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Interaction Design
Interaction Design is achieving goals within constraints .(Alan Dix, 2004) Interaction design
also is a process in which designers focus on creating engaging web interfaces with logical and
thought out behaviors and actions. Successful interactive design uses technology and principles
of good communication to create desired user experiences.
Prototyping
Prototyping is an activity that allows designers, entrepreneurs, and engineers to rapidly create
designs and evaluate how useful or successful those designs are. Essentially, prototyping is
rapidly creating a “rough draft” of a design idea that can be used to gather feedback. By testing
out different ideas with prototypes that to improve designs. The critical part of prototyping is
not the artifact itself, but the feedback receive, as this is what will inform next iteration (or
version) of the design.
Important of Prototype
Prototyping Techniques
Prototyping can be divided into low-fidelity prototyping, medium-fidelity prototyping and high-
fidelity prototyping. In some literature, it is only simply classified as low-fidelity prototyping
(also called Lo-Fi) and high-fidelity prototyping (also called Hi-Fi), where low-fidelity
prototyping is mainly about paper-based mock-up, and high-fidelity is mainly about
computer-based simulation. The determining factor in prototype fidelity is the degree to
which the prototype accurately represents the appearance and interaction of the product, not
the degree to which the code and other attributes invisible to the user are accurate. On this
web page, we will consider a fully-functioned prototype as a high-fidelity prototype. Other
prototypes will be divided into low-fidelity and medium-fidelity prototypes. We will focus on
the low-fidelity and medium-fidelity prototyping techniques. Medium-fidelity and high-fidelity
prototyping are discussed together on some attributes indicated as medium(high)-fidelity
prototyping.
Low-fidelity prototypes are quickly constructed to depict concepts, design alternatives, and
screen layouts, rather than to model the user interaction with a system. Low-fidelity
prototypes provide limited or no functionality. They are intended to demonstrate the general
look and the feel of the interface, but not the detail how the application operates. They are
created to communicate and exchange ideas with the users, but not to serve as a basis for
coding and testing. A facilitator who knows the application thoroughly is generally needed to
demonstrate the prototype to the users.
In contrast, high-fidelity prototypes are fully interactive, simulating much of the functionality
in the final product. Users can operate on the prototype, or even perform some real tasks
with it. High-fidelity prototypes are not as quick and easy to create as low-fidelity prototypes,
but they faithfully represent the interface to be implemented in the product. Medium-fidelity
prototypes partially simulate the system interaction and functionality.
Low-fidelity prototyping
Sketches
Sketching techniques, a kind of visual brainstorming, can be useful for exploring all kinds of
design ideas. After producing initial sketches the best ideas can be further developed by
constructing cardboard representations of the design, which can be evaluated with users. This
can then be followed by developing scenarios, software or video prototypes.
Storyboarding
Storyboard is a graphical depiction of the outward appearance of the intended system without
accompanying system functionality. Storyboard provides snapshots of the interface at
particular points in the interaction so that the users can determine quickly if the design is
heading in the right direction. (Greenberg, 1998)
Storyboards can be used as a means of describing the user’s day-to-day activities as well as
the potential designs and the impact they will have.
Probably the simplest notion of a prototype is the storyboard, which is a graphical depiction of
the outward appearance of the intended system, without any accompanying system
functionality. Storyboards do not require much in terms of computing power to construct; in
fact, they can be mocked up without the aid of any computing resource. The origins of
storyboards are in the film industry, where a series of panels roughly depicts snapshots from
an intended film sequence in order to get the idea across about the eventual scene. Similarly,
for interactive system design, the storyboards provide snapshots of the interface at particular
points in the interaction. Evaluating customer or user impressions of the storyboards can
deter- mine relatively quickly if the design is heading in the right direction.
Modern graphical drawing packages now make it possible to create storyboards with the aid
of a computer instead of by hand. Though the graphic design achievable on screen may not
be as sophisticated as that possible by a professional graphic designer, it is more realistic
because the final system will have to be displayed on a screen. Also, it is possible to provide
crude but effective animation by automated sequencing through a series of snapshots.
Animation illustrates the dynamic aspects of the intended user–system interaction, which may
not be possible with traditional paper-based storyboards. If not animated, storyboards usually
include annotations and scripts indicating how the interaction will occur.
