Lecture 12

Cis 1250 Lec 12/13


  • Come up a large quantity of ideas
  • Team building
  • With hold judgement
  • Visual Brainstorming
  • No talking
  • Easier to deal with
  • Everyone does their own stuff, compare later
  • Building something to imitate the final product
  • Keep it related to the topic
  • Present it to everyone in the session
  • Someone take notes and main ideas of the sessions
  • Pros
  • Less criticism
  • Everyone gets to participate
  • Has something to show
  • Paper prototyping
  • A model; an early design for the interface
  • Build with the understanding that it may be incorrect
  • A way to brainstorm; design, test, and communicates user interfaces.
  • Changing the model until you get the right solution
  • How does it work?
  • Choose the most important users
  • Determine some typical tasks
  • Make screen shots or sketches
  • Paper model of the user interface
  • Perform a usability test
  • Have people interact with it
  • What happens when you click on stuff?
  • What does this tell you?
  • The outcome
  • Roles in a usability test
  • User
  • Computer
  • Facilitator
  • Observer
  • What is required and not required
  • Required
  • Interactions with the user
  • Not required
  • High quality, final designs
  • Pros
  • Feedback before coding
  • Rapid interaction
  • Facilitates communication
  • Encourages creativity
  • Usability or User Centered Design
  • How to make user more comfortable?
  • Graphical Interface Components
  • Stuff you could use and how they work
  • Popup menus
  • Button
  • Don’t try to build a working prototype
  • To ensure it meets the requirement
  • Save money
  • This is too see how the user works
  • This is the user interface and give you a basic idea of what to do
  • Other Benefits
  • Low cost
  • Easy to change
  • Encourages more useful user feedback
  • Seems like work in progress
  • Feedback about the ecstatic’s
  • You divide up user
  • Those who likes it
  • Those who hate it
  • The iceberg secret
  • Just as an iceberg is 90% underwater, most of the work which goes into a software application cannot be seen.
  • The interface accounts for about 1-5% of the development effort.
  • Important Corollary One
  • If you show a nonprogrammer a screen which has a user interface that is 90% worse, they will think that the program is 90% worse.
  • If you show a nonprogrammer a screen which has a user interface that is 100% beautiful, they will think the program is almost done.
  • Benefits of prototyping
  • Leads to more creativity
  • You try and think outside the box
  • Easy to change, which allows mix and match
  • Multidisciplinary
  • Allow outside contribution
  • Easier to get outside perspective
  • Solves argument
  • You can check which will work better, when have a disagreement
  • Useful supplies
  • Something to hold the prototype
  • Paper, post-it notes
  • Markers and highlighter
  • Scissors
  • Tape
  • Glue stick
  • Overhead transparencies

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