Broadbasing Design Education A challenge and an Approach · Functional fixedness is a cognitive...
Transcript of Broadbasing Design Education A challenge and an Approach · Functional fixedness is a cognitive...
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Prototyping
ID 405: Human-Computer InteractionSpring 2015
Venkatesh Rajamanickam (@venkatrajam)
http://info-design-lab.github.io/ID405-HCI/
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o Jeff Hawkins, Palm co-founder and one of the inventors of the Palm Pilot
and his wooden block prototype
o GRiDPad: not in building 'it' wrong, but building the wrong 'it'
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What is a prototype?
In interaction design it can be (among other things):
o a series of screen sketches
o a storyboard
o a PowerPoint slide show
o a video simulating the use of a system
o a lump of wood
o a cardboard mock-up
o a role-play
o a piece of software with limited functionality
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Why prototype?
o Useful aid when discussing idea with stakeholders
o Communication device amongst designers
o Support designers in choosing between alternatives
o User testing and evaluation
o Low fidelity prototypes are low cost and fast assembly, affording
multiple concept testing in short time frame
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Quantity vs. Quality
David Bayles and Ted Orland in Art and fear: Observations on the Perils (and
Rewards) of Artmaking
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Quantity vs. Quality
David Bayles and Ted Orland in Art and fear: Observations on the Perils (and
Rewards) of Artmaking
While the quantity group was busily churning out piles of work – and
learning from their mistakes – the quality group had sat there
theorizing perfection, and in the end had little more to show for their
efforts than grandiose theories and a pile of dead clay.
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Functional Fixation
Functional fixedness is a cognitive bias that limits a person to using an
object only in the way it is traditionally used.
Karl Duncker defined functional fixedness as being a "mental block
against using an object in a new way that is required to solve a
problem.“ This "block" limits the ability of an individual to use
components given to them to complete a task, as they cannot move
past the original purpose of those components.
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Candle Problem
Duncker, 1945
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Candle Problem
Duncker, 1945
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Two String Problem
Duncker, 1945
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Parallel vs. Serial Prototyping
Prototype Prototype
Prototype
Prototype
Prototype
PrototypeFeedbackFeedback
Feedback
Feedback
Feedback
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Why does a parallel approach yield better results?
o Separating ego from artefact
o Parallel encourages comparison and transferSteven P Dow et.al. ACM Transactions on
Computer-Human Interaction, 2010
o Comparison aids learningGentner, Loewenstein, & Thomson, 2003
o Alternatives provide a vocabularyTohidi, Buxton, Baecker, Sellen, CHI 2006
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Types of Prototyping
o Storyboards, Paper Prototypes and Digital Mock-ups
o Wizard-of-Oz Prototyping
o Video Prototyping
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Storyboards
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Storyboards
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Storyboards
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Storyboards should convey
o Setting
People involved
Environment
Task being accomplished
o Sequence
What steps are involved?
What leads someone to use the app?
What task is being illustrated?
o Satisfaction
What’s motivates people to use this system?
What does it enable people to accomplish?
What need does the system fill?
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Paper Prototypes
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Paper Prototypes
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Paper Prototypes
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Digital Mockups
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Wizard-Of-Oz Prototyping
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Wizard-Of-Oz Prototyping
o Simulating machine behaviour with human operators
o Make an interactive application without (much) code
• Front end interface
• (Remote) wizard controls user interface
• Faster/cheaper/easier than making real thing
o Get feedback from users
• Hi-fidelity: users think it’s more real
• Low-fidelity: more license to suggest changes
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Video Prototyping