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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