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Prototypes and Walkthroughs

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Good for live demos ... on transparencies during the demo to show how the ... Good when no one is there to demonstrate and also live but it's more work ... – PowerPoint PPT presentation

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Title: Prototypes and Walkthroughs


1
Prototypes and Walkthroughs
  • Steps 3 and 4

2
Prototypes
  • For step 3 of A1 you will need to develop low
    fidelity prototypes based on your prioritized
    list of requirements
  • So for those of you eager to think about design
    ideas this is where you get to do that

3
Prototypes
  • Your prototypes should fulfill the major
    requirements you have specified in step 2
  • Hint your prioritized list of requirements will
    give you a good idea of the areas of the
    prototype you need to focus on

4
Prototypes
  • Expectations
  • Engage in several iterations of prototyping
  • At least 2 iterations of prototyping for A1 plus
    1 more prototype which you will use for your
    walkthrough evaluations
  • Quantity is important here because we want you to
    explore various design ideas
  • But the evolution of the prototypes are also
    important so we want to see how you are improving
    from one prototype to the next

5
Prototypes
  • Low fidelity prototypes are prototypes that are
    very quick and easy to create and are
    intentionally very rough so you dont feel
    committed to any of the designs you come up with.
    The idea is to come up with several designs and
    critically evaluate each to decide on which one
    has the most potential.

6
Prototypes
  • 3 different ways to create prototypes
  • Paper sketches
  • Pictive method
  • Storyboard method

7
Prototypes
  • Paper sketches
  • Define rough layout of the interface
  • Simple and quick
  • But each prototype should still contain the core
    screens that illustrate how the system will look
    as a whole
  • Good for layout but limited as to what you can
    show

8
Prototypes
  • Paper sketches

9
Prototypes
  • Pictive Method
  • Good for live demos
  • Use transparencies to represent different layers
    of your interface such as windows and drop down
    menus (can also draw on transparencies during the
    demo to show how the interface is changing)
  • Use poster boards and sticky notes to represent
    different layers of your interface (i.e. draw
    various views of a button such as when its
    pressed, clicked, and etc. on different sticky
    notes and stick them on the poster board during
    the demo to show how it changes when pressed or
    clicked)

10
Prototypes
  • Pictive method

2 transparencies (this sequence shows what
happens when the file menu is clicked)
11
Prototype
  • Storyboard method
  • Good when no one is there to demonstrate and also
    live but its more work
  • You can use poster boards or flip pads for
    representing a series of screens
  • Hint if you have a consistent background you can
    photocopy it to save some time

12
Prototypes
  • Storyboard method

2 separate frames (this sequence show what
happens when the file menu is clicked)
Note how you have to draw the top menus again for
the second frame
13
Prototypes
  • Hints
  • Do many paper sketches for initial prototypes
  • Explore a variety of ideas (keep an open mind)
  • You can use paper sketches to present the 2
    prototype iterations required for A1
  • For the version of the prototype you will be
    performing a walkthrough on and present in
    tutorial, use the pictive method for presentation
    and the storyboard method when you write it up in
    A1 (remember I have to be able to understand how
    your prototype works without you there to explain
    it to me so make sure you include appropriate
    comments)

14
Prototypes
  • Very important!
  • Absolutely no computer assisted prototypes
  • Must be hand-drawn
  • No interface builders
  • No Photoshop

15
Prototypes
  • Things to keep in mind
  • Try not to focus on prettiness or completeness
  • Focus on key parts and general interaction styles
  • Each prototype should contain core screens
  • Include sample interaction based on key tasks
  • Remember we dont expect you to design a perfect
    interface at this stage
  • Its more about the exploration of ideas and
    recognizing your design mistakes

16
Prototypes
  • Whats required
  • Develop several low fidelity prototypes
  • Pick promising ones and write brief descriptions
    for each prototype (i.e. how did it improve over
    others)
  • Pick 1 for your presentation

17
Walkthroughs
  • Walkthroughs are ways to evaluate the usability
    of your prototypes
  • You are required to do a walkthrough evaluation
    for each of your task examples
  • You need to first convert your task examples into
    scenarios before performing the walkthrough
    evaluation

18
Walkthroughs
  • Scenarios
  • Do not confuse scenarios with task examples
  • A scenario is a step by step description of how a
    user accomplishes the tasks involved in a task
    example using the a prototype interface (see
    library example)

19
Walkthroughs
  • Whats required
  • For the 1 prototype design you pick, convert your
    tasks to scenarios to perform walkthrough
    evaluations (use the table on the next slide for
    the A1 write up)
  • For each walkthrough synthesize and summarize the
    problems, successes, and major areas for
    improvement (this can be done in point form)
  • Write a summary paragraph of all the walkthroughs
    to make general comments about the entire
    prototype and walkthroughs as a whole
  • Example Problems specific to 1 walkthrough may
    be finding the search patron menu is difficult.
    Then a generalization of this problem in the
    summary paragraph can be this prototype suffers
    from poor organization of menus.

20
Walkthroughs
  • Table for A1 presentation

focus on this section and try to be critical
(very important)
dont combine these 2 sections
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