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AC303/AC507 Notes 6 |
Prototyping & Visualisation Techniques
Introduction
A dictionary definition of prototype is:
prototype n -
an early model of a product, which is tested so that the design can be
changed if necessary.
This definition hold true for some
professionals e.g. engineers. In engineering a fully functional version of
the product - a prototype - is created. However, for designers of user
interfaces, a prototype need only be as functional (or complete) as the
designer requires. The designer may chose to create a subset of the system
a) to save time and b) because it may be that only one concept of the
system needs tested - not the whole thing.
There are three ways
for the designer to construct the prototype:
Full prototype - this
may be fully functional, but it will provide less performance than the
final system.
Horizontal prototype - this may display the full range
of the system (menus, dialogues, etc.), but it doesnt go into any
one area in depth.
Vertical prototype - this may be fully functional
for only part of the system, but will not necessarily display the range of
the system.
A good designer will use a prototype to clarify the
ideas behind the design to the user, management and the rest of the design
team. This may change their expectations and, consequently, the product
requirement.
A prototype does not have a certain lifespan, it
may be used then thrown away, or it may eventually evolve into the final
product.
Design Strategies
Prototyping occurs as part of a development strategy. Before we look at
different prototype methods, we should first understand what the common
design strategies in industry are.
Top Down Design
Top down design has prototyping towards the end of the
development process, mainly because the requirements for the system are
clearly understood. In the early stages, the design is refined before the
prototype is produced, and the final stages are carried out iteratively.
Example:
document design
reviews
prototyping
implementation
user testing
Bottom Up Design
Bottom up design has prototyping
at the start. This is useful for completely new projects where it is
unclear what is required until the users have become involved. The
prototype is designed rapidly and iteratively - its unlikely the
design will be right first time. It is important to combine prototyping
and user testing (and be prepared to make changes) to create a well-
designed user interface.
Integrated Design
Integrated design is where the prototype is part or the system
which is built round a particular design methodology. Both the prototype
and the final product are parts of the same environment.
Classes Of Prototyping Techniques
Prototyping techniques can be broken into 3 different classes. These
vary by the level of completeness and testability.
Slide
Show/Storyboard Techniques
These type of techniques allow
designers to turn their thoughts into visual representations which can
then evolve into complete design. The designer creates a sequence which
can be arranged to display various scenarios. This form of prototyping is
good for communication amongst designers and is quick to assemble.
Wizard Of Oz Techniques
It may be
necessary to test design concepts where the interface technology needed
doesnt exist yet or it is far too expensive. The designer can set
things up so that it seems as though the technology is responding to the
user.
Example:
Voice recognition - the designer can get a human to pretend to be the computers voice and to respond to input from the user.
This Wizard Of Oz technique (remember the film?) allows the
designer to explore concept which would otherwise be out of reach.
Fully Animated Techniques
Having a fully
functional prototype is extremely useful. Apart from being an excellent
communication tool and a specification for the final product, it can also
be used to get the most valuable feedback possible - through user testing
and evaluation. Flaws which have been overlooked are revealed and
product-specific questions answered. Unlike storyboard and Wizard Of
Oz techniques however, fully animated techniques can take weeks to
complete.
Advantages And Disadvantages Of Prototyping
The benefits of prototyping far outweigh the drawbacks. Testing a
prototype of an interface will provide feedback which can help ensure a
proper design specification is produced. This can reduce maintenance and
training and make it more likely that the user will accept the end
product. It also has the advantages that it reduces the cost of the final
design (by finding faults at an early stage) and it can be produced very
quickly (a prototype should come together in a matter of days rather than
weeks or months).
The main disadvantage of prototyping is that
the customer looks at it and see a system near completion. They then
wonder why on earth it will take months and months to produce a final
working system. This would have to be carefully explained to your client.
Another disadvantage is that the limitations and constraints of the real
system can be ignored in the prototype. This can lead to an unrealistic
interface.
On the whole, it is far more beneficial to quickly
and cheaply produce and test a prototype than it is to spend time, money
and effort correcting errors and making changes when the system has been
put in place.
On to the next chapter ... Evaluation and evaluation techniques