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Human	
  Computer	
  Interaction	
  and	
  Design

COMP1649
Design Thinking, Prototyping and
Construction
Dr Ralph Barthel
● Why	
  Prototyping?	
  
● Low-­‐fidelity,	
  Mid-­‐fidelity	
  and	
  High-­‐fidelity	
  
Prototypes	
  
● Prototyping	
  Tools	
  
● Prototyping	
  Physical	
  Products	
  
● Research	
  with	
  Prototypes
Lecture	
  Overview
The	
  activities	
  and	
  content	
  in	
  this	
  lecture	
  contribute	
  
to	
  the	
  learning	
  outcomes	
  :	
  
● B.	
  Carry	
  out	
  design	
  research	
  to	
  inform	
  
development	
  of	
  systems	
  and	
  applications;	
  
● 	
  C.	
  Construct	
  and	
  create	
  prototypes	
  of	
  human-­‐
computer	
  interactions;
Learning	
  Outcomes
• 3
“Design	
  thinking	
  is	
  a	
  process	
  for	
  creative	
  
problem	
  solving”.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  IDEO
Design	
  Thinking
• 4
•Empathy	
  (human-­‐centered)	
  
•Ideation	
  (generating	
  lots	
  of	
  ideas)	
  
•Experimentation	
  (Prototyping	
  and	
  Testing)	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
Design	
  Thinking
• 5
Source:	
  IDEO
Design	
  Thinking	
  -­‐	
  a	
  6	
  Step	
  Process
Source:	
  Nielsen	
  Norman	
  Group
“Prototypes	
  provide	
  the	
  means	
  for	
  	
  
examining	
  design	
  problems	
  and	
  
evaluating	
  solutions.	
  Selecting	
  the	
  focus	
  
of	
  a	
  prototype	
  is	
  the	
  art	
  of	
  identifying	
  the	
  
most	
  important	
  open	
  design	
  questions.”	
  	
  
	
  	
  
Houde	
  and	
  Hill	
  
	
   	
   	
   	
   	
  
Prototyping
● 	
  Prototyping	
  involves	
  building	
  a	
  working	
  model	
  of	
  
part,	
  or	
  some	
  aspect	
  of,	
  the	
  system	
  for	
  evaluation	
  
before	
  building	
  the	
  full	
  system.	
  	
  

● It	
  is	
  a	
  similar	
  approach	
  to	
  that	
  followed	
  by	
  engineers	
  
-­‐	
  e.g.	
  when	
  a	
  new	
  car	
  design	
  is	
  being	
  developed.	
  
● Prototypes	
  can	
  be	
  low-­‐,	
  mid-­‐	
  or	
  high-­‐fidelity.
Source:	
  Van	
  Allen	
  
Why	
  prototyping?
● Thinking	
  through	
  making	
  
● To	
  enable	
  convergent	
  thinking	
  
● Framing	
  and	
  setting	
  of	
  problems	
  opposed	
  to	
  problem	
  
solving	
  
● Explore	
  the	
  design	
  space	
  through	
  a	
  number	
  of	
  
different	
  ideas,	
  approaches	
  and	
  assumptions	
  and	
  
apply	
  them	
  to	
  a	
  particular	
  context	
  
● Prototyping	
  is	
  an	
  important	
  step	
  in	
  the	
  design	
  
thinking	
  process
Source:	
  Van	
  Allen
Why	
  prototyping?
● Discovery	
  
● “Fail	
  early	
  and	
  fail	
  often”	
  
● To	
  experience	
  interactions	
  and	
  
behaviour	
  before	
  fully	
  committing	
  to	
  
building	
  a	
  product	
  in	
  that	
  way	
  
● To	
  explore	
  if	
  your	
  ideas	
  stick	
  in	
  a	
  real	
  
world	
  context
Source:	
  Van	
  Allen	
  
What	
  to	
  prototype?
● Interactions	
  and	
  User	
  flows	
  
● Content	
  
● Form	
  
● Idea	
  selection	
  
● Technology	
  
● Usability	
  (later	
  stages)
Design	
  Sketches
Low-­‐Fidelity	
  
Prototypes
High-­‐Fidelity	
  
Prototypes
Ideation
Exploration	
  and	
  	
  
Ideation
Usability
Mid-­‐Fidelity	
  
Prototypes
Interactions	
  &	
  	
  
Behaviours
Low-­‐Fidelity	
  Prototypes
● A	
  Low-­‐fidelity	
  prototype	
  is	
  one	
  that	
  does	
  not	
  look	
  very	
  
much	
  like	
  the	
  final	
  product,	
  e.g.	
  a	
  paper/cardboard	
  
model	
  (rather	
  than	
  an	
  electronic	
  screen),	
  
storyboarding,	
  sketching,	
  Wizard	
  of	
  Oz	
  experiments.	
  

