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