0% found this document useful (0 votes)
25 views5 pages

Dihci L14

iit guwahati nptel course

Uploaded by

Abhishek Singh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views5 pages

Dihci L14

iit guwahati nptel course

Uploaded by

Abhishek Singh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

9/11/2023

1 Design & Implementation of Human-Computer Interfaces


NPTEL-MOOCS
Dr Samit Bhattacharya
Computer Science and Engineering
IIT Guwahati
2 L14 – Prototyping
Dr Samit Bhattacharya
Computer Science and Engineering
IIT Guwahati
3 Recap
• Earlier we learned requirement gathering through CI and design with guidelines
• This lecture we shall learn prototyping techniques
• First let us recall SDLC for UCD

6 Prototyping for Feedback


• The guidelines offer merely a starting point - once we have those, we can go for a
design
7 Prototyping for Feedback
• However, to know if the design is going to work in practice, we need not fully
implement the idea first
8 Prototyping for Feedback
• Instead, we go for a prototype, a lightweight implementation in a sense, to test our
idea
9 Prototyping for Feedback
• In UCD, prototypes play very important role
• Built typically at a very early stage of the development life cycle
10 Prototyping for Feedback
• Once its purpose is served, a prototype can be discarded
11 Prototyping for Feedback
• In the best case, the prototype can be incrementally refined (and tested) as we
make progress in the development till the end, at which point it becomes the fully-
implemented product in itself
12 Prototype Categories
• Horizontal - the entire interface is depicted at the surface level without any
functionality
• Interaction is not prototyped
• No real work can be done
• Suitable to discuss, brain-storm or elicit feedback on the interface look and feel,
primarily 1
• In the best case, the prototype can be incrementally refined (and tested) as we
make progress in the development till the end, at which point it becomes the fully- 9/11/2023
implemented product in itself
12 Prototype Categories
• Horizontal - the entire interface is depicted at the surface level without any
functionality
• Interaction is not prototyped
• No real work can be done
• Suitable to discuss, brain-storm or elicit feedback on the interface look and feel,
primarily
13 Prototype Categories
• Vertical - designed to represent interaction
• Few selected features implemented in-depth, starting from the first screen to the
screen after the last action is performed
• Suitable for analysis of interactions and features

14 How to Create Prototypes


• Low fidelity
• No technological intervention - made with paper, cardboards, woods and so on
• A popular example are the paper mock-ups for interface look, feel and even
functionality
• Quick and cheap to make and modify
• Good for horizontal prototypes and used to brain-storm on alternative designs and
get user response on the idea
15 Low Fidelity Prototype: Interface Sketches
• Interface sketches offer another low-fidelity prototypes
• Drawings depicting major components of an interface
• Provide way to envision appearance of the interface

16 Low Fidelity Prototype: Interface Sketches


Example - consider a shop that sells various consumer items (clothes, bags and so
on). They want an interactive system to generate bills based on the selection by a
customer. The customer selection is “scanned” and identified by the system and a bill
is generated. A sketch for the proposed interface design is shown along with one
possible final design.

