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CS376 Introduction

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Title: CS376 Introduction


1
Prototyping
Scott Klemmertas Marcello Bastea-Forte, Joel
Brandt,Neil Patel, Leslie Wu, Mike Cammarano
11 October 2007
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Prototyping matters a lot in the real world
  • SANTA CLARA, California -- People thought Jeff
    Hawkins was crazy when they saw him taking notes,
    checking appointments, and synchronizing a small
    block of wood with his PC, pretending all the
    while that the block was a handheld computer.
  • "If I wanted to check the calendar I'd take it
    out and press the wooden button"

Source The Philosophy of the Handheld. Wired
Magazine, October 1999.
5
WHAT IS PROTOTYPING?(and what does it accomplish)
6
Bill Buxton
  • Design is choice, and there are two places where
    there is room for creativity
  • 1) the creativity that you bring to enumerating
    meaningfully distinct options from which to
    choose
  • 2) the creativity that you bring to defining the
    criteria, or heuristics, according to which you
    make your choices

7
Prototypes go through multiple versions along the
way
Danger Sidekick
Danger Sidekick 2
Danger Sidekick 3
  • Note these arent the prototypes, but Danger
    used an extensive prototyping process

Source Danger, Wikipedia
8
Thinking Through Prototyping
Colleagues Clients Users Ourselves
9
Colleague feedback
  • Does this product meet the requirements?
  • Is everyone on the same page?

10
Client Feedback
  • Does the product meet the requirements?
  • What variant do you prefer?
  • Is everyone on the same page?

11
Michael Barry
  • the companies that want to see the most models
    in the least time are the most design-sensitive
    the companies that want that one perfect model
    are the least design sensitive.

12
Users feedback
  • Does it work?
  • Does it match his/her mental model?
  • Is it ergonomic?
  • How to use the product effectively?
  • What to change in the product?
  • What other questions arise?

13
Ourselves feedback
  • Have I thought through all of the details?
  • Does it match what I imagined?
  • NOTE fresh eyes matter. Dont just rely on
    yourself for feedback.

14
Two key questions to ask
  • What do you want to learn from it?
  • What do you want to communicate with it?

15
Pragmatic v. Epistemic Activity
START
GOAL
B
???
?
?
?
A
START
Kirsh, Maglio 1994 Klemmer, Hartmann, Takayama
2006
16
Eric Drexler
  • In engineering, enlightened trial and error, not
    the planning of flawless intellects, has brought
    most advances this is why engineers build
    prototypes

17
IDEO Camera
18
Prototyping is a Reflective conversation with
materials
Building and discussing yields design ideas
Prototyping in iRoom
Source CS247 Project
19
What information do we get?
  • The reflective conversation
  • Does the prototype do what we want?
  • What questions do users have?
  • What should we change before implementing?
  • Very important to decide what you want
  • before prototyping

20
Visibility
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Storyboarding
  • Versatile
  • Quick
  • Powerful

Source McCloud, Scott. Understanding Comics.
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What Do Prototypes Prototype?
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Form prototype
  • Looks good
  • But doesnt really work

Nintendo control pad mockup
Project inkwell Spark computing device concept
Source Buxton, Bill. Sketching User
Experiences. Morgan Kaufman, 2007. Nintendo via
37signals.com blog, IDEO.
28
Function prototype
  • Looks like wireframes (no fonts, colors)
  • Interactive functionality (spectrum up to working
    all the way)

Functional keyboard prototype
Functional water faucet
Source Buxton, Bill. Sketching User
Experiences. Morgan Kaufman, 2007.
http//www.ammodel.com/PrototypeDesign.aspx
29
Experience prototype
  • Video prototyping
  • Role playing

Source Buchenau, Marion and Suri, Jane Fulton.
Experience Prototyping. DIS, 2000.
30
Make multiple prototypes to get most value
Source Tohidi, Maryam and Bill Buxton, Ronald
Baecker, and Abigail Sellen, Getting the Right
Design and the Design Right Testing Many is
Better than One. CHI 2006.
31
Prototypes should be disposable
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The rights of an intermediate representation
  • Should not be required tobe complete
  • Should not need to be updated
  • Should be easy to change

33
During prototyping, options narrow as fidelity
increases
Source Buxton, Bill. Sketching User
Experiences. Morgan Kaufman, 2007.
34
Prototyping techniques
  • Paper
  • Powerpoint
  • Video

35
Paper prototyping
Source Rettig, Marc. Prototyping for Tiny
Fingers. Communications of the ACM archive
Volume 37 , Issue 4 (April 1994)
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Powerpoint Prototyping
Powerpoint Prototype Website
Source Kelly, Maureen. Interactive Prototypes
with PowerPoint. http//www.boxesandarrows.com/vi
ew/interactive
39
Powerpoint Prototyping
Source Brunette, Kynthia, et. al. Meeteetse.
Indiana University. Student Contest Entry. CHI
2005.
40
Video Prototyping
Starfire Video Prototype "Julie was looking
forward to a good day until Michael O'Connor
tried to deep-six her sports car project. Now,
only her team, scattered around the world, can
save her..."
Technology Featured in the Scene Meeting room
with telepresence for remote members Large
screen for multimedia presentations Laptop
computer with chorded input Wireless
connectivity between laptop, library server, and
the big screen Bidirectional hypertext links
between database items
Source Tognazzini, Bruce. The Starfire Video
Prototype Project A Case History. CHI 2004.
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What (and when) does formality get you somewhere?
43
Lead User Innovation
44
Lead User Innovation
Source von Hippel, Eric (1986) "Lead Users A
Source of Novel Product Concepts," Management
Science 32, no. 7 (July)791-805.
45
The Long Tail of Interaction
Alpha Applications
Situational Applications
of Lines of Code
Applications
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Toy Inventors
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Glue Types
vs.
Dovetail joint
Hot glue
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d.tools
50
Eye to the future exemplar
Exemplar Authoring Sensor Based Interactions
Source Hartman, Bjorn, et. al. Exemplar.
Stanford University, 2007
51
Announcements
  • cs547 tomorrow Paul Dourish, UC IrvineThe
    Accountability of Presence Location Tracking
    beyond Privacy
  • The relationship between weekly assignments and
    the final project

52
Further Reading
  • Bill Buxton, Sketching User Experiences
  • Bill Moggridge, Designing Interactions
  • Carolyn Snyder, Paper Prototyping
  • Michael Schrage, Serious Play
  • Houde and Hill, What do Prototypes Prototype?
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