CS3724, Fall 2000
Due as per class calendar
Activities
Warning: To repeat the warning we gave you in an earlier project assignment, do not turn your prototype into an overwhelming programming project. Probably the most important thing in considering how to handle the design for your project is getting the right size. Students often tend to err in the direction of making it too big and too complex. Students sometimes try to maximize functionality because they think this will earn a higher grade. Some students spend long hours building in lots of functionality in the hope that it will somehow make the design look better. Remember, the goal is the user interaction design. You should studiously avoid large amounts of work to build in functionality. You need to "stub" functionality, giving only the appearance of functionality as much as possible, while retaining the ability to support the benchmark tasks in formative evaluation. This means, for example, not entering large numbers of database records. Teams that have tried to pack in the functionality in the past have regretted it! If one of your team wants to put lots of functionality in the prototype, they are not getting the point. They are trying to do what they already know best instead of learning more about the usability process. Try to talk them out of it. If that doesn't work, let me know and I will convince them. I will not have much tolerance for this kind of approach. If you are unsure about scope, ask me as your design begins to develop.
Final things to do for this part of your project are to pilot test, pilot test, and pilot test. Make sure to do enough pilot testing to shake-down the benchmark tasks you have chosen for evaluation.
Deliverables
Inside the binder, create a "tabbed" section labeled "Project 4". Add this section to the front of your team binder. This way, your binder becomes a cumulative record of your whole project, with the most recent parts first. This section should start with its own separate cover page with (mostly the same as on the front of the binder):
Number and label your items per this list:
This stage focuses on developing an evaluatable low-fidelity prototype. This includes a design concept, navigation, visual design, layout, interaction objects, look and feel. The prototype must fully support (be able to "run") all of your benchmark tasks.
Start with simplest possible background for each screen in pencil or pen on full size paper, as base for all moving parts. Include only parts that never change (e.g., for calendar, use monthly "grid", but no month name). Everything else is drawn in pencil or pen on paper (or printed out from a computer), cut out and taped (in aligned position, relative to other objects) on separate plastic sheet; in general, paper cutouts of interaction objects are taped on to plastic. (Hint: Blank plastic sheets are available at Mish Mish or 14 cents each, last time we checked.)
Use an "easel" (we will show you a sample one in class) to register each sheet of plastic with other sheets; your prototype will be "executed" on this easel. During "execution" of the prototype during usability evaluation in Project 5, most dynamics (changes in screens) will be created by adding and removing various registered plastic sheets to/from the easel, not by changing the whole screen.
Make prototypes as modular as possible. The less you put on each layer, the more modular it is. You generally shouldn't have a sheet with a lot on it; this probably will mean repeating something on another sheet. Whatever changes when a user gives input should go on a separate paper-on-plastic sheet. If a user will type in values (e.g., an appointment) use clear sheet on top and marking pen to simulate typing. Make a highlight for major selectable objects (e.g., day in month view, appointment slot). For example, use a plastic square or rectangle with a "handle" and color with a marking pen. Fasten some objects (e.g., pull-down menus) to top or side of easel with tape "hinges", so they "flap down" to overlay the screen. Use any creative techniques you wish to demonstrate motion, dynamics, feedback, changes in screen. For example, scrolling can be done with paper through slits cut in paper or plastic with all taped to plastic sheet.
Full paper screens vs. small moving parts
Some students are tempted to print out complete paper screens and use
them to portray the sequencing in the prototype, with each different sheet
showing a new screen state (in its entirety). You should definitely not
do this! Fixed screens don't have anywhere near the flexibility
that separate pieces of paper do and cannot cover anywhere near the number
of different combinations of things that might come up in user task performance
using your prototype.
Your prototype (and later your system) cannot be designed with just one way to do anything. If you do pilot testing on your prototype with someone outside the development team, you'll likely already see the variation in task performance that is possible. You cannot count on the GTA or an user to do anything in a given way using your prototype. Your prototype has to be flexible enough to accommodate much of this variation.
This doesn't mean you have to design for every possibility and every error condition, but the more variation in user task performance you do cover the better your prototype is and the more effective it is in doing its intended job (supporting formative evaluation of the interactive design).
Submission and Grading
Paper Prototype Submission:
If you choose to submit a paper and plastic low-fidelity prototype
as your final prototype as your final prototype, submit it in a large envelope
with cover sheet information on it and hand it in at the beginning of class
on the due date.
Electronic Prototype Submission:
If you choose to implement your final prototype on a computer, it should
still be low-fidelity (most functionality faked). You have two choices
for submitting a computer-based prototype at the beginning of class on
the due date:
How Many Changes to Make From Pilot Testing?
On the job, usability practitioners make use of every bit of usability
problem data they get, regardless of the source, to constantly improve
the interaction design. Therefore, they would always try to fix any usability
problems that show up in pilot testing, giving formal usability testing
the best starting point possible. However, since this course is process-oriented,
you should use the pilot test to make sure the prototype works flawlessly.
This means to fix all the show-stoppers, but I prefer you do not make many
regular usability-related changes (yet) to the prototype based on usability
problems you discover in pilot testing. Write them down as part of your
usability data and include them in your next evaluation deliverable (for
Project 5, Formative Usability Evaluation).
The reason for this approach is that the Formative Evaluation assignment
works better as a learning experience if you have lots of usability problems
in the design. So after the pilot test, it's best to fix only those problems
that might have a negative impact on usability testing (e.g., something
important that is missing, places where the prototype breaks down, or a
benchmark task description that need clarification but not added explanation
about how to do it).