● Low-­‐fidelity	
  prototypes	
  are	
  useful	
  because	
  they	
  tend	
  
to	
  be	
  simple,	
  cheap,	
  and	
  quick	
  to	
  produce	
  and	
  modify.	
  
They	
  are	
  for	
  exploration	
  only	
  (throw	
  away).

	
   	
   	
   	
   	
   	
  
Mid-­‐Fidelity	
  Prototypes
● A	
  mid-­‐fidelity	
  prototype	
  starts	
  to	
  look	
  like	
  your	
  final	
  
prototype	
  in	
  at	
  least	
  one	
  dimension.	
  These	
  prototypes	
  
have	
  a	
  good	
  balance	
  between	
  cost	
  and	
  money;	
  

● Mid-­‐fidelity	
  prototypes	
  are	
  useful	
  because	
  they	
  allow	
  
to	
  test	
  interactivity	
  and	
  provide	
  more	
  context	
  to	
  
users.

	
   	
   	
   	
   	
   	
  
High-­‐Fidelity	
  Prototype
• A	
  high-­‐fidelity	
  prototype	
  is	
  a	
  
prototype	
  that	
  is	
  close	
  to	
  the	
  final	
  
product	
  in	
  detail	
  and	
  functionality.	
  
This	
  enables	
  to	
  examine	
  usability	
  in	
  
detail	
  and	
  to	
  make	
  conclusions	
  about	
  
how	
  behaviour	
  will	
  relate	
  to	
  use	
  of	
  the	
  
final	
  product.
Initial	
  Ideas	
  	
  ———>Design	
  Process	
  ———-­‐>	
  Final	
  Design
Low-­‐Fidelity	
  Prototypes
Effort
Ideas,	
  generating	
  	
  
more	
  ideas
Mid-­‐Fidelity	
  Prototypes
Selecting	
  Ideas,	
  Testing	
  
of	
  user	
  interactions,	
  stake	
  
holder	
  presentations,	
  user	
  flows
High-­‐Fidelity	
  
Prototypes
Detailed	
  evaluations	
  of	
  
interactions	
  and	
  user	
  flows
Low-­‐fidelity	
  Prototype Mid-­‐Fidelity	
  Prototype High-­‐fidelity	
  Prototype
What	
  for? Good	
  for	
  ideation	
  and	
  
exploring	
  different	
  ideas;	
  
Testing	
  of	
  high-­‐level	
  
concepts	
  e.g.	
  navigation;	
  
Testing	
  of	
  specific	
  user	
  
interactions;	
  
Testing	
  of	
  user	
  flows;	
  
Stakeholder	
  
presentations;
Detailed	
  user	
  testing	
  and	
  
testing	
  of	
  interaction	
  
flows;	
  Stakeholder	
  
presentations;
Pros? Fast,	
  Cheap,	
  Used	
  with	
  
easily	
  available	
  materials;	
  
Creating	
  alternative	
  
designs;
More	
  context;	
  
Good	
  time/quality	
  
balance;	
  
Enable	
  user	
  testing;	
  
Easier	
  “to	
  read”	
  for	
  
users	
  and	
  stakeholders;
Testing	
  of	
  very	
  detailed	
  
interactions;	
  	
  
Visual	
  design	
  looks	
  like	
  
final	
  product;	
  
Complete	
  design;
Cons? Limited	
  interactions;	
  
Lack	
  of	
  detail;	
  
Can	
  not	
  test	
  user	
  flows;	
  
Can	
  lack	
  context	
  a	
  user	
  
may	
  require;
More	
  time	
  intense;	
  
Still	
  not	
  fully	
  functional;
Expensive;	
  
Time-­‐consuming;	
  
Advanced	
  coding	
  and	
  
prototyping	
  skills	
  
required;
Prototyping	
  Tools
• Paper	
  and	
  Cardboard,	
  3D	
  Print,	
  Laser	
  Cutting	
  
