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학교/HCI

Lecture 4: Envisionment & Design

by Hongwoo 2024. 3. 5.
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목차

     

    Envisionment (상상적 이미지)

    Making ideas visible by externalizing thoughts.

    - Stories / scenarios

    - Presentations

    - Sketches / formal models

    - Software prototypes

    - Cardboard models

     

     

    What is design?

    Design is both the process of envisioning a solution to a problem under constraints and the representations of the product that are produced during the design process, i.e. the physical process of capturing design ideas for evaluation, communication and storage.

     

     

    Prototyping

    Who are you making a representation for?

    - Self

    - Colleagues

    - Programmers / implementers

    - Graphic designers

    - Spnsors / clients

     

    These people may have different purposes and needs

     

     

    What is a prototype?

    Working model of look and functionality of envisaged product

    A mock-up, model, or actual working version of a technological device or process

    A model suitable for evaluation of design, performance, and production potential

     

     

    Why prototype?

    - Team members can communicate effectively with each other and stakeholders (by using the prototype)

    - Stakeholders can see, hold, interact with a prototype (more effective when stakeholders can see them)

    - Evaluation and feedback are central to interaction design

    - You can test out ideas for yourself

    - Prototypes answer questions, and support designers in choosing between alternatives

     

     

    What to prototype?

    - Technical issues

    - Workflow, task design (can prototype any stages of design)

    - Screen layouts and information display

    - Difficult, controversial, critical areas

     

     

    Prototyping Choices

    - Fidelity (or exactness)

    - Horizontal / vertical / scenario

    - Evolutionary / throwaway

     

     

    Fidelity (정확도)

    The degree of exactness with which something is copied or reproduced

    →  Can prototype different levels / stages of design

     

     

    Horizontal prototype - what are the features your system can offer (does not have too much detail)

    Vertical prototype - how are the features going to be realized (what's the technology going to be used) 여기서 디테일이 더 들어감. help increase different functionalities of the features

     

     

     

    Evolutionary prototypes tend to be expensive investment (e.g. automotive industry → require products to be very refined before they hit the market)

    Need for being very close to the final product or need to be very refined

     

    Throwaway prototype is used in early stage of design (e.g. when not sure what to do), often reflect minimum viable product

     

     

    Prototyping

    Early Design 단계에서는 low fidelity paper prototype으로 시작. 여기서는 아이디어들을 시각화하고 그다음에 medium fidelity prototype으로 이동. 여기서는 사용성 테스트를 하고 새롭게 디자인을 해서 high fidelity prototype. 여기서도 제한된 테스트들, 혹은 알파/베타 테스트를 거친 후 시스템이 완성된다.

     

     

    Low Fidelity Prototypes

    Focused on broad design ideas: content, form, structure, 'tone' of design, key functionality, and navigation structure.

    Produced quickly and thrown away quickly.

    Early design thinking - aid many design solutions

    Possibilities

    - Series of screen sketches

    - PowerPoint slide show

    - Video simulating the use of a system

    - Physical model (나무, 클레이 등등)

    - Cardboard mock-up

    - Piece of software with limited functionality

     

    Storyboarding

    A series of key frames used to get the idea of a scene

    Snapshots of the interface at specific points in the interaction

    Users can evaluate quickly the direction the interface is heading

    A series of sketches showing how a user might progress through a task using the device

    Often used with scenarios, bringing more detail, and a chance to role play

    Used early in design - important part of paper prototype approach (종이로 할 때)

     

     

    Paper-based prototypes

    A paper mock-up of the interface look, feel, functionality

    Quick and cheap to prepare and modify

     

    Purpose

    - Brainstorming competing representations

    - Elicit user reactions

    - Elicit user modifications / suggestions

     

    Issues with paper prototypes

    - Robustness : handled by different people (needs to be tough enough to survive it). 쉽게 망가질 수 있음

    - Scope: broad issues and key elements (paper prototype은 중요한 것들을 부각시켜서 모든 기능 등을 보여주지는 않음)

    - Instructions: needs to be simple and clear (arrows, annotations 같은게 있으면 더 이해하기 쉬워짐)

    - Flexibility: adjust on the fly (usually cannot make changes on the fly. 컴퓨터 파일과 달리 쉽게 변경 어려움)

     

     

    Skteches

    Drawing of the outward appearance of the intended system

    Crudity means people concentrate on high level concepts but hard to envision a dialog's progression (cannot dive into smaller details or highlight the interactions)

     

    스케치 예시:

     

     

    종이 말고 모형을 만들어서 하는 경우들도 있음. 예를 들어 클레이나 모형을 만들어서.

