4. Tom Chi’s Prototyping Rules
1. Find the quickest path to experience
2. Doing is the best kind of thinking
3. Use materials that move at the speed of
thought to maximize your rate of learning
5. Interaction Design
“Designing interactive products to support
people in their everyday and working lives”
Preece, J., (2002). Interaction Design
Design of User Experience with Technology
6. Typical Interaction Design Cycle
Develop alternative prototypes/concepts and compare them, And iterate, iterate, iterate....
7. ● Quick visual design
● Capture key interactions
● Focus on user experience
● Communicate design ideas
● Learn by doing/experiencing
Why Prototype?
12. Advantages/Disadvantages
Prototype Advantages Disadvantages
Low-fidelity
prototype
- low developmental cost
- evaluate multiple
design concepts
- limited error checking
- navigational and flow
limitations
High-fidelity
prototype
- fully interactive
- look and feel of final
product
- clearly defined
navigational scheme
- more expensive to develop
- time consuming to build
- developers are reluctant to
change something they have
crafted for hours
13. From Idea to Product
• Low-Fi: (Sketches)
- early ideation stages of design
• High-Fi: (Working prototypes)
- detailing the actual design
14. Typical Development Steps
● Sketching
● Storyboards
● UI Mockups
● Interaction Flows
● Video Prototypes
● Interactive Prototypes
● Final Native Application
Increased
Fidelity and
Interactivity
15. Case Study
Mobile AR for Spatial
Navigation
From Sharon Brosnan
BS in Digital Media
Design
Final Project
23. Not about drawing, but design
Sketching is a tool to help you:
• express
• develop, and
• communicate design ideas
Sketching is part of a process
• Idea generation
• Design elaboration
• Design choices
• Engineering
“Sketching is about the Activity
not the Result” - Bill Buxton
Sketching
24. Buxton’s Key Attributes of Sketching
• Quick
• Work at speed of thought
• Timely
• Always available
• Disposable
• Inexpensive, little investment
• Plentiful
• Easy to iterate
• A catalyst
• Evokes conversations
29. AR Augmented Sketch
● Sketch on top of photos of real world – target workplaces
Luisa Vasquez - https://blog.prototypr.io/10-tips-for-rapid-prototyping-on-the-hololens-2-bda021e21743
30. AR Prototyping with Layers
● Separate world-stabilized and head stabilized
○ Draw world stabilized on background paper
○ Draw head stabilized on transparent plastic
● Simulate Field of View of AR HMD
Lauber, F., Böttcher, C., & Butz, A. (2014, September). Papar: Paper prototyping for augmented reality. In Adjunct Proceedings
of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 1-6).
FOV in Red
Head Stabilized - Foreground
World Stabilized - Background
31. Sketching VR Interfaces
•Download 360 panorama template grid
•Draw interface ideas into grid
•Scan into 360 photo viewer for VR HMD
See https://virtualrealitypop.com/vr-sketches-
56599f99b357
39. ONIRIDE - 360° Art Plugin for Photoshop
• Draw 360 panorama’s directly in Photoshop
• Preview in Photoshop, export to VR
• See http://www.oniride.com/360art
52. Sketching in VR
Using VR applications for rapid prototyping
- Intuitive sketching in immersive space
- Creating/testing at 1:1 scale
- Rapid UI design/layout
Examples
- Open Brush - https://openbrush.app/
- Quill - https://quill.art/
More tools see - https://www.roadtovr.com/vr-painting-drawing-modeling-animation-art-tools-quest-pc/
54. Sketchbox
• VR design tool - create VR interface inside VR
• Support for HTC Vive, Oculus Rift
• Easy to use VR sketching tool
• Available from SteamVR
• See https://www.sketchboxvr.com/
61. Storyboards
Storyboarding is a technique taken from film making
using a simple cartoon-like structure, key moments
from the interactive experience are represented.
The advantage of storyboarding is that it allows you to
get a feel for the ‘flow’ of the experience.
It is also a very economical way of representing the
design – a single page can hold 6–8 ‘scenes’.
66. Persona:Gunther theAd Guy
Gunther is from Germany. He
Travels extensively for work and
As he is an advertising executive
he needs to present concepts to
clients quickly and easily. He is
a person very well-versed in new
technologies and wishes he had
easier portable solutions for his
presentations…..
67. Scenario
Gunther has been given a project to design a new corporate identity for North-
Eastern Airline. His mission is to promote NE Air as an ’international company’.
Part of the requirement for this ad campaign is that he communicate the ‘fun’
company culture. They want to show that flying NE is a lifestyle. Gunther has
his work cut out for him.
