Fra Design til Funktionel prototype Marianne Graves Petersen Associate Professor Computer Science Dept, University of Aarhus Center for Interactive Spaces, mgraves@daimi.au.dk Friday, February 11, 2011
Interaktionsdesign processen Identificer brugernes behov og etabler krav til brugsoplevelsen Udvikl en række designs, der opfylder disse krav Byg/revider interaktive versioner af design, så de kan kommunikeres og vurderes Evaluer Friday, February 11, 2011
Udvikl en række designs, der opfylder disse krav scenarier konceptuelt design Sketches Low fidelity prototypes Storyboards Kort-baserede prototoper Video prototyper Mock-ups Byg/revider interaktive versioner af design, så de kan kommunikeres og vurderes Flash-baseret prototype Friday, February 11, 2011
Sketching interaction
Prototyper
Prototyper i interaktionsdesign Low fidelity Storyboards Kort-baserede skærmbilleder Video prototyper Wizard of Oz Mock-ups High fidelity Funktionel prototype Friday, February 11, 2011
Hvorfor bruge forskellige former for prototyping? Understøtte iteration og evaluering i design processen Interessenter kan bedre forholde sig til en prototype end et stykke papir Kommunikation mellem projektdeltagere Understøtter reflektion og valg mellem alternativer Friday, February 11, 2011
Storyboards Storyboards er (ofte) en yderligere detaljering af scenarier. Fremstilling af storyboards tvinger udviklere til at overveje input output devices anvendelse ift. brugsomgivelser hvilken information skal være tilgængelig på hvilket tidspunkt Friday, February 11, 2011
Storyboards proces er ligeså vigtig som produkt Friday, February 11, 2011
Kort-baserede prototyper Serie af skitserede skærmbilleder / elementer af skærmbilleder Fremstilles ofte ved at gennemgå et scenarie og overveje hvordan den specifikke og detaljerede interaktion skal foregå Friday, February 11, 2011
rience Prototyping in this activity oration of possible solutions and am towards a more informed r experience and the tangible it. At this point, the experience is specific artifacts, elements, or Videoprototyping ience Prototypes of these artifacts avior we are able to evaluate a urselves, with design colleagues, rough successive iterations mold e environment loping a user experience, multiple o be efficiently prototyped and f analogous objects as props can bout which kind of experience is example, of designing a control f freedom for a video game, the cally different potential directions help them understand the kind of ord: Findes different i forskellige arrangements. versioner Experience prototyping Bodystorming experience represented by a where the control functions could nds or two players represented ysticks mounted on suction pads experience represented by the skateboard. ese relatively crude props was a ng the designers to unveil the of each particular direction. The same concepts apply in exploring ideas at a completely different scale, when designing a user experience set in a public and/or constrained environment. This example involves early exploration of ideas for the interior layout and components of an airplane. The design team together conducted a variety of bodystorming explorations within a full-scale foam-core environment simulating the inside of an airplane. Using props, such as chairs, readily available in the studio, the team enacted various social situations and activities such as sitting and reading, sleeping, and talking to a travel companion, receiving and eating meals, to evaluate ergonomic and psychological comfort with Again, many ideas for physical configurations could be tested in a time and money efficient manner. Additionally, the involvement of the whole design team created a common focus and a shared ownership of the design directions chosen for further development. Friday, February 11, 2011 Figure 4: Bodystorming layouts for an airplane interior. Ideas were generated and evaluated rapidly by the team as they
og så den polerede version, som sælger godt...
Wizard of Oz
Mock-ups
Mock-ups
Fra design til funktionel prototype Fra low-fidelity prototyping til High-fidelity prototying Friday, February 11, 2011
Egenskaber ved low fidelity prototyping Ligner ikke det færdige produkt Lette at modificere Billige, hurtige Gode tidligt i processen Uegnede til vurdering af visse egenskaber (lidt afhængig af prototypeform, f.eks. udførelsestider, teknisk realiserbarhed, detaljeret interaktion, æstetisk oplevelse) Friday, February 11, 2011
High fidelity prototyping Flash ;-) Visual Basic Smalltalk Java Phidgets Arduino Friday, February 11, 2011
Egenskaber ved high fidelity prototyping Tættere på færdigt produkt Mere realistiske tests Afhænging af værktøj og implementation: tid, æstetik, detaljeret interaktion kan vurderes Feasibility tests Godt til at sælge Tager lang tid at konstruere Friday, February 11, 2011
Trade-offs og kompromiser Der er altid trade-offs og kompromiser i udvikling af prototyper Horisontal vs. Vertikal Horisontal: mange funktioner skitseret, lidt detalje Vertikal: mange detaljer og få funktioner Friday, February 11, 2011
Interaktionsdesign processen Identificer brugernes behov og etabler krav til brugsoplevelsen Udvikl en række designs, der opfylder disse krav Byg/revider interaktive versioner af design, så de kan kommunikeres og vurderes Evaluer Friday, February 11, 2011
Hack a keyboard
der er mange måder at skabe kontakt på... Friday, February 11, 2011
Finger touch DJ
SpinTheBottle
Vreo
Muligt at prøve selv i DatLab om 15 minutter... Friday, February 11, 2011