PICTIVE
PICTIVE stands for Plastic Interface for Collaborative Technology Initiatives through Video
Exploration. The initial experiments of PICTIVE were conducted by Muller and his group in
their projects. It is an experimental participatory design technique that is intended to enhance
user participation in the design process
High-fidelity prototyping
is highly-functional and interactive prototyping which is quite
close to the final product, with lots of functionality and details
included. This is often used in the later usability evaluation to
discover the potential issues that may exist in the workflow,
interactivity and so on.
Medium-fidelity prototyping
Computer-based simulation
Medium-fidelity prototypes simulate or animate some but not all features of
the intended system. There are three approaches to limit prototype
functionality [6].
Vertical prototyping
Vertical prototyping cuts down on the number of features, so that the result
is a narrow system that includes in-depth functionality, buy only for a few
selected features.
Vertical prototypes allow users to perform and test some real tasks.
Horizontal prototyping
Horizontal prototyping reduces the level of functionality so that the result is
a surface layer that includes the entire user interface to a full-featured
system without underlying functionality.
Horizontal prototypes allow users to feel the entire interface, even though
they can not perform any real tasks.
The main advantages of horizontal prototypes are that they can be
implemented fast with the use of prototyping and screen design tools, and
they can be used to assess the interface as a whole.
Scenario
Scenario reduces both the number of features and the level of functionality.
It can simulate the user interface as long as the user follows a previously
planned path, i.e., a user can use a specific set of computer facilities to
achieve a specific outcome under specified circumstances.
Scenarios can be easy and cheap to build, and to be used during early
evaluation of a user interface design to get user feedback without the
expense of constructing a running prototype. It can also be used for user
testing if they are developed with slightly more detail than a pure narrative.
Participatory design
Background
Participatory design projects in Korea became more popular since the mid1990s, when the
Korean public administrations changed its systems from the previously strong centralization to
the new local self-governance. In most of the public projects that mandated the public
participation, however, the kinds of participation tended to be at the minimum level, such as
holding the required public announcements and public hearings.
Introduction
Participatory design is a philosophy that encompasses the whole design cycle. It is design in
the workplace, where the user is involved not only as an experimental subject or as someone
to be consulted when necessary but as a member of the design team. Users are therefore
active collaborators in the design process, rather than passive participants whose involvement
is entirely governed by the designer. The argument is that users are experts in the work
context and a design can only be effective within that context if these experts are allowed to
contribute actively to the design process. In addition, introduction of a new system is liable to
change the work context and organizational processes, and will only be accepted if these
changes are acceptable to the user. Participatory design therefore aims to refine system
requirements iteratively through a design process in which the user is actively involved.
Participatory design has three specific characteristics. It aims to improve the work environment
and task by the introduction of the design. This makes design and evaluation context or work
oriented rather than system oriented. Secondly, it is characterized by collaboration: the user
is included in the design team and can contribute to every stage of the design. Finally, the
approach is iterative: the design is subject to evaluation and revision at each stage.
The participatory design process utilizes a range of methods to help convey information
between the user and designer. They include
Brainstorming This involves all participants in the design pooling ideas. This is informal and
relatively unstructured although the process tends to involve ‘on- the-fly’ structuring of the
ideas as they materialize.
Methods
Combination of several methods have shown effectiveness when added in the design
process. An use of hybridity led to powerful methods for increasing communication
effectiveness, team coherence, innovation and quality of outcome. Methods are:
workshops, stories, end-user photography, dramas, creation of shared languages,
descriptive artifacts (low-tech prototypes), and working prototypes. It’s important to
note that results of sessions used in participatory design are a valuable source of
information not a end-decision.
Parallel Design
With the parallel design technique, some designers create an initial design from the
same set of requirements. Each designer works independently and, when work
finished, shares each designer concepts with the group. Next, the design team
considers each solution, and each designer uses the best ideas to further improve
their own solution.
At the most basic level, the parallel design process breaks down into these
steps:
1.Design independently.
2.Present all designs.
3.Evaluate the designs.
4.Repeat this process, building on what you’ve learned during the last
design, presentation, and evaluation cycle.
Typically, the design group goes through a minimum of four such design, presentation, and
evaluation cycles; at which point, independent designs should begin to converge on a common
solution.
why parallel prototyping is better than iterative
prototyping:
Evaluation
Evaluation is an integral part of the design process. Its aim is to test the functionality and
usability of the design and to identify and rectify any problems. It can also try to determine the
user’s attitude and response to the system.
Conclusion