• Powerpoint/Keynote	
  
• Bespoke	
  Prototyping	
  Tools	
  (e.g.	
  Axure,	
  Adobe	
  XD)	
  
• Web/Mobile	
  Development	
  frameworks	
  (e.g.	
  Ruby	
  on	
  
Rails,	
  Django,	
  Ionic)	
  +	
  Front-­‐end	
  (e.g.	
  Bootstrap,	
  
Pure.css)	
  	
  Frameworks	
  
• Microcontroller	
  (Arduino,	
  Raspberry	
  Pi)	
  
• Processing	
  typically	
  used	
  for	
  interactive	
  art	
  installations
Communicating	
  Prototypes
Prototyping	
  Digital	
  Products
•Screens!	
  
•Responsive	
  Design,	
  Mobile	
  First	
  Design	
  
•Designing	
  for	
  different	
  interaction	
  
types	
  (e.g.	
  keyboard	
  and	
  mouse,	
  touch	
  
interfaces,	
  voice	
  interaction)	
  
•Accessibility	
  
•Animations
Prototyping	
  Physical	
  Products
•has	
  become	
  a	
  trending	
  area	
  in	
  IxD	
  due	
  to	
  
lower	
  costs	
  for	
  electronic	
  components	
  
•Creation	
  of	
  products	
  with	
  embedded	
  sensors	
  
has	
  become	
  more	
  accessible	
  
•Products	
  have	
  physical	
  components	
  and	
  
software	
  applications	
  that	
  controls	
  functions	
  
on	
  the	
  device	
  
•Ikea	
  Deathstar	
  lamp
Prototyping	
  Physical	
  Products
•Electronics	
  
•Coding	
  and	
  Troubleshooting	
  
•Materials	
  and	
  Tactility	
  	
  	
  
•Fabrication	
  (e.g.	
  laser	
  cutting	
  and	
  3D	
  printing)	
  
•Prototype	
  fidelity	
  levels	
  (low-­‐	
  and	
  mid	
  
fidelity)	
  more	
  fluent	
  
•Start	
  by	
  creating	
  user	
  flows	
  and	
  circuit	
  
diagrams
Prototyping	
  Physical	
  Products
•Low-­‐fidelity	
  -­‐	
  e.g.	
  Breadboard,	
  Arduino	
  Uno	
  
and	
  Arduino	
  IDE	
  
•Mid-­‐fidelity-­‐	
  increased	
  portability	
  e.g.	
  battery	
  
packs,	
  smaller	
  micro	
  controllers	
  such	
  as	
  Trinket,	
  
LilyPad	
  
•High-­‐fidelity	
  -­‐	
  printed	
  PCB	
  boards,	
  3D	
  printing,	
  
Laser	
  cutting,	
  CNC	
  milling
Fabrication	
  Methods
•Laser	
  Cutting	
  -­‐	
  relatively	
  quick	
  and	
  cheap.	
  
Does	
  not	
  require	
  3D	
  modelling	
  skills;	
  Software	
  
used	
  e.g.	
  Rhino	
  2D,	
  Autocad	
  2D,	
  Illustrator	
  
•3D	
  printing	
  -­‐	
  can	
  be	
  time-­‐consuming	
  
expensive,	
  costs	
  vary	
  based	
  on	
  print	
  
materials.	
  Requires	
  3D	
  modelling	
  skills:	
  
Software	
  used	
  e.g.	
  Rhino	
  3D,	
  Sketchup,	
  
Blender.
Prototyping	
  Case	
  Study	
  -­‐	
  Information	
  Mediators
Prototyping	
  -­‐	
  Initial	
  Prototype	
  in	
  Paper
Prototyping	
  -­‐	
  Renderings	
  in	
  Graphic	
  software
Prototyping	
  -­‐	
  Renderings	
  in	
  Graphic	
  software
Prototyping	
  -­‐	
  Second	
  Prototype	
  in	
  Foam
Prototyping	
  -­‐	
  Second	
  Prototype	
  in	
  Foam
Prototyping	
  -­‐	
  Preparing	
  for	
  final	
  Prototype
Prototyping	
  -­‐	
  Final	
  Mould	
  and	
  3D	
  Printed	
  dials
Prototyping	
  -­‐	
  Trial	
  with	
  Prototype
Activity
● 	
  Create	
  a	
  step	
  by	
  step	
  plan	
  how	
  you	
  could	
  create	
  a	
  
series	
  of	
  physical	
  prototypes	
  of	
  increasing	
  fidelity	
  
for	
  your	
  smart	
  home	
  hub	
  (~15	
  minutes).	
  
