menu title, and restart the camcorder. When viewing
the tape, the menu appears to have been pulled down from the menu bar.
Both slide shows and video prototyping provide kind of simulation of the system. They appear to
behave as a real system although they only show some scenes. The simulation is restricted by some
tightly predefined tasks, and the user is hardly to interact with the system.
High-fidelity prototyping
High-fidelity prototypes are fully interactive, simulating much of the functionality in the final
product. Users can operate on the prototype, or even perform some real tasks with it.
High-fidelity prototypes are not as quick and easy to create as low-fidelity prototypes, but they
faithfully represent the interface to be implemented in the product.
Teams usually create high-fidelity prototypes when they have a solid understanding of what they are
going to build and they need to either test it with real users or get final-design approval from
stakeholders.
Content: Designers use real or similar-to-real content. The prototype includes most or all of the
content that will appear in the final design.
Pros
Meaningful feedback during usability testing. High-fidelity prototypes often look like real
products to users. This means that during usability testing sessions, test participants will be more
likely to behave naturally — as if they were interacting with the real product.
Easy buy-in from clients and stakeholders. This type of prototype is also good for
demonstrations to stakeholders. It gives clients and potential investors a clear idea of how a
product is supposed to work. A well-crafted high-fidelity prototype gets people excited about
your design in ways a low-fidelity, bare-bones prototype can’t.
Cons
i. Prototyping Software — There are a variety of digital prototyping tools in the market these days.
All of which often are different from purpose, ease-of-use, functionality, etc. Some of the more
widely known and more utilized tools include: Figma, InVision, Flinto, Origami, Sketch (with
plugins), Spark AR, Adobe XD, Unity, Principle, Proto.io, Atomic, UXPin, etc.]
Coding — The name says it all. In some instances coding a segment of your site or application is the
only means to test its functionality with users.
ii. 3D Printing — If your product calls for physical form, 3D printing can be a great way to quickly
generate a prototype of your product that users can interact with on a tactile level.