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Design, Prototyping, and Construction: Mohamad Monibi Jonathan Chen
Design, Prototyping, and Construction: Mohamad Monibi Jonathan Chen
Construction
Mohamad Monibi
Jonathan Chen
User
Requirement
s
Evaluation &
Feedback
Design,
Conceptual &
Physical
Demos &
Products
Models &
Specifications
Prototyping &
Construction
Conceptual Design
User Requirements => Conceptual
Model
a description of the proposed system
in terms of a set of integrated ideas
and concepts about what it should do,
behave, and look like, that will be
understandable by the users in the
manner intended
High-level compared to physical design
Guiding Principles
Developing a Conceptual
Model
Three perspectives
Interaction Mode
How the user invokes actions when interacting
with the device
Interface Metaphor
Combining familiar knowledge with new
knowledge in a way that helps the user
understand the system
Interaction Paradigm
Particular way of thinking about interaction
design
Interaction Modes
Activity-based
Instructing
Conversing
Manipulating & Navigating
Exploring & Browsing
Object-based
Interaction Modes
Activity-based
Instructing
Conversing
Manipulating
& Navigating
Exploring
& Browsing
Object-based
Interaction Modes
Activity-based
Instructing
Conversing
Manipulating
& Navigating
Exploring
& Browsing
Object-based
Interaction Modes
Activity-based
Instructing
Conversing
Manipulating
& Navigating
Exploring
& Browsing
Object-based
Interaction Modes
Activity-based
Instructing
Conversing
Manipulating
& Navigating
Exploring
& Browsing
Object-based
Interaction Modes
Activity-based
Instructing
Conversing
Manipulating
& Navigating
Exploring
& Browsing
Object-based
Interface Metaphors
Conceptual model similar to some
aspects of a physical entity
Need to be evaluated
Structure
Relevance
Representation
Clarity
Extensibility
Interface Paradigms
Desktop
Ubiquitous
Pervasive
Wearable
Prototyping
What is a
prototype?
Limited representation of a product
design
Scale models, etc.
In interaction design it can be (among other things):
a series of screen sketches
a storyboard, i.e. a cartoon-like series of scenes
a piece of software with limited functionality
Why prototype?
Interactive exploration
People cannot describe
with envisioned product
what they want, but
they are quick to
Clarifies vague
recognize what they do
requirements with
not like!
concrete communication
between stakeholders
Answers questions and
supports design decisions
with forced reflection
Tests feasibility &
compatibility
Sells product ideas
Inspires innovation in
prototyping cultures
Low-Fidelity
Prototyping
Uses medium
unlike the final product
(e.g. paper, cardboard)
Quick, cheap and easy to modify
Important early on to
encourage creative
flexibility and
exploration of ideas
during conceptual
design
Sketchi
ng
Core skill for most low-fidelity
prototyping
Not about drawing ability! Simple
symbols
Cruder sketch will emphasize conceptual
design over superficial, physical design
Storyboar
ds
Card-Based Prototypes
Index cards, post-it notes, etc.
Each represents one screen or section
Often used in website development
Facilitates stepping through elements
Convenient to dynamically reorder work
flow
High-Fidelity
Prototyping
Uses similar materials as and looks like final
product
Common high-fidelity software prototype
environments include Macromedia Director and
Visual Basic with WYSIWYG layout editors
May include real code to demonstrate functions
Simulation or demo of final product to
address feasibility and physical design
issues, but costlier to develop and can
confuse boundary between prototype and
Item
Checkout
Product
Recommendations
Full-Text
Search Index
Credit Card
Authorization
Product
Catalog DB
Purchasing
Tracking Data
User
Reviews
Content
Management
Constructi
on
Physical Design
Conceptual design abstractly describes
systems intended behavior
ATM should authenticate user ID and allow
user to withdraw cash on command
Rules
Specific statements, with no interpretations
e.g., Menus should have no more than 8 options
Icon Design
Review
Perspectives
Interaction paradigms
Interaction modes
Metaphors
User
Requirement
s
Evaluation &
Feedback
Design,
Conceptual &
Physical
Physical design
guidelines
Demos &
Products
Scenarios &
prototypes to
explore
Models &
Specifications
Prototyping &
Construction
Low-Fidelity
High-Fidelity
Vertical
Horizontal
Summary
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mph
Tool Support
Many available, though pencil-n-paper sketches
are still very valuable
General features that make for useful design and
prototyping tools
Helps design or implement interface given
specifications
Creates easy-to-use interfaces
Allows rapid investigation of design alternatives
Allows non-programmers to design and implement
Automatically evaluates interfaces and suggests
improvements
Allows end-user customization of the interface
Portability
Inherent ease of use
Description / Examples
Window Managers
Event Languages
Graphical Layout /
Interface Builders
Scripting
Languages
Hypertext
Review
Perspectives
Interaction paradigms
Interaction modes
Metaphors
User
Requirement
s
Evaluation &
Feedback
Design,
Conceptual &
Physical
Physical design
guidelines
Demos &
Products
Scenarios &
prototypes to
explore
Models &
Specifications
Prototyping &
Construction
Low-Fidelity
High-Fidelity
Vertical
Horizontal