     

     

     

     

    Wireframing (레이아웃 및 상황의 뼈대 표시하는거)

    Focus on the interaction design and information architecture.

    예시:

     

     

     

    Pictive

    Plastic interface for collaborative technology iniatives through video exploration

    Design is multiple layers of sticky notes and plastic overlays

    - Different sized stickies represent icons, menus, windows, etc

    Interaction demonstrated by manipulating notes and the session is videotaped for later analysis

    Pictive can create pre-made interface components on paper

     

    예시:

     

     

    Why use low-fidelity prototyping

    - Traditional methods take too long (sketches → prototype → evaluate → iterate)

    - Can simulate the prototype

    - Cheap

    - Easy / fast to create and change

    - Can stay ambiguous

    - Can reproduce any platform (어떤 플랫폼이든 흉내낼 수 있음)

     

     

    Medium Fidelity Prototypes

    Prototyping with a computer: simulate or animate some but not all features of the intended system, which is engaging for end users

    Purpose:

    - Provides a sophiscated but limited scenario to the user to try out

    - Provides a development path (from crude screens to functional system)

    - Can test more subtle design issues

     

     

    Approaches to limiting prototype functionality

    Vertical prototypes

    - Includes in-depth functionality for only a few selected features

    - common design ideas can be tested in depth

     

    Horizontal prototypes

    surface layers includes the entire user interface with no underlying functionality

    - a simulation; no real work can be performed

     

    Scenario/script

    - Scripts of specific fixed uses of the system; no deviation allowed 

     

     

    Painting / drawing packages

    Draw each storyboard scene on computer (easier to change on the fly than paper)

    A very thin horizontal prototype

    Does not capture the interaction 'feel'

     

     

    Scripted simulations and slide shows

    Encode the storyboard on the computer

    - Created with media tools

    - Scene transition activated by simple user inputs

    - A simple horizontal and vertical prototype

     

    User given a very tight script/task to follow

    - Appears to behave as a real system

    - But script deviations blows the simulation

     

     

    Build on top of wireframes

    Test mode

    Objects behave as they would under real situations

     

    Excellent for showing look and feel

    A broader horizontal prototype

    But constrained to widget library

     

    Vertical functionality (in depth) added selectively

    - Through programming

     

     

    Wizard of Oz

    Human simulates the system's intelligence and interacts with user

    Uses real or mock interface and the user uses computer

    "Wizard" (sometimes hidden):

    - interprets subjects input according to an algorithm

    - Has computer / screen behave in appropriate manner

     

    Good for:

    - Adding simulated and complex vertiacl functionality

    - Testing futuristic ideas

     

     

    High Fidelity Prototypes

    Uses materials that you would expect to be in the final product

    Prototype looks more like the final system

    Risk that users think they have a full system

    Final design step before final implementation

     

    Why use high fidelity prototyping

    - Can look realistic

    - Can reproduce appropriate sort of interaction

    - Impressive to clients

    - Can show complete design

    - Can show detail

     

     

    Evolutionary / throwaway

    Throw-away

    - Prototype only serves to elicit user reaction

    - Creating prototype must be rapid, otherwise too expensive

     

    Incremental

    - Product built as separate components (modules)

    - Each component prototyped and tested, then added to the final system

     

    Evolutionary

    - Prototype altered to incorporate design changes

    - Eventually becomes the final product

     

     

    Why lo-fi is often better than hi-fi

    Hi-fi prototypes can be problematic

    - users can often think it's the real thing

    - users tend to focus on small details (e.g. font size) rather than the bigger picture

    - developers get over-attached having done the programming

     

    Lo-fi prototypes avoid these issues

    - easy to change

    - users concentrate on big picture (e.g. structure and function)

    - it's disposable

     

     

    Mid-fi and Hi-fi prototypes

    Mid-fi prototype

    - Schematic. A simple model of the final product

    - Simulated funtionality often based on screen mockups

    - Uses materials that may differ from final product

     

    Hi-fi prototype

    - Detailed. A more complete model of the final product

    - Actual functionality (but not everything)

    - Uses materials you'd expect to find in the final product

     

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