17 Low Fidelity Prototype: Interface Sketches


18 Low Fidelity Prototype: Interface Sketches
19 Low Fidelity Prototype: Interface Sketches
• Sketches in itself are not sufficient to prototype interaction
• From the previous sketch, it is not possible to know the sequence of actions and
the corresponding changes on the interface to execute a task (a “stroller
purchase” in this case)
20 Low Fidelity Prototype: Interface Sketches
• Therefore, sketches essentially represent horizontal prototypes
21 Low Fidelity Prototype: Interface Sketches
• What we need is not a single sketch, but a series of sketches, often called
“storyboarding” to represent interaction
22 Low Fidelity Prototype: Storyboarding
23 Low Fidelity Prototype: Storyboarding
2
purchase” in this case)
9/11/2023
20 Low Fidelity Prototype: Interface Sketches
• Therefore, sketches essentially represent horizontal prototypes
21 Low Fidelity Prototype: Interface Sketches
• What we need is not a single sketch, but a series of sketches, often called
“storyboarding” to represent interaction
22 Low Fidelity Prototype: Storyboarding
23 Low Fidelity Prototype: Storyboarding
24 Low Fidelity Prototype: Storyboarding
25 Low Fidelity Prototype: Storyboarding
26 Low Fidelity Prototype: Storyboarding
27 How to Create Prototypes
• Medium-fidelity - when we use computer to create simple (low fidelity) prototypes
• If the computer is used to create static sketches only, it still remains horizontal
prototype since no real functionality is there
28 How to Create Prototypes
• Medium-fidelity prototypes may include videos as well
29 How to Create Prototypes
• Ex - we can have an animation video (created with Adobe Flash tool, for example) to
prototype the food selection app of the previous slide
• In the video, simple controls can be provided to simulate the interaction
30 Medium-Fidelity Prototyping
• In fact, the interaction can also be simulated with as simple a tool as a Microsoft
PowerPoinTTM slideshow
• The key frames can be converted to slides
• With simple controls (e.g., timers or key press), slide transition takes place
depicting the interaction
• In that way, the storyboard can be converted to a vertical prototype
31 How to Create Prototypes
• Hi-Fidelity Prototypes – prototypes created with computer programs (e.g., actual
software development)
• More sophisticated and requires much more effort (including expertise in
programming) than the other two categories
32 How to Create Prototypes
• There are many interface builders, “toolkits” and “wizards” to ease the programming
efforts
33 How to Create Prototypes
• Popular examples include the Tcl/Tk toolkit, Visual Basic programming language,
JAVA Swing library and so on

34 How to Create Prototypes


• The toolkits and libraries provide support for “widgets” (GUI elements) - a
programmer can directly use those (rather than creating on his/her own) and build
GUIs

35 How to Create Prototypes


• The interaction is implemented through programming
36 How to Create Prototypes 3
34 How to Create Prototypes 9/11/2023
• The toolkits and libraries provide support for “widgets” (GUI elements) - a
programmer can directly use those (rather than creating on his/her own) and build
GUIs

35 How to Create Prototypes


• The interaction is implemented through programming
36 How to Create Prototypes
• Hi-fidelity prototypes are mainly used to create vertical prototypes
37 How to Create Prototypes
• “Wizard of Oz” approach - an interesting prototyping technique
38 How to Create Prototypes
• In this technique, a human subject believes to interact with an autonomous
computer
• In reality, however, the computer is operated by an “unseen” human being (the
“Wizard”)
• The term originated in the early 1980s, although the concept was there beforehand
39 How to Create Prototypes
• Example - the “listening typewriter” experiment conducted by the IBM in 1984
• IBM was trying to develop a speech recognition system
• They wanted to test the acceptability of the idea, requiring a working system
• Problem - nobody had the speech recognizer and the company did not want to
spend money and effort before testing the acceptability
40 How to Create Prototypes
• So, they decided to go for a “Wizard of Oz” experiment
41 Wizard of Oz Experiment
42 How to Use Prototypes
• It can be “thrown away,” i.e., discarded after use (Cardboard mock-ups and paper
sketches suitable for such treatments, since these are low-cost)
• We should be able to create such prototypes rapidly (otherwise, it becomes too
expensive to discard a prototype made over a period of time with considerable
man-hour spent)
43 How to Use Prototypes
• In the “incremental” approach, the system is designed into units (modules)
• Each unit is separately prototyped and tested
• Afterwards, it is integrated into the system
44 How to Use Prototypes
• The other approach is “evolutionary” – the whole system is prototyped and tested
• Based on the testing, the prototype is altered
• Eventually, it becomes the final product
45 Note
• We discussed few of the SDLC stages (requirement gathering, design with
guidelines, prototyping)
46

47 Note
• Other important stage is early evaluation – we shall discuss next
48
4
45 Note 9/11/2023
• We discussed few of the SDLC stages (requirement gathering, design with
guidelines, prototyping)
46

47 Note
• Other important stage is early evaluation – we shall discuss next
48

49 Book
• Bhattacharya, S. (2019). Human-Computer Interaction: User-Centric Computing for
Design, McGraw-Hill India
• Print Edition: ISBN-13: 978-93-5316-804-9; ISBN-10: 93-5316-804-X
• E-book Edition: ISBN-13: 978-93-5316-805-6; ISBN-10: 93-5316-805-8

Chapter 2, Sec 2.4.5

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy