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Prototyping

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Title: PowerPoint Presentation Last modified by: Teppo Raisanen Created Date: 1/1/1601 12:00:00 AM Document presentation format: On-screen Show (4:3) – PowerPoint PPT presentation

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Title: Prototyping


1
Prototyping
  • Teppo Räisänen
  • http//www.oamk.fi/teraisan/
  • Teppo.raisanen_at_oamk.fi

2
General Information
  • Prototyping is commonly used as a part of
    user-centered design paradigms
  • Prototyping was introduced during 1980s
  • Prototyping has a strong position in Contextual
    Design method

3
General Information
  • What is a prototype?
  • Looks like a finished product?
  • Behaves like a finished product?
  • May have small faults or missing functionalities?
  • Prototypes can be used in many ways
  • To try out new features of an application
  • Test a complete family of applications

4
Prototyping vs. Traditional methods
  • According to some sources prototyping does not
    fit very well in waterfall design paradigm
  • results of intermediate phases are not suitable
    for prototyping
  • In waterfall model it is expensive to go back a
    step (e.g. from implementation back to design)

5
Prototyping vs. Traditional methods
  • An experienced usability expert will be able to
    see some of the usability issues from the
    documentation
  • This kind of practice is, however, inadequate
  • Many usability issues will not be found
  • One solution is to separate UI design to an
    independent subproject

6
Prototyping vs. Traditional methods
  • Especially important is to use prototyping, when
    new product concepts are introduced
  • Prototypes can also be used as a means of
    communication between project units
  • Often parts of requirements spesification are
    intepreted in different ways
  • Prototypes are useful for completing formal
    spesifications

7
Functional Prototypes
  • Functional protoype is essentially a product with
    fully implemented functionalities
  • The goal is still to keep the costs lower than
    those of a finished product
  • There are basically three ways to cut the
    expenses

8
Functional Prototypes
  • Cut down the product features
  • only part of all features are implemented
  • the implemented features are fully functional
  • Cut down the functionalities
  • all features are implemented
  • some functionalities are missing

9
Functional Prototypes
  • Cut down resources used in implementation
  • Memory optimization is not implemented
  • Efficency is not maximized
  • Very effective computers are used during testing
    to make up missing efficency
  • Error hanling is not fully implemented

10
Functional Prototypes
  • Often mixtures of aforementioned methods are used
    to cut down the costs of developing a prototype

11
Paper Prototypes
  • In some cases it is practical to use paper
    prototypes instead of functional ones
  • E.g. Contextual Design stresses use of paper
    prototypes
  • Piece of paper is used to represent UI
  • A member of usability staff arranges the UI
    according to users actions

12
Paper Prototypes
  • Changes to the UI can be illustrated by
  • Using Post-it labels
  • Drawing to the paper
  • Using various pieces of paper
  • The person responsible for arranging the UI must
    know the underlying system well

13
Paper Prototypes
  • E.g. heuristic evaluation methods can be used
  • We will go into heuristics later in the course
  • Use of paper prototypes is not restricted to just
    desktop applications
  • Wood block gt mobile device
  • Cardbroad box gt laptop computer
  • Pencil gt bar code reader

14
Paper Prototypes
  • Various software tools can be used to sketch the
    contents of paper prototypes, e.g.
  • Visual Basic for the UI views
  • Flash for mobile device emulations
  • It may be psychologically easier for the test
    person to suggest changes to a ballpark drawing

15
Paper Prototypes
  • Compared to functional prototypes, paper
    prototypes are easier, faster and cheaper to
    produce
  • Several degrees of accuracy can be used during
    iterative cycles

16
Wizard of Oz
  • Wizard of Oz is a spesific technique of
    prototyping
  • Used to test and demonstrate technically
    impossible features
  • E.g. speech recognizing text editor in 1970s
  • User believes he/she is using a computer-based
    system

17
Wizard of Oz
  • In reality users actions are transmitted to a
    person, who processes actions and forms the
    feedback of the system
  • Because of that, the response times can be quite
    long
  • User can be told, that advanced processes are
    time-comsuming
  • Several wizards can be used to speed up
    systems actions

18
Emulation Techniques
  • Emulation imitating a products functions using
    another product
  • E.g. mobile devices can be emulated using desktop
    computers
  • More processing power, thus no need for code
    optimization
  • Ability to test devices UI before hardware
    examples are manufactured

19
Emulation Techniques
  • Emulators do not transmit a truthful image of a
    product, e.g.
  • no physical buttons of the actual device
  • different display format

20
Simulation Techniques
  • Simulations are used to mimic a device by using
    another kind of technical enviroment
  • E.g. flight simulators used for pilot training
  • The difference between simulation and emulation
    is, that simulation utilizes the actual UI of a
    device

21
Simulation Techniques
  • Simulation can be used during early design phases
    of a product, e.g.
  • Model can be made of wood or plastic
  • The hardware buttons are included in the model
  • Buttons are wired to a computer system, which
    gives feedback according to the users actions

22
Simulation Techniques
  • Simulations are effective means of
  • marketing a product
  • localization
  • testing the physical adequacy of the product
  • Simulations are generally more expensive than
    other forms of prototyping

23
Manuscripts
  • A manuscript (like in a case of a movie) can be
    written of a product
  • Manuscript will represent a spesific task, which
    is completed by using the product
  • The goal is to demonstrate the product in daily
    use and advantages of using the product

24
Manuscripts
  • Suitable formats of manuscripts are
  • animations
  • comic strips
  • theater plays
  • etc.
  • Manuscripts are not to be used as testing methods
  • Instead they are good for demonstrating a product
    to a large audience

25
After Prototype Has Been Used
  • Usually the best choice is to throw the prototype
    away
  • It is meant to be used as a sketch
  • There are many real-world examples of failures,
    when code parts of prototypes have been used in
    products

26
After Prototype Has Been Used
  • Prototypes, which look too good can be
    potentially dangerous
  • Customer may think, that the product is almost
    finished
  • Management is not willing to throw almost
    finished parts of prototype away
  • One way of avoiding prototypes code to be used
    is to implement prototype with a language
    unsuitable for for the product
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