WEEK 22 Usability Testing and Prototyping

Usability Testing and Prototyping

Learning Outcomes

  • Prototyping in Usability Engineering: Understand the importance and methodologies of prototyping.
  • Methods of Prototyping: Identify pros and cons of different prototyping methods.
  • Usability Testing: Define usability testing and its significance in the design process.
  • Prototyping in User-Centered Design: Recognize the role of prototyping in iterative design methodologies.

What is Prototyping?

  • Definition: A prototype allows stakeholders to interact with a design, exploring its usability (Rogers, Sharp and Preece, 2023).
  • Conceptual Design: Prototypes manifest design concepts, facilitating discussions and evaluations.

When and Why to Prototype

  • Design Process: Search for acceptable designs in an extensive design space. Prototyping aids in:
  • Working out details and testing concepts.
  • Building features quickly and cost-effectively.
  • Providing concrete representations of inputs, processes, and outputs.
  • Encouraging user feedback for iterative improvements.
  • Motto: "Fail fast to succeed sooner" as advised by Scott Jensen.

Types of Prototypes

  1. Low Fidelity: Basic representations, easy to create, focus on conceptual aspects.
  2. High Fidelity: Closer to the final product, includes functionality but more resource-intensive.
  3. Rapid Prototyping: Quickly creates physical models layer by layer.
  4. Vertical vs Horizontal:
  • Horizontal: Broad UI representation with limited backend functionality.
  • Vertical: Depth in specific features, useful for proof-of-concept.
  1. Chauffeured: Interactive paper prototypes demonstrated by the designer.

Low-Fidelity Prototypes

  • Characteristics:

  • Utilize sketches and models focusing on appearance and system feel.

  • Inexpensive and swift to produce, aiding in iterations.

  • Can lack detailed interaction insights.

  • Methods of Low-Fidelity Prototyping:

  • Storyboarding: Series of visuals showing task progression.

  • Index cards: Each card represents one screen; useful in web development.

  • Sketching and Wireframing: Individual screens illustrated with notes and annotations.

  • Wizard of Oz: Human operator simulates software responses to user actions.

Example: The Palm Pilot
  • Jeff Hawkins used a wooden mockup of a Palm Pilot to gauge usability before developing a working prototype.

High-Fidelity Prototypes

  • Characteristics: More closely represent the final product and provide functionality; they can be costly and time-consuming to modify.
  • Examples of High-Fidelity Prototypes:
  • Physical Computing Kits: Combine programming with physical materials (e.g., Arduino).
  • Software Development Kits: Tools for developing applications specific to platforms (e.g., Java Development Kit for Android).
  • Interactive Digital Prototypes: Engage users in a functional experience of the product.

Prototyping Tools

  • Range of Software Tools: From low to high fidelity, including:
  • POP, Miro, PowerPoint, Adobe XD, Figma, Axure, etc.

Rapid Prototyping

  • Definition: Creates 3D objects layer-by-layer; aids in visual evaluation but can be expensive and require advanced skills.

Vertical vs. Horizontal Prototyping

  • Horizontal Prototypes: Present the complete UI of a system while lacking full functionality.
  • Vertical Prototypes: Focus on limited features in depth, useful for enhancing backend performance and data links.

Chauffeured Prototypes

  • Definition: The designer walks users through a paper-and-pencil interface, improvising as necessary. Useful early in the design process but can be challenging for the user.

Linking Prototyping with Usability Engineering Principles

  • Use annotations on wireframes to provide functional explanations and design rationale.

Usability Testing

  • Definition: Evaluating a design's ease of use with representative users.
  • Methodology:
  • Facilitators assign tasks; participants provide feedback on the interface.
  • Example tasks could involve troubleshooting errors or navigating websites.

Prototyping in User-Centered Design

  • Star Lifecycle: Incorporates phases such as evaluation, prototyping, and implementation within design methodologies.
  • Double Diamond Model: Stresses the importance of solving the right problem in the correct manner through iterative designs.

Homework Assignments

  • Tools: Visio and Figma for designing prototypes in the lab. Essential to locate specific resources and watch tutorials before attending.

Summary

  • Defined prototyping, discussed both low and high-fidelity techniques along with their advantages and disadvantages.
  • Defined usability testing and distinguished it from other evaluation methods.
  • Explored the relevance of prototyping within iterative user-centered design processes.

Further Reading

  • Suggested texts and research articles examining various aspects of interaction design and usability engineering for deeper understanding.