● Discuss	
  your	
  plan	
  with	
  the	
  person	
  sitting	
  next	
  to	
  
you	
  and	
  make	
  some	
  notes.	
  	
  Give	
  peer	
  feedback	
  (10	
  
minutes).
Testing	
  Prototypes	
  with	
  Users
• Planning	
  the	
  search	
  
• Conducting	
  the	
  Research	
  
• Synthesising	
  the	
  Research
Based	
  on:	
  McElroy,	
  2017	
  
Planning	
  the	
  Research
• What	
  are	
  your	
  assumptions	
  and	
  goals?	
  
• Questions	
  -­‐	
  	
  
• Establishing	
  questions	
  e.g.	
  about	
  prior	
  experience	
  
with	
  software,	
  questions	
  about	
  general	
  technology	
  
use;	
  
• Feedback	
  questions	
  -­‐	
  used	
  to	
  test	
  if	
  the	
  research	
  
goals	
  are	
  being	
  met	
  and	
  get	
  participants	
  to	
  interact	
  
with	
  your	
  prototype;
Based	
  on:	
  McElroy,	
  2017	
  
Planning	
  the	
  Research
• Open	
  session	
  -­‐	
  exploratory,	
  users	
  can	
  use	
  the	
  product	
  
as	
  they	
  see	
  fit.	
  Minimal	
  scaffolding.	
  Great	
  for	
  overall	
  
feedback	
  on	
  the	
  experience	
  of	
  a	
  product.	
  Requires	
  a	
  
higher-­‐fidelity	
  level	
  of	
  the	
  prototype;	
  
• Closed	
  Session	
  -­‐	
  guided	
  approach.	
  Users	
  are	
  being	
  
prompted	
  to	
  complete	
  specific	
  tasks	
  e.g.	
  based	
  on	
  User	
  
flows.	
  	
  This	
  requires	
  you	
  to	
  built	
  vertical	
  prototypes.
Based	
  on:	
  McElroy,	
  2017	
  
Planning	
  the	
  Research
• Ask	
  open-­‐ended	
  and	
  non	
  leading	
  questions	
  
• Test	
  questions	
  with	
  co-­‐workers	
  
• Ask	
  users	
  about	
  their	
  experience	
  with	
  the	
  prototype	
  
not	
  their	
  opinions	
  on	
  how	
  something	
  should	
  be	
  done	
  
• Don’t	
  give	
  too	
  much	
  information	
  away	
  -­‐	
  test	
  users	
  
actions	
  not	
  their	
  words	
  
• You	
  could	
  use	
  a	
  template	
  e.g.	
  usability.gov	
  to	
  help	
  your	
  
structure	
  your	
  prototype	
  evaluation	
  activities
Based	
  on:	
  McElroy,	
  2017	
  
Conducting	
  the	
  Research
• Finding	
  Users	
  -­‐	
  friends	
  and	
  family	
  (beware	
  of	
  bias),	
  
meet	
  ups	
  of	
  special	
  interest	
  groups,	
  community	
  
organisations,	
  mailing	
  lists…	
  
• Sometimes	
  participation	
  in	
  research	
  can	
  be	
  incentivised	
  
e.g.	
  gift	
  cards,	
  vouchers	
  	
  
• Make	
  sure	
  your	
  personas	
  are	
  covered	
  
• New	
  services	
  that	
  help	
  with	
  user	
  testing	
  e.g.	
  
usertesting.com	
  can	
  be	
  used	
  but	
  normally	
  require	
  
higher	
  fidelity	
  prototypes
Based	
  on:	
  McElroy,	
  2017	
  
Conducting	
  the	
  Research
• Prepare	
  all	
  the	
  materials	
  e.g.	
  participant	
  information	
  sheet,	
  
consent	
  forms	
  
• Test	
  you	
  means	
  of	
  recording	
  (e.g.	
  audio,	
  video)	
  and	
  decide	
  
how	
  you	
  (or	
  someone	
  else)	
  will	
  take	
  notes	
  
• Assign	
  time	
  slots	
  for	
  each	
  participant	
  
• Be	
  observant	
  and	
  look	
  also	
  for	
  non-­‐verbal	
  clues	
  
• Stay	
  neutral	
  (avoid	
  verbal	
  confirmations	
  if	
  a	
  user	
  is	
  doing	
  	
  
things	
  in	
  a	
  “correct	
  way”)	
  
