Monday, December 26, 2011

design and protoyping - week 10

Designing for different culture

- product supports international paper sizes, envelope sizes & address format.
- avoid integrating text in graphics
- Allow for text expansion when translated from english


- Scenarios can be used to expressing or imagined a situations to help in conceptual design


4 roles for scenarios

- A basis for overall design.
- For technical implementation.
- for cooperation within design teams.
- for cooperation across professional boundaries.

Used in plus and minus scenarios meaning which is to capture most positive or most negative consequences of a prototype design

Azura Binti Abd.Mokmin
1102700146

Sunday, December 25, 2011

week 10

Designing for different culture

Guidelines:
- Ensure that the product supports international paper sizes, envelope sizes & address format.
- Allow for text expansion when translated from english


 scenarios in design
- Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design
- 4 roles for scenarios:
                                    *A basis for the overall design
                                    *For technical implementation
                                    *As a means of cooperation with the  design teams
                                    *As a means of cooperation across professional boundaries 

Generating prototypes in design: 


- Steps in the travel organizer scenario
*Focus solely on the screen
*Focus solely in the environment
- Generating storyboards from use cases
- Generating card-based prototype from use cases

How to Using prototypes in design
Prototyping physical design
- Expand the cards to generate a more detailed software or paper-based pro type.
Tool support:
- To support sketching tools, environments to support icon and menu design to widget libraries and so on

Tuesday, December 20, 2011

Week 10- Physical Design: Getting Concrete

Design is about making choices and decisions.
It is where we "balance" out between (Environmental, User, Data, Usability requirement) and (Functional requirement).


When we are designing for a different culture like for international design, we should:
- Be careful about using images that depict hand gestures or people.
- Use generic icon.
- Choose colour that are not associated with national flags or political movements.
- Ensure that the product supports different calenders, date formats and time formats.
- Ensure that the product supports different formats, currencies, weights and measurement system.
- Ensure that the product supports international paper sizes, envelope sizes and address format.
- Avoid integrating text in graphics as they cannot be translated easily.
- Allow for text expansion when translated from English.

Using Scenarios in Design
Four roles for scenarios
a) A basis for overall design.
b) For technical implementation.
c) As a means of cooperation within design teams.
d) As a means of cooperation across professional boundaries.

* Used for the notion of plus and minus scenarios
- Attempt to capture most positive or most negative consequences of a particular proposed design solution.
- Help designers gain more comprehensive view of the proposal.

Generate Storyboards from Scenarios
How?
- Break into steps.
- Focus solely on screen.
- Focus solely on environment.
Designers are forced to think on the screen and also environment part seperately.

Generate Card-based Prototype from Use Cases

Paper prototype is a fast and easy way to change and re-design your interface.

Four important people are involved in Paper Prototyping which are:
- user
- person who acts as a computer
- someone who becomes the facilitator
- observer

Other ways of prototyping involves animatics and rapid sketch prototyping which uses a program to make it interactive.

Tool Support- support prototyping through sketching tools, environment to support widget and icons.

Design and Prototyping - Week 10

Designing for different culture

Guidelines:
- Ensure that the product supports international paper sizes, envelope sizes & address format.
avoid integrating text in graphics as they cannot be translated easily
- Allow for text expansion when translated from english

Company can decide whether-produce 1 site that appeal across all cultures OR tailor to each country's website to the local culture.

example: coke vs. pepsi

Using scenarios in design

- Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design
- 4 roles for scenarios:
  *A basis for the overall design
  *For technical implementation
  *As a means of cooperation within design teams
  *As a means of cooperation across professional boundaries i.e. in a multidisciplinary team

Generating prototypes in design

Generating storyboards from scenarios:
- Steps in the travel organizer scenario
  *Focus solely on the screen
  *Focus solely in the environment
- Generating storyboards from use cases
- Generating card-based prototype from use cases

Using prototypes in design

Prototyping physical design:
- Expand the cards to generate a more detailed software or paper-based pro type.
Tool support:
- To support sketching tools, environments to support icon and menu design to widget libraries and so on


Amirah Farhanah Binti Daud Ahmad
1102700149

Monday, December 19, 2011

Week 9- Design and Prototyping

What is Prototype?
- paper-based outline of  a screen or a set of screen
- 3D paper or cardboards mockup
- stacks of hyperlink screenshot
- electronic "picture"

To me, prototype is the first sample of your product.which is use for testing purposes before the real product is made.
It allows stakeholders to interact with the envision product, gain experience in realistic setting and explore the imagined users.

Prototype:
- limited representation of a design that allows users to interact and explore it's usability.
- aid where discussing ideas with stakeholders.
- communication device among team members.
- effective ways to test ideas.

Example:
It clarify vague requirements.
To do user testing and evaluation.
Check the design direction is compatible with the rest of the system.

Types of Prototyping
1. Low-fidelity Prototype
2. High-fidelity Prototype

Low-fidelity Prototype
- Does not look very much like final product.
- Use material like paper or cardboard rather than electronic screens or metals.
- Simple, cheap and quick to produce => support ideation exploration.

Types of low-fidelity prototype includes:

Storyboard
- consist of a series of sketches showing how user might progress through a task when the product is under development.

Sketching
- relies on sketching but often find people difficult to engage in this activity.
- uses symbol or icon.

Prototyping with index cards
- use index cards (small pieces of cardboard about 3x5 inches).
- each card 1 screen.

