Prototyping and User Interface Design

Introduction

  • Discussion on input devices and their evolution.

  • Importance of task performance in evaluating devices.

  • Acknowledgment that the best-performing device may not always be the first introduced to the market.

Historical Context of Technology Development

  • Tablets and Smartphones:

    • Idea of tablets existed since the 1990s, but widespread adoption began with the launch of the iPad in 2010.

    • Smartphones and multi-touch interfaces followed similar trajectories of development and adoption.

  • Iteration in Technology:

    • Highlighted the continual iteration necessary for technological advancements.

    • Case studies:

    • Mevix and the World Wide Web took approximately 45 years to achieve full interconnectivity.

    • Mouse technology typical adoption took about 20 years.

    • Graphical User Interfaces (GUIs) transitioned from the 1960s to 1980s.

Key Influencers in Design and Technology

  • Bill Buxton's Observations:

    • No truly new ideas; existing concepts are refined over time for better implementation.

    • In order to predict influential products, look at ongoing research and development.

  • Brett Myers' Research Findings:

    • Academic and industry research reveals a significant gap (15-30 years) between innovation and commercial success.

    • Examples include:

    • Graphical interfaces developed in the 1960s-70s.

    • Initial concepts of the World Wide Web leading to commercial versions taking about 25 years.

    • Voice interfaces began but only recently gained traction with products like smart speakers.

Innovation and Long-term Development

  • Concept referred to as the "long nose of innovation":

    • Involves invention, refinement, augmentation, and growth of ideas over time.

    • Examples:

    • Neural networks, initially not effective, later became state-of-the-art following data availability and algorithm improvements.

Prototyping in Design

  • Shift from historical context to practical aspects of prototyping.

  • The need for rapid iteration in prototyping highlighted.

  • Pop Quiz: Closed-book quiz for students to test their understanding.

The Role of Prototypes

  • Definition of Prototypes:

    • Tangible, unrefined models representing final products, typically smaller scale or simpler.

    • Can be easier and less expensive to create than full-scale products.

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