• 4-­‐8	
  testers	
  per	
  prototype	
  as	
  rule	
  of	
  thumb,	
  more	
  if	
  you	
  
have	
  multiple	
  personas	
  to	
  test
Based	
  on:	
  McElroy,	
  2017	
  
Synthesising	
  the	
  Research
• Organise	
  your	
  notes	
  e.g	
  post-­‐its,	
  lists	
  
• Group	
  similar	
  ideas	
  or	
  patterns	
  into	
  categories	
  
• Write	
  out	
  insights	
  (good	
  and	
  bad)	
  for	
  each	
  category	
  as	
  
indication	
  for	
  issues	
  and	
  successes	
  
• Think	
  about	
  different	
  solutions	
  for	
  encountered	
  issues	
  
such	
  as	
  alternative	
  user	
  flows,	
  different	
  labelling	
  etc.	
  
• Draw	
  up	
  recommendations	
  for	
  the	
  next	
  round	
  of	
  
prototyping
Based	
  on:	
  McElroy,	
  2017	
  
Synthesising	
  the	
  Research
• Prioritise	
  your	
  recommendations	
  
• Document	
  design	
  decisions	
  and	
  use	
  user	
  quotes	
  or	
  
anecdotes	
  to	
  support	
  these	
  decisions	
  
• Present	
  your	
  findings	
  to	
  the	
  wider	
  team	
  and	
  the	
  
different	
  stakeholders	
  were	
  appropriate	
  
• Integrate	
  your	
  prototyping	
  activities	
  with	
  agile	
  
methods	
  e.g.	
  sprint	
  cycles
Based	
  on:	
  McElroy,	
  2017	
  
PrimerPrototyping	
  Ambient	
  Experiences
• Marshmallow	
  Laser	
  Feast	
  Collective	
  
• Into	
  the	
  Forest	
  
• Dive	
  into	
  the	
  eye	
  of	
  the	
  animal
Session	
  Summary
•We	
  discussed	
  design	
  thinking	
  and	
  why	
  prototyping	
  
is	
  an	
  important	
  aspect	
  of	
  design	
  thinking;	
  
•We	
  discussed	
  different	
  fidelity	
  levels	
  of	
  prototypes	
  
and	
  their	
  application	
  in	
  digital	
  and	
  physical	
  
products;	
  
•We	
  planned	
  a	
  prototyping	
  research	
  activity	
  to	
  
apply	
  what	
  we	
  have	
  learned	
  in	
  the	
  lecture;	
  
•We	
  analysed	
  the	
  process	
  of	
  planning,	
  conducting	
  
and	
  synthesising	
  research	
  with	
  prototypes
• Prototyping	
  for	
  Designers:	
  Developing	
  the	
  Best	
  
Digital	
  and	
  Physical	
  Products	
  (McElroy,	
  2017)	
  
•The	
  User	
  Experience	
  Team	
  of	
  One	
  (Buley,	
  2013)	
  
•Designing	
  Interactive	
  Systems	
  (Benyon,	
  2014)	
  	
  
•Bill	
  Buxton	
  –	
  Sketches	
  vs.	
  Prototypes	
  
● Research	
  Paper	
  Prototypes	
  and	
  Stakeholders
Additional	
  Resources

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L8_COMP1649_Prototyping_1819.pdf

