Prototyper - KTH

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Prototyper Begrepp Exempel Bosse Westerlund, [email protected], http://www.bowesterlund.se “...design can be described as an inquiry into this future situation of use.” “The designer’s inquiry concerns the situation that is not present to the designer, and therefore not available to her interactive cognitive process.” “There is a range of design techniques ... sketching, prototyping, mock-ups, scenarios, storyboards, simulation, and user testing, ... to enable the designer to get at the future situation of use.” “... situating strategies. They serve to make the world a part of cognition.” (Gedenryd, How designers work, 1998:156 ff) Prototyper “... a prototype should always be considered a learning vehicle providing more precise ideas about what the target system should be like.” Floyd, (1984) “A prototype is a tangible artifact, not an abstract description that requires interpretation.” (Beaudouin-Lafon, Mackay 2003) start Cultures of Prototyping Requirements vs. Prototypes, two duelling representations. Organizations intending to be innovative need to move from specification-driven prototypes to prototype-driven specifications. When the community of stakeholders ... broadens ...physical objects that help to bridge disciplinary and functional boundaries become more important. (Schrage 1996) Prototypes, definitions “ ... a prototype is a limited representation of a design ...” Preece, et. al “... a prototype should always be considered a learning vehicle providing more precise ideas about what the target system should be like.” Floyd, (1984) “A prototype is a tangible artifact, not an abstract description that requires interpretation.” (Beaudouin-Lafon, Mackay 2003)

