Final Flashcards
(35 cards)
What is a Prototype?
Can be a small-scale model in other fields. But it HCI, screen sketched, storyboard, slide simulation, video simulation cardboard mockup. software with limited functionality.
The goal is NOT the artifact, but the feedback.
Why prototype?
- Evaluation and feedback
- Users can see/interact with prototype
- Helps team communication
- Encourages reflection and design
- Prototypes answer questions, and help make choices
What to prototype?
- Screen layouts and information display
- Work flow, task design
- Difficult, controversial, critical areas
- Technical issues. (graphics fast enough)
-Do iterations of a prototype
Types of prototype fidelity
Low fidelity: Prototype doesn’t look much like final product, operation of the prototype may be simulated and slower
High fidelity: Prototype looks and operates like the real product.
Low Fideltiy Prototype
Uses medium different form the final medium. i.e. paper, cardboard
Purpose is to brainstorm competing representations and elicit user reacions / suggestions.
ex:
Storyboards
Paper prototypes
Wireframes
Storyboarding
- All about user tasks, not interface
- Like comic stip
- Converys setting: people environment tasks
- Show sequence/steps involved
- Satisfacton: What motivates people to use this system.
Paper prototypes
Done after storyboarding
- Best for figuring out the user interface
- Doesn’t have to look exact of nice.
Benefits of paper prototyping
Leverage common design skills: Everyone can sketch and cut paper.
- Allow early testing: testing prototypes early lets product teams find big-picture probleams
- Support rapid experimentation:Different UI can easily be cut, copied and moved around to create a new UI.
- Facilitate adjustments: easy to make changes druing the testing session.
Paper prototypeing limitation
- An additional person is required to conduct the test session
- Not suitable for complex or highly interactive interfaces.
Wireframing
Give an outline of structure and layout of the page.
-Conveys the overall direction and description f the user interface
low to medium quality.
Low-Fidelity Prototyping Pros and cons
Pros:
-Inexpesive
-Fase
Collaborative.
Cons:
Limited interactivity, can’t be too complex
-Misleading: users will judge it worse simply because it is less finished.
-Clients may be confused by lack of programming.
What you can’t learn from a paper prototype
Look: color font etch
Feel: efficieny issues, i.e. buttons that are too small
response time: no idea how ling taks will take
Small changes easily noticable
When to use High Fidelity prototypes
Testing the details of UI elements and color schemes
Testing the transition animation and effects of them on user behaviour
When you want to know how your target users feel about your design.
What is High-Fidelity prototype
Prototyping with a computer:
- Interactive representation of the product.
- Closest resemblance to the final design in terms of details and functionality.
- Simulate some but not all features of system.
What can you learn form high fidelity prototypes
Everything you can learn form a paper prototype, plus:
- Screen layout
- Colors, fonts, icons, etc.
- Interactive feedback
- Efficiency issues.
Vertical Prototype
Focuses on in-depth functionality for only a few selected features.
-Common design ideas can be tested in depth
Horizontal Prototype
Surface layerss includes the entire user interface with limited underlying functionality (breadth)
Video prototypes
- Illustrates how people might act with a future technology in a realistic setting
- Describes motivation and theri activities over time
- People in video represent personas or characters drawn from intervies and observations
- Characters placed are in a particular situation at a particular place and time.
Cheap and fast
- Great for communication
- Can serve as a spec for developers
Wizard of oz prototyping
Fake functionality of a prototype by faking interactions through off screen manipulation. User can’t tell
-User thinks they are interacting with a computer, but the developer is responding to them rather than the system.
Good for adding simulated and complex functionality, and testing futuristic ideas.
Properties of Positional Input Devices
Absolute vs. Relative Positioning-touchscreen = absolute-mouse = relativeDirect vs. Indirect Contact-direct = touchscreen-indirect = mouseForce vs. Displacement Sensing -(most) joysticks = force-mouse = displacementPosition vs. Rate Control -(most) joysticks = rate-mouse = positionDOF (Dimensions) Sensed-1 = dial, 2 = mouse, 6 = Wiimote
Control-Display Gain (CD Gain)
Ratio of display pointer movement to device control movement -the ratio is a scale factor (the “gain”)-usually expressed in terms of velocity -works for rate control and position control
at CD of 1 would mean the movement rate of the mouse is exactly the same as the pointer.
> 1 Means the pointer moves faster than mouse.
CDgain= Vpointer/Vdevice
Fitts’ Law
Fitts’ Law: a predictive model for pointing time considering device, distance, and target size-published 1954-based on rapid, aimed movements-works for many kinds of pointing “devices”: finger, pen, mouse, joystick, foot, ..
Steering law
Steering Law is an adaptation of Fitts’ LawDeveloped by Zhai and AcottChoose a paradigm which focuses on steering between boundaries
Tracking a constrained path takes longer (menu navigation)
Hierarchical MenusCS 349 - Input Performance37Sum the parts of the path:-Wide path (but short stopping distance)-Narrow path (but wide stopping distance)-Wide path (with short stopping distance)
HSV/HSB Color model
Hue: determines color (approximation of wavelength)Saturation: how much hue: e.g. red vs. pink vs. whiteValue/Brightness: how much light is reflected