Wizard of Oz
- uses a software based prototype
- user sits at a computer screen and interacts with the software as though interacting product.

High-fidelity Prototype
- Uses material that you would expect to be in final product and produces a prototype that looks much mire like the final thing.
- Example: Prototype of a software system developed in Visual Basic versus Paper-based Mockup.
- Common prototyping tools: Flash, Visual Basic and Smalltalk.
- Issues with high-fidelity prototype:
   = take too long to build
   = reviewers and testers tend to comment on superficial aspects rather than content
   = developers are reluctent to change something that have created for hours
   = can set high expectations
   = one bug can bring test to a halt
   = useful for selling ideas.

Advantages of low-fidelity prototypes:
- lower development costs
- evaluate multiple design concepts
- useful communication device
- address screen layout issue
- useful for identifying market
- proof-of-concept

Compromises (intention to produce something quickly to test an aspect of the product)
Prototype design built with key issue.

Two common compromises
- Horizontal prototyping
- Vertical prototyping

Conceptual design: moving from requirements to first design
- Concept model: an outline of what people can do with a product and what concepts are needed to understand how to interact with it.
- Discuss ideas with stakeholders.
- Use low-fidelity.
- Iteration.

Developing Initial Conceptual Model
- Interface metaphor = help user understand
- Interface types = support user activity
- Interface types = suggest alterative design option

3 steps in choosing a good interface metaphor
- understand what the system do
- generate the metaphor
- understand bits

Evaluating metaphor
Four types of Interaction
- Instructing
- Conversing
- Manipulating
- Exploring

Example: Computer games implied these interaction. Instructing (tutorial), Conversing (talking to players and NPC; non-player characters), Manipulating (changing costume, face expression or style) and Exploring (new places in the game).


Interface types- different interface types prompt and support perspective on product under development
- WIMP or GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface

Tuesday, December 13, 2011

Design and Prototyping - Week 9

What is a prototype?

- Paper-based outline of a screen/sets of screens
- Electronic "picture"
- 3 dimensional paper/cardboard mockup
- Stack of hyperlinked screen shots

Allows stakeholders to:
- Interact with an envisiones product
- Gain experience in realistic setting
- Explore imagines uses

A prototype is a limited presentation that allows users to interacts and explore its usability.

- Aids when discussing ideas with stakeholders
- Communication device among team members
- Effective ways to test ideas

Example:
*Clarify vague requirements
*To do user testing and evaluation
*Check a certain design

Types of prototyping:
- Low-fidelity (does not look very much like the final product; simple)
- High-fidelity (uses material that you would expect to be in the final product)

Low-fidelity:
-Storyboard
  *Ex: Screens of GUI-based software, scene sketches
-Sketches
  *Device own symbol and icons
- Index cards
  *Step through cards
-Wizard of Oz


Compromises in Prototyping:
- Two common compromises:
   *Horizontal prototyping
   *Vertical prototyping

The prototype must be designed and built with the key issues in mind.

Conceptual designs: moving from requirements to first design
- Is concern with transforming needs and requirements into a conceptual model

Key guiding principles:
- Keep an open mind
- Discuss ideas with other stakeholders
- Use low-fidelity prototyping
- Iterate, iterate, iterate

Developing an initial Conceptual Model:
- Some elements in a conceptual model will derive from the requirements of the product

Interaction types:
- Instructing
- Conversing
- Manipulating
- Exploring

Interface types:
- WIMP?GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface

Amirah Farhanah Binti Daud Ahmad
1102700149

Monday, December 12, 2011

Design and Prototyping (week 9)

Interaction studies

Design and prototyping

What is prototype?
-start in small scale, full of bugs, not properly functioning

Example ;
• Paper based-outline
• Electronic outline
• 3d paper/cardboard mock-up
• Stack of hyperlinked screen shots

Meant for stakeholder to ;
-interact with envisioned product
- Gain experience in realistic setting
- Explore imagined uses

A prototype is a limited presentation that allows users to interacts and explore its usability.
It is an helpful aid when discussing with stakeholders.
It also can be use as a communication device among team members.
It is an effective way to test an idea

Ex : clarify vague requirements, to do user testing and evaluation, check the design compability

2 types of prototyping
- Low-fidelity and high fidelity

LOW FIDELITY

= one dies not look very much like the final product

Ex ; uses material that are very different from the intended final version such as paper,cardboard
(Storyboard to be exact)
# tend to be simple,cheap and quick to produce (support exploration of alternative designs and ideas)
# important during conceptual design but are not meant to be included in final project

High-fidelity

= uses material that you would expect in to be in the final product.
Issues?

- Take too long to build
- Reviewers and testers tend to comment on superficial aspects rather than content
- Developers are reluctant to change something they have crafted for hours.
- A software prototype can set expectations to high
- Just one bug in a high-fidelity prototype can bring the testing to halt

= Useful for selling ideas and for testing out technical issues.

Compromises in prototyping

= intention to produce something to give the users an input.

#must be designed and built with the key issues in mind.

2 common compromises ( Horizontal and vertical prototyping)

Concept model is an outline of what people can do with the produc and what concepts are needed to understand how to interact with it.
Some elements in a conceptual model will derive from the requirements for the product.

In simple words : TRY AND ERROR !

Azura Binti Abd.Mokmin
1102700146