He has a meeting schedule to show identity ideas on his laptop. During this
meeting he will need to point out specific features on the graphic design. He
also wants to show a video of an example commercial that has been
completed.
69. Low and High Fidelity Storyboards
Low fidelity
High fidelity
70. Key Elements
1. Scenario: Storyboards are based on a scenario or a user story. The
persona or role that corresponds to that scenario is clearly specified
2. Visuals: Each step in the scenario is represented visually in a
sequence. The steps can be sketches, illustrations, or photos.
3. Captions: Each visual has a corresponding caption. The caption
describes the user’s actions, environment, emotional state, device, etc.
78. VR Sketch Sheets
Available from https://blog.prototypr.io/vr-paper-prototyping-9e1cab6a75f3
79. Storyboard Guidelines
Successful Storyboards:
§ Visually tell the story
§ Detail the concept, characters, setting, sequence, interactions
§ Reflect key ideas and POV
Describe the following:
§ Field-of-View: What surroundings can the viewer see?
§ Estimated POV: Where is viewer positioned in their surroundings?
§ Key Frames: What is the starting and ending points of the scene?
§ Interaction: How does the viewer interact in this scene?
81. Wireframes
• Wireframes are outlines of the structure of a software system
• the “bones of the application”.
• Wireframes focus on the structure of particular types of pages.
• navigation maps focus on how pages are structured and linked together
• So navigation maps + wireframes = basics of an application
82. Example: AR Fitting Room
https://uxfol.io/project/0372e625/AR-Fitting-Room
83. Wireframes
It’s about
- Functional specs
- Navigation and interaction
- Functionality and layout
- How interface elements work together
- Defining the interaction flow/experience
Leaving room for the design to be created
89. Mockup
It’s about
- Look and feel
- Building on wireframe
- High fidelity visuals
- Putting together final assets
- Getting feedback on design
Priyaa Sathiyaseelan - https://priyaasathiyaseelan.com/portfolio/cook-simple-ar-app/
99. Tools for Making Mobile Mockups
Put list of tools here
- Look and feel
- Building on wireframe
- High fidelity visuals
- Putting together final assets
- Getting feedback on design
Priyaa Sathiyaseelan - https://priyaasathiyaseelan.com/portfolio/cook-simple-ar-app/
102. 3D Asset Creation
•Use public 3D assets
•Sketchfab - https://sketchfab.com/
•Web-based 3D model library
•Poly - https://poly.google.com/
•Low polygon models for AR/VR
•Build 3D assets
•Sketchup - https://www.sketchup.com/
•Easy 3D modelling
•Gravity Sketch - https://www.gravitysketch.com/
•Model creation from sketching/CAD
•Google Blocks - https://arvr.google.com/blocks/
•Model in VR
•Blender - https://www.blender.org/
•Open source CAD modelling
103. 3D Scene Layout
•Scene layout in VR
•Sketchbox
•https://www.sketchbox3d.com/
•Fast and simple VR prototyping tool
•Collaborative VR design tool
•Export to SketchFab/fbx
104. Gravity Sketch
•Intuitive immersive 3D design platform
•Move from sketch to final 3D model render
•Natural 3D UI manipulation
•Two handed input, 3D menus, etc
•Multi-platform
•HMD (Quest, Steam), tablet, etc
•Support for collaboration
106. Scene Assembly
•Assemble assets into 3D scene
•Prototype final UI concept
•Create high-fidelity view
•Collect user feedback
•Immersive Scene Assembly
•Sketchbox: https://www.sketchbox3d.com/
107. Scene Assembly In AR
• Many tools for creating AR scenes
• Drag and drop your assets
• Develop on web, publish to mobile
• Examples
• Catchoom - CraftAR
• Blippar - Blipbuilder
• ARloopa - ARloopa studio
• Wikitude - Wikitude studio
• Zappar - ZapWorks Designer
108. Scene Assembly In AR
• Many tools for creating AR scenes
• Drag and drop your assets
• Develop on web, publish to mobile
• Examples
• Catchoom - CraftAR
• Blippar - Blipbuilder
• ARloopa - ARLOOPA studio
• Wikitude - Wikitude studio
• Zappar - ZapWorks Designer
109. ARLoopa Studio
Web-based AR authoring
•Add 3D models, video, images to real print content
•Simple drag and drop interface
•Marker image recognition, markerless tracking
• https://arloopa.com/
113. Mock-up Guidelines
1. Generate final 2D/3D interface elements
2. Replace wireframe UI elements with high quality visuals
3. Use standard AR/VR UI elements
4. Simulate AR/VR views
5. Focus on visual/audio design
6. Collect feedback from target end-users