Lecture 19 22
Lecture 19 22
Lecture 19 22
IE403
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Prototyping in Human-Computer Interaction (HCI) refers to
the process of creating a simplified, preliminary version of a
digital product or system to gather feedback and test design
concepts.
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Designer can come up with design ideas on the basis of this data
Typically more than one designs are proposed
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A prototype is essentially a model of the system
The prototype (model) can have limited or full range of
functionalities of the proposed system
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Objectives of Prototyping
The main objectives of prototyping in Human-Computer Interaction (HCI) are:
Gather Feedback: Obtain early and continuous feedback from users to improve the
design.
Test Design Concepts: Evaluate different design ideas and interactions to identify
strengths and weaknesses.
Refine Interaction Design: Iterate on the design to enhance usability, functionality,
and user satisfaction.
Validate Design Decisions: Confirm that the design meets user needs and aligns with
project goals.
Improve Communication: Facilitate communication between stakeholders, designers,
and developers by visualizing design concepts.
Reduce Development Risks: Identify and address potential issues early in the design
process to minimize risks during development.
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Why prototype?
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What do Prototype?
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What do prototypes tell us?
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Why we need Prototyping
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Why we need Prototyping
Risk Reduction: By testing design concepts early with prototypes, designers
can identify and address potential issues before investing in full-scale
development. This reduces the risk of developing a product that does not meet
user needs or expectations.
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Prototyping
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Prototyping in HCI
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What to Prototype?
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Prototypes in HCI
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Prototypes Vs Mock Ups Vs Wireframes
Wireframes are usually part of a design document to go from design to actual system
Usually contain annotations specific to the design team and are not intended for
end-user consumption
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Prototype Fidelity (level of similarity)
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Low Fidelity Prototypes
Low-fidelity prototypes are quick and easy to create, often using simple tools
like paper, markers, or digital wireframing software.
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Low Fidelity Prototypes
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Low Fidelity Prototypes
Purpose
Brainstorm competing designs
Elicit user reaction (including any suggestions for
modifications)
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Low Fidelity Prototypes: Sketches
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Low Fidelity Prototypes: Sketches
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Low Fidelity Prototypes: Storyboarding
Scenario-based prototyping
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Low Fidelity Prototypes: Storyboarding
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Low Fidelity Prototypes: Storyboarding
Once a stroller is
selected by the customer,
its tag is scanned with a
hand-held scanner. The
details of the stroller is
displayed on the
interface if the scanning
is successful. Also, the
option buttons become
active after a successful
scan.
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Low Fidelity Prototypes: Storyboarding
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Low Fidelity Prototypes: Storyboarding
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Low Fidelity Prototypes: Storyboarding
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Low Fidelity Prototypes: Pictiv
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Interaction demonstrated by manipulating sticky notes
Easy to build new interfaces “on the fly”
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Low Fidelity : Not always paper
http://www.designinginteractions.com/interviews/JeffHawkins
https://www.theverge.com/2021/10/25/22744761/apple-ipod-prototype-
original-design
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Prototyping Techniques
Adobe xd
Figma
Framer
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Affinity Diagram
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Paper prototype
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Why paper prototyping?
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What can we learn from Paper prototype?
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Paper prototypes
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Design Challenges/Issues and How Paper prototyping helps
Device constraints
Time to market
Multiple stakeholders
Proving concepts early
Technology led Not User Centered
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What we cannot learn?
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When to use Low-Fidelity Prototyping?
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Medium Fidelity Prototypes
It’s not as basic as a simple drawing, but it’s also not as fancy as a fully
finished product.
They offer a balance between detail and speed, allowing designers to explore
design ideas in more depth without investing too much time or resources.
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Medium Fidelity Prototypes
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Broadly of two types
Vertical prototype where in-depth functionalities of a
limited number of selected features are implemented.
Such prototypes helps to evaluate common design ideas in
depth.
Example: working of a single menu item in full
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Broadly of two types
Horizontal prototype where the entire surface interface is
implemented without any functionality. No real task can
be performed with such prototypes.
Example: first screen of an interface (showing layout)
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Medium Fidelity Prototypes: Scenarios
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Computer prototypes
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Experience Prototyping
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What does a prototype look like?
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When to use Medium-Fidelity Prototyping?
Use when you need to test more detailed interactions and user
flows.
Use when you have more time and resources to create a more
polished prototype.
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High-Fidelity Prototyping
While high-fidelity prototypes require more time and resources to create, they
offer a more accurate representation of the final product, making them
valuable for testing complex interactions and gathering detailed feedback from
users.
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High-Fidelity Prototyping
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When to use High-Fidelity Prototyping?
Use when you are ready to finalize the design and move into
development.
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Fidelity is multidimensional
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Levels of Prototyping
Storyboard
Paper prototypes
Digital mock ups
HTML
Dynamic
DB
Fidelity
Time
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Example of Prototyping in HCI
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Low-Fidelity Prototype
Designers create rough sketches on paper showing different screens and basic
interactions of the app.
Why?: To quickly explore and iterate on different layout and interaction ideas,
gather initial feedback from users.
Medium-Fidelity Prototype:
Designers use digital tools to create wireframes of the app, showing more detailed
layouts and interactions.
Why?: To test and refine the user flow, navigation, and overall usability of the
app.
High-Fidelity Prototype:
Designers create a digital prototype of the app that closely resembles the final
product, including realistic graphics and interactive elements.
Why?: To conduct usability testing with users, validate design decisions, and
provide stakeholders with a realistic preview of the app.
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Differences between Low-Fidelity and High-Fidelity Prototyping
Low cost, as they can be created quickly Higher cost, as they require more time and
Cost
and with minimal resources resources to create
Suitable for early-stage testing and feedback Suitable for detailed usability testing and
Usability Testing
gathering validation
Limited functionality, primarily focusing on May include more functionality to mimic the
Functionality
key interactions final product
Effective for early stakeholder More engaging for stakeholders and clients
Stakeholder Engagement
communication and idea validation due to realistic representation
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Differences between Medium-Fidelity and High-Fidelity Prototyping
Moderate cost, as they require more time and Higher cost, as they require more time and
Cost
resources than low-fidelity resources to create
Moderate speed, more time needed for details and Slower, more time-consuming due to
Speed
refinement detailed design elements
More suitable for detailed usability testing and Ideal for realistic usability testing and user
Usability Testing
feedback engagement
Suitable for presenting to stakeholders and refining Ideal for presentations and demonstrations
Stakeholder Engagement
design ideas to stakeholders
Allows for some iteration and changes based on Slower iteration due to complexity of
Iteration
feedback design elements
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Prototype and Final Product
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Prototype and Final Product
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Prototype and Final Product
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Prototyping Tools
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Prototyping Tools
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Prototyping Tools
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The Wizard of Oz Technique
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The Wizard of Oz Technique
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The Wizard of Oz Technique
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The Wizard of Oz Technique
Wall
This is what the user sees: a
Hello world screen, a microphone and the
“computer” in front of a
opaque wall.
Computer
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The Wizard of Oz Technique
This is what happens behind the wall. A typist (the wizard) listen to the
utterance of the user, types it, which is then displayed on the user’s screen.
The user thinks the computer is doing everything, since the existence of
the wizard is unknown to him.
Hello
world
Hello world
Computer
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The Wizard of Oz Technique
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The Wizard of Oz Technique
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