  • 1. Human  Computer  Interaction  and  Design
 COMP1649 Design Thinking, Prototyping and Construction Dr Ralph Barthel
  • 2. ● Why  Prototyping?   ● Low-­‐fidelity,  Mid-­‐fidelity  and  High-­‐fidelity   Prototypes   ● Prototyping  Tools   ● Prototyping  Physical  Products   ● Research  with  Prototypes Lecture  Overview
  • 3. The  activities  and  content  in  this  lecture  contribute   to  the  learning  outcomes  :   ● B.  Carry  out  design  research  to  inform   development  of  systems  and  applications;   ●  C.  Construct  and  create  prototypes  of  human-­‐ computer  interactions; Learning  Outcomes • 3
  • 4. “Design  thinking  is  a  process  for  creative   problem  solving”.                                                    IDEO Design  Thinking • 4
  • 5. •Empathy  (human-­‐centered)   •Ideation  (generating  lots  of  ideas)   •Experimentation  (Prototyping  and  Testing)                                                                                                   Design  Thinking • 5 Source:  IDEO
  • 6. Design  Thinking  -­‐  a  6  Step  Process Source:  Nielsen  Norman  Group
  • 7. “Prototypes  provide  the  means  for     examining  design  problems  and   evaluating  solutions.  Selecting  the  focus   of  a  prototype  is  the  art  of  identifying  the   most  important  open  design  questions.”         Houde  and  Hill            
  • 8. Prototyping ●  Prototyping  involves  building  a  working  model  of   part,  or  some  aspect  of,  the  system  for  evaluation   before  building  the  full  system.    
 ● It  is  a  similar  approach  to  that  followed  by  engineers   -­‐  e.g.  when  a  new  car  design  is  being  developed.   ● Prototypes  can  be  low-­‐,  mid-­‐  or  high-­‐fidelity. Source:  Van  Allen  
  • 9. Why  prototyping? ● Thinking  through  making   ● To  enable  convergent  thinking   ● Framing  and  setting  of  problems  opposed  to  problem   solving   ● Explore  the  design  space  through  a  number  of   different  ideas,  approaches  and  assumptions  and   apply  them  to  a  particular  context   ● Prototyping  is  an  important  step  in  the  design   thinking  process Source:  Van  Allen
  • 10. Why  prototyping? ● Discovery   ● “Fail  early  and  fail  often”   ● To  experience  interactions  and   behaviour  before  fully  committing  to   building  a  product  in  that  way   ● To  explore  if  your  ideas  stick  in  a  real   world  context Source:  Van  Allen  
  • 11. What  to  prototype? ● Interactions  and  User  flows   ● Content   ● Form   ● Idea  selection   ● Technology   ● Usability  (later  stages)
  • 12. Design  Sketches Low-­‐Fidelity   Prototypes High-­‐Fidelity   Prototypes Ideation Exploration  and     Ideation Usability Mid-­‐Fidelity   Prototypes Interactions  &     Behaviours
  • 13. Low-­‐Fidelity  Prototypes ● A  Low-­‐fidelity  prototype  is  one  that  does  not  look  very   much  like  the  final  product,  e.g.  a  paper/cardboard   model  (rather  than  an  electronic  screen),   storyboarding,  sketching,  Wizard  of  Oz  experiments.  
 ● Low-­‐fidelity  prototypes  are  useful  because  they  tend   to  be  simple,  cheap,  and  quick  to  produce  and  modify.   They  are  for  exploration  only  (throw  away).
            
  • 14. Mid-­‐Fidelity  Prototypes ● A  mid-­‐fidelity  prototype  starts  to  look  like  your  final   prototype  in  at  least  one  dimension.  These  prototypes   have  a  good  balance  between  cost  and  money;  
 ● Mid-­‐fidelity  prototypes  are  useful  because  they  allow   to  test  interactivity  and  provide  more  context  to   users.
            