Transcript of Prototyper - KTH

prototyper-bw-mdifk.keyBosse Westerlund, [email protected], http://www.bowesterlund.se
“...design can be described as an inquiry into this future situation of use.”
“The designer’s inquiry concerns the situation that is not present to the designer, and therefore not available to her interactive cognitive process.”
“There is a range of design techniques ... sketching, prototyping, mock-ups, scenarios, storyboards, simulation, and user testing, ... to enable the designer to get at the future situation of use.”
“... situating strategies. They serve to make the world a part of cognition.” (Gedenryd, How designers work, 1998:156 ff)
Prototyper
“... a prototype should always be considered a learning vehicle providing more precise ideas about what the target system should be like.” Floyd, (1984)
“A prototype is a tangible artifact, not an abstract description that requires interpretation.” (Beaudouin-Lafon, Mackay 2003)
start
Organizations intending to be innovative need to move from specification-driven prototypes to prototype-driven specifications.
When the community of stakeholders ... broadens ...physical objects that help to bridge disciplinary and functional boundaries become more important. (Schrage 1996)
Prototypes, definitions
“ ... a prototype is a limited representation of a design ...” Preece, et. al
“... a prototype should always be considered a learning vehicle providing more precise ideas about what the target system should be like.” Floyd, (1984)
“A prototype is a tangible artifact, not an abstract description that requires interpretation.” (Beaudouin-Lafon, Mackay 2003)
Prototyp, IDEO
Prototyp, IDEO
Interactive cognition
The theory of interactive cognition is based on Deweys description of inquiry as a central mechanism of how we understand and manipulate the world. As an example, drawing a sketch (sketching) has a far more prominent role than just plotting what we think of; since it becomes part of the very process of thinking, it influences what we have in mind.
Following the theory of interactive cognition, one comes to the conclusion that design can be seen as a “hermeneutic circle”, an interactive process.
Inquiring materials
The objects used in interactive cognition are called “inquiring materials”. In reference to the “doing for the sake of knowing” this designation expresses that the actions applied to the objects further our insight into the problem or assignment at hand. By manipulating inquiring materials, we understand qualities and discover possibilities not accessible by other means.
Inquiring materials used with a specific purpose by designers are called design instruments.
Design instruments
Sketching, prototyping, and scenario writing are typical design instruments. These activities not only document (internal) thoughts, they are (via our manipulation) an active and constituent part of the design process. They further provide means of team interaction as their products are externalised ideas and most of the allow for shared access.
Thus a significant fraction of focused collaboration in design processes is conducted and carried out using design instruments.
Approaches to prototyping
“-” Preece, etc.
“where the emphasis is on clarifying requirements and desirable features of the target system and where alternative possibilities for solutions are discussed,”
Floyd, (1984) A systematic look at prototyping, in Approaches to Prototyping by Budde, et al.
Prototyping for experimentation,
“-” Preece, etc.
“where the emphasis is on determining the adequacy of the proposed solution before investing in large- scale implementation of the target system, ”
Floyd, (1984) A systematic look at prototyping, in Approaches to Prototyping by Budde, et al.
Vertical prototyping
“ providing a lot of detail for only a few functions.” Preece, etc.
“the system functions implemented are offered in their intended final form but only selected functions are included” Floyd, (1984) A systematic look at prototyping, in Approaches to Prototyping by Budde, et al.
“goal is to validate an idea at the system level. ...they focus on only one design question.” Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Horizontal prototyping
“ provides a wide range of functions but with little detail.” Preece, etc.
“the functions are not implemented in detail as required in the final system, thus, they can be used for demonstration, part of their effect being omitted or simulated” Floyd, (1984) A systematic look at prototyping, in Approaches to Prototyping by Budde, et al.
“The purpose of a horizontal prototype is to develop an entire layer of the design at the same time. ... useful to get an overall picture of the system from the user's perspective and address issues such as consistency , coverage , and redundancy.” Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Prototyping for evolution
“ involves evolving a prototype into the final product.” Preece, etc.
“ where the emphasis is on adapting the system gradually to changing requirements, which cannot reliably be determined in one early phase.” Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Throwaway prototyping
““ uses the prototypes as stepping stones towards the final design.”” Preece, etc.
“ - ” Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Task-oriented prototyping
“Task-oriented prototypes include only the functions necessary to implement the specified set of tasks. They combine the breadth of horizontal prototypes, to cover the functions required by those tasks, with the depth of vertical prototypes, enabling detailed analysis of how the tasks can be supported.”
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Scenario-based prototypes
“Scenario-based prototypes are similar to task- oriented ones, except that they do not stress individual, independent tasks but rather follow a more realistic scenario of how the system would be used in a real-world setting.”
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Interactivity - Fixed prototypes
Fixed prototypes, such as video clips or precomputed animations, are noninteractive. The user cannot interact, or pretend to interact, with it. Fixed prototypes are often used to illustrate or test scenarios
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Interactivity - Open prototypes
Open prototypes support large sets of interactions. Open prototypes allow designers to test a wide range of examples of how users will interact with the system.
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Interactivity - Wizard of Oz
Prototypes can support interaction in various ways. For offline prototypes, one person plays the role of the interactive system, presenting information and responding to the actions of another person playing the role of the user. For online prototypes, parts of the software are implemented, whereas others are “played” by a person (an approach called the “Wizard of Oz” after the character in the 1939 movie of the same name). The key is that the prototype feels interactive to the user.
Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques
Relevance
...the principle of relevance. Prototypes are like the final design in many respects, but not in all. They lack those features that are unimportant for the purpose that the prototype is used for.
Relevance means leaving out unimportant aspects. (Gedenryd 1998:164-165)
Relevans är helt centralt för prototyparbete!
Tester
Tester av flera prototyper (t.ex. tre) oscilloscope |  climate | cup | cup hirez
Tester med ca 5 användare, flera gånger http://www.useit.com/alertbox/20000319.html
Experience prototyping, (Buchenau, Suri, (2000) Experience prototyping, ACM DIS '00, p 429)
Dynamisk gestalt
Pappersprototyper
http://www.nngroup.com/reports/prototyping/video_stills.html
Observation is not just looking, “the transformation of the straightforward ‘observation’ into emphasis on the process of ‘thinking about seeing something’.”
(Latour 1979:21)
Hawthorne effect
Övningen imorgon onsdag 21/11, 10-12, rum 1537
Ni ska göra pappersprototyper på era idéer för redesign, i de vanliga grupperna.
Ta med pennor (svart och färg), saxar, knivar, lim, tape, ... färgat papper, ...
annat som kan vara relevant.
References
Buxton, Bill (2007) Sketching User Experiences: Getting the Design Right and the Right Design, MK.
Carroll, John (2000) Making use, scenario-based design of human-computer interactions, MIT Press
Floyd, C. (1984) A systematic look at prototyping, in Budde, R. (ed.) Approaches to Prototyping: Proceedings of the Working conference on prototyping. Springer Verlag, Berlin 1984. pp 1-18.
Gedenryd, H., (1998) How Designers Work. Making Sense of Authentic Cognitive Activities. Lund University Cognitive Studies [No.] 75. Lund, Sweden.
Krippendorff, K. (2005) The semantic turn: new foundations for design, Boca Raton, Fla., CRC. 
Lawson, B. (2004) What designers know, Oxford, Architectural Press.
Löwgren, Stolterman (2004) Design av informationsteknik, Studentlitteratur, Lund
Moggridge, Bill (2006) Designing Interactions, MIT Press
Nelson, H & Stolterman, E. (2003) The Design Way: intentional change in an unpredictable world, ETP, NJ.
Donald Norman (1988) The Psychology of Everyday Things, (also published as: The Design of Everyday Things, New York, Basic Books
Rittel, H. & Webber, M. (1973) Dilemmas in a General Theory of Planning in Public Sciences 4, pp 155–169, Elsevier, Amsterdam.
Saffer, Dan (2006) Designing for Interaction, Creating Smart Applications and Clever Devices, New Riders