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L3-5-prototyping.md

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L3.5 Prototyping

These are my personal lecture notes for Georgia Tech's Human-Computer Interaction course (CS 6750, Spring 2024) by David Joyner. All images are taken from the course's lectures unless stated otherwise.

References and further readings

Houde, S., & Hill, C. (1997). What do prototypes prototype? In M. Helandar, T.K. Landaeur, & P. Prabhu (Eds). Handbook of Human-Computer Interaction, 2. (pp. 367-381). Elsevier Science.

Beaudouin-Lafon, M., & Mackay, W. (2003). Prototyping tools and techniques. Human Computer Interaction-Development Process. (pp. 101-142).

Introduction

  • Start with low-fidelity prototypes:
    • Goal: to get user feedback as quickly as possible
  • Work up to high-fidelity prototypes
  • Goal: to get user feedback on your ideas early

Basics of prototyping

  • Early prototyping
    • happens during first few iterations of design lifecycle
    • rapid revision
  • Late prototyping
    • final design or revising a design that's already live
  • Different phases of prototyping vary in terms of:
    • representation
    • fidelity
    • evaluation
    • scope

Representation

  • "What is the prototype?"

  • Examples (low to high fidelity):

    • verbal
    • paper
    • wizard of oz
    • wireframe
    • physical
    • functional
    • live
  • Earlier phases tend to be some simple visuals, e.g. writeup or paper

  • Later on we might want something more visual or interactive

    • only develop more complex prototypes once we vetted the ideas with simpler ones

Fidelity

  • fidelity: completeness/ maturity of the prototype
  • Low-fidelity: simple, easy to change
  • High-fidelity: something harder to create, e.g. wireframe, a functional interface

Evaluation:

  • different prototypes fit different evaluation structures
  • evaluating functionality:
    • Low-fidelity is fine for evaluating the relative function of an interface, whether or not it can do what's it's designed to do (If a user looks at it, can they tell what they're supposed to press? Can they physically do it?)
  • evaluating the interface:
    • the prototype needs to look the way a final prototype would look. e.g. use wireframe to evaluate readability
  • evaluating performance:
    • need a prototype that's working or close to working to evaluate certain tasks

Scope

  • Horizontal prototype:
    • cover the design as a whole, but not in depth
  • Vertical prototype:
    • cover a small portion of the interaction, and prototype it in great detail
  • e.g. for Facebook, a vertical prototype might be the status-posting screen, and a horizontal prototype might be the site in general
  • We usually start with horizontal prototypes and then move to vertical prototypes
  • We may move back and forth between the two scopes

Tradeoffs in prototyping

  • Low-fidelity prototypes: easy to create and modify, but aren't as effective for detailed comprehensive evaluations
  • High-fidelity prototypes: vice versa
  • Goal: maximize the above tradeoffs:
    • Low-fidelity to get initial ideas
    • Move to high-fidelity when our initial ideas are sound
  • Remember: we design prototypes to get feedback

5 tips for prototyping

  1. Keep prototypes easy to change
  2. Make it clear that it's a prototype
    • so users don't focus on superficial details, but on what you want to evaluate
  3. Be creative
    • do whatever it takes to get the feedback
  4. Evaluate risks
    • how much would you lose if you found that users hate the parts of your design that you haven't prototyped yet?
  5. Prototype for feedback

Types of prototypes

  • Verbal prototypes:

    • e.g. describing the design we have in mind to a user
    • consider social desirability bias: make sure to specific and critical feedback
    • consider "expert blindspot": make sure they understand the design we are describing. Analogies can help
  • Paper prototypes:

    • draw the interface on paper
    • easy to revise
  • Card prototypes:

    • similar to paper prototypes, but each screen is on a separate card
    • can be used to simulate interface interaction
  • Wizard of Oz:

    • a human pretends to be the computer and responds to user input
    • can be used to simulate a functionalit that hasn't been implemented yet
  • Wireframing:

    • mockups of the interface
  • Physical prototypes:

    • it doesn't have to actually work

Prototyping pros and cons

alt text

Notes:

  • Revisable during interaction: experimenter can change the prototype during the interaction immediately
  • Disguises superficial details (things that users don't care about in your prototype)
  • Supports prototyping for look and feel (to evaluate things that users do care about/ that impact their experience, e.g. readability)

Multi-level prototyping

  • We can use prototypes at different levels of fidelity for different parts of the design