Human Computer Interaction (HCI)
Human Computer Interaction (HCI)
(HCI)
Prototyping [1]
• Perform usability evaluation and obtain
feedback as early as possible in the design
cycle by building and evaluating prototypes.
Finally, throw prototypes away and implement
final design.
Prototyping Types [1]
• Types of prototyping in increasing order of complexity
1. Paper Prototypes
– Low-Fidelity: hand-drawn sketches.
– High-Fidelity: more elaborate printouts.
2. Interactive Sketches: interactive composition of hand-
drawn sketches.
3. Working Prototypes: interactive, skeleton
implementation.
• Then, throw prototypes away and implement final
design.
Low-Fidelity Paper Prototypes [1]
• Paper prototypes simulate screen and dialogue
elements on paper.
• First hand-drawn sketches (lo-fi), later perhaps
more elaborate printouts (hi-fi).
• Early usability feedback with throwaway designs:
maximum feedback for minimum effort!
• Greeking (drawing squiggly lines) is used to
represent text which would otherwise be a
distraction.
Low-Fidelity Paper Prototypes Example
[1]
Working Prototype of previous
Example [1]
Low-Fidelity Paper Prototypes [1]
Low-Fidelity Paper Prototypes [1]
Low-Fidelity Paper Prototypes [1]
High-Fidelity Paper Prototypes [1]
• Elaborate screen designs created with drawing
editors such as Adobe Illustrator or Corel
Draw.
• Printed out in colour.
• The often look too much like a finished design,
and not enough like a prototype.
• Users tend to comment on the choice of fonts
and colours, rather than the flow through the
application.
Interactive Sketches [1]
• Scan in hand-drawn interface sketches.
• Assemble interactive prototype with clickable
elements (say with Macromedia Director).
• Casual look to encourage criticism and
discussion
Interactive Sketches Example [1]
• An interactive sketch made in Shockwave. Screen
designs sketches are scanned and assembled into an
interactive prototype with Macromedia Director
Working Prototypes [1]
• Simple algorithms: ignore special cases
• Fake data: similar data, images instead of
video, etc.
Prototyping Tools
• DENIM; http://dub.washington.edu/denim/
• Axure; http://www.axure.com/
• Balsamiq Mockups; http://balsamiq.com/
• Microsoft Expression SketchFlow;
http://www.microsoft.com/expression/products/Sk
etchflow_Overview.aspx
• HotGloo http://www.hotgloo.com/
• http://moqups.com
• marvelapp.com (mobile applications)
• invisionapp.com (mobile applications)
Dimensions of Working Prototypes [1]
• Working prototypes cut down on either the
number of features, or the depth of functionality
of features
• Vertical Prototype: in-depth functionality for a
few selected features.
• Horizontal Prototype: full interface features, but
no underlying functionality.
• Scenario Prototype: only features and
functionality along the specific scenarios or paths
through the interface which are to be evaluated.
Dimensions of Working Prototypes In a
Diagram [1]
Implementation [1]
• Implement final design.
• Competitive analysis of software components:
- Use existing interface framework as far as
possible (Motif, MS-Windows, Java Swing) –
saves a lot of work.
- Use existing components and applications
rather than re-inventing the wheel.
References
[1] Lecture Notes of Prof. Keith Andrews,
Available at: www.iicm.tugraz.at/hci