  • 15. High-­‐Fidelity  Prototype • A  high-­‐fidelity  prototype  is  a   prototype  that  is  close  to  the  final   product  in  detail  and  functionality.   This  enables  to  examine  usability  in   detail  and  to  make  conclusions  about   how  behaviour  will  relate  to  use  of  the   final  product.
  • 16. Initial  Ideas    ———>Design  Process  ———-­‐>  Final  Design Low-­‐Fidelity  Prototypes Effort Ideas,  generating     more  ideas Mid-­‐Fidelity  Prototypes Selecting  Ideas,  Testing   of  user  interactions,  stake   holder  presentations,  user  flows High-­‐Fidelity   Prototypes Detailed  evaluations  of   interactions  and  user  flows
  • 17. Low-­‐fidelity  Prototype Mid-­‐Fidelity  Prototype High-­‐fidelity  Prototype What  for? Good  for  ideation  and   exploring  different  ideas;   Testing  of  high-­‐level   concepts  e.g.  navigation;   Testing  of  specific  user   interactions;   Testing  of  user  flows;   Stakeholder   presentations; Detailed  user  testing  and   testing  of  interaction   flows;  Stakeholder   presentations; Pros? Fast,  Cheap,  Used  with   easily  available  materials;   Creating  alternative   designs; More  context;   Good  time/quality   balance;   Enable  user  testing;   Easier  “to  read”  for   users  and  stakeholders; Testing  of  very  detailed   interactions;     Visual  design  looks  like   final  product;   Complete  design; Cons? Limited  interactions;   Lack  of  detail;   Can  not  test  user  flows;   Can  lack  context  a  user   may  require; More  time  intense;   Still  not  fully  functional; Expensive;   Time-­‐consuming;   Advanced  coding  and   prototyping  skills   required;
  • 18. Prototyping  Tools • Paper  and  Cardboard,  3D  Print,  Laser  Cutting   • Powerpoint/Keynote   • Bespoke  Prototyping  Tools  (e.g.  Axure,  Adobe  XD)   • Web/Mobile  Development  frameworks  (e.g.  Ruby  on   Rails,  Django,  Ionic)  +  Front-­‐end  (e.g.  Bootstrap,   Pure.css)    Frameworks   • Microcontroller  (Arduino,  Raspberry  Pi)   • Processing  typically  used  for  interactive  art  installations
  • 20. Prototyping  Digital  Products •Screens!   •Responsive  Design,  Mobile  First  Design   •Designing  for  different  interaction   types  (e.g.  keyboard  and  mouse,  touch   interfaces,  voice  interaction)   •Accessibility   •Animations
  • 21. Prototyping  Physical  Products •has  become  a  trending  area  in  IxD  due  to   lower  costs  for  electronic  components   •Creation  of  products  with  embedded  sensors   has  become  more  accessible   •Products  have  physical  components  and   software  applications  that  controls  functions   on  the  device   •Ikea  Deathstar  lamp
  • 22. Prototyping  Physical  Products •Electronics   •Coding  and  Troubleshooting   •Materials  and  Tactility       •Fabrication  (e.g.  laser  cutting  and  3D  printing)   •Prototype  fidelity  levels  (low-­‐  and  mid   fidelity)  more  fluent   •Start  by  creating  user  flows  and  circuit   diagrams
  • 23. Prototyping  Physical  Products •Low-­‐fidelity  -­‐  e.g.  Breadboard,  Arduino  Uno   and  Arduino  IDE   •Mid-­‐fidelity-­‐  increased  portability  e.g.  battery   packs,  smaller  micro  controllers  such  as  Trinket,   LilyPad   •High-­‐fidelity  -­‐  printed  PCB  boards,  3D  printing,   Laser  cutting,  CNC  milling
  • 24. Fabrication  Methods •Laser  Cutting  -­‐  relatively  quick  and  cheap.   Does  not  require  3D  modelling  skills;  Software   used  e.g.  Rhino  2D,  Autocad  2D,  Illustrator   •3D  printing  -­‐  can  be  time-­‐consuming   expensive,  costs  vary  based  on  print   materials.  Requires  3D  modelling  skills:   Software  used  e.g.  Rhino  3D,  Sketchup,   Blender.
  • 25. Prototyping  Case  Study  -­‐  Information  Mediators
  • 26. Prototyping  -­‐  Initial  Prototype  in  Paper
  • 27. Prototyping  -­‐  Renderings  in  Graphic  software
  • 28. Prototyping  -­‐  Renderings  in  Graphic  software
  • 29. Prototyping  -­‐  Second  Prototype  in  Foam
  • 30. Prototyping  -­‐  Second  Prototype  in  Foam
  • 31. Prototyping  -­‐  Preparing  for  final  Prototype
  • 32. Prototyping  -­‐  Final  Mould  and  3D  Printed  dials
  • 33. Prototyping  -­‐  Trial  with  Prototype
  • 34. Activity ●  Create  a  step  by  step  plan  how  you  could  create  a   series  of  physical  prototypes  of  increasing  fidelity   for  your  smart  home  hub  (~15  minutes).   ● Discuss  your  plan  with  the  person  sitting  next  to   you  and  make  some  notes.    Give  peer  feedback  (10   minutes).
  • 35. Testing  Prototypes  with  Users • Planning  the  search   • Conducting  the  Research   • Synthesising  the  Research Based  on:  McElroy,  2017  
  • 36. Planning  the  Research • What  are  your  assumptions  and  goals?   • Questions  -­‐     • Establishing  questions  e.g.  about  prior  experience   with  software,  questions  about  general  technology   use;   • Feedback  questions  -­‐  used  to  test  if  the  research   goals  are  being  met  and  get  participants  to  interact   with  your  prototype; Based  on:  McElroy,  2017  
  • 37. Planning  the  Research • Open  session  -­‐  exploratory,  users  can  use  the  product   as  they  see  fit.  Minimal  scaffolding.  Great  for  overall   feedback  on  the  experience  of  a  product.  Requires  a   higher-­‐fidelity  level  of  the  prototype;   • Closed  Session  -­‐  guided  approach.  Users  are  being   prompted  to  complete  specific  tasks  e.g.  based  on  User   flows.    This  requires  you  to  built  vertical  prototypes. Based  on:  McElroy,  2017  
  • 38. Planning  the  Research • Ask  open-­‐ended  and  non  leading  questions   • Test  questions  with  co-­‐workers   • Ask  users  about  their  experience  with  the  prototype   not  their  opinions  on  how  something  should  be  done   • Don’t  give  too  much  information  away  -­‐  test  users   actions  not  their  words   • You  could  use  a  template  e.g.  usability.gov  to  help  your   structure  your  prototype  evaluation  activities Based  on:  McElroy,  2017  
  • 39. Conducting  the  Research • Finding  Users  -­‐  friends  and  family  (beware  of  bias),   meet  ups  of  special  interest  groups,  community   organisations,  mailing  lists…   • Sometimes  participation  in  research  can  be  incentivised   e.g.  gift  cards,  vouchers     • Make  sure  your  personas  are  covered   • New  services  that  help  with  user  testing  e.g.   usertesting.com  can  be  used  but  normally  require   higher  fidelity  prototypes Based  on:  McElroy,  2017  
  • 40. Conducting  the  Research • Prepare  all  the  materials  e.g.  participant  information  sheet,   consent  forms   • Test  you  means  of  recording  (e.g.  audio,  video)  and  decide   how  you  (or  someone  else)  will  take  notes   • Assign  time  slots  for  each  participant   • Be  observant  and  look  also  for  non-­‐verbal  clues   • Stay  neutral  (avoid  verbal  confirmations  if  a  user  is  doing     things  in  a  “correct  way”)   • 4-­‐8  testers  per  prototype  as  rule  of  thumb,  more  if  you   have  multiple  personas  to  test Based  on:  McElroy,  2017  
  • 41. Synthesising  the  Research • Organise  your  notes  e.g  post-­‐its,  lists   • Group  similar  ideas  or  patterns  into  categories   • Write  out  insights  (good  and  bad)  for  each  category  as   indication  for  issues  and  successes   • Think  about  different  solutions  for  encountered  issues   such  as  alternative  user  flows,  different  labelling  etc.   • Draw  up  recommendations  for  the  next  round  of   prototyping Based  on:  McElroy,  2017  
  • 42. Synthesising  the  Research • Prioritise  your  recommendations   • Document  design  decisions  and  use  user  quotes  or   anecdotes  to  support  these  decisions   • Present  your  findings  to  the  wider  team  and  the   different  stakeholders  were  appropriate   • Integrate  your  prototyping  activities  with  agile   methods  e.g.  sprint  cycles Based  on:  McElroy,  2017  
  • 43. PrimerPrototyping  Ambient  Experiences • Marshmallow  Laser  Feast  Collective   • Into  the  Forest   • Dive  into  the  eye  of  the  animal
  • 44. Session  Summary •We  discussed  design  thinking  and  why  prototyping   is  an  important  aspect  of  design  thinking;   •We  discussed  different  fidelity  levels  of  prototypes   and  their  application  in  digital  and  physical   products;   •We  planned  a  prototyping  research  activity  to   apply  what  we  have  learned  in  the  lecture;   •We  analysed  the  process  of  planning,  conducting   and  synthesising  research  with  prototypes
  • 45. • Prototyping  for  Designers:  Developing  the  Best   Digital  and  Physical  Products  (McElroy,  2017)   •The  User  Experience  Team  of  One  (Buley,  2013)   •Designing  Interactive  Systems  (Benyon,  2014)     •Bill  Buxton  –  Sketches  vs.  Prototypes   ● Research  Paper  Prototypes  and  Stakeholders Additional  Resources