prof. james a. landay university of washington autumn 2007 video prototyping october 16, 2007
TRANSCRIPT
Prof. James A. LandayUniversity of Washington
Autumn 2007
Video PrototypingVideo Prototyping
October 16, 2007
CSE440 - Autumn 2007 User Interface Design, Prototyping, and Evaluation 2
Hall of Fame or Shame?
• http://www.dol.wa.gov/
CSE440 - Autumn 2007 User Interface Design, Prototyping, and Evaluation 3
Hall of Fame
• http://www.dol.wa.gov/
• UI is clean & uncluttered• Multiple language options are
clearly indicated• Similarity & connectedness to
present strong aesthetic & indicate navigation– ex. of Gestalt Principles
• Use of red/green troubling, but not an issue in this UI
Prof. James A. LandayUniversity of Washington
Autumn 2007
Video PrototypingVideo Prototyping
October 16, 2007
CSE440 - Autumn 2007 User Interface Design, Prototyping, and Evaluation 5
Outline
• Review• Finish Teams Overview• Types of Prototypes• Video Brainstorming• Video Prototyping• Forms of Video Prototyping• Steps to Create Video Prototypes• Tips & Tricks• Introductions
Human Abilities Review• Color can be helpful, but pay attention to ?
– how colors combine – limitations of human perception– people with color deficiency
• Model Human Processor ?
– perceptual, motor, cognitive processors + memory– model allows us to make predictions
• e.g., perceive distinct events in same cycle as one• Memory ?
– three types: sensor, WM, & LTM– interference can make hard to access LTM– cues in WM can make it easier to access LTM
• Key time to remember?– 100 ms (~processor cycle time & memory access)
• Fitts’ Law ?– moving hand is a series of microcorrections– time to move hand to target size S, distance D away given by
• Tpos = a + b log2 (D/S + 1)– time to move hand depends only on relative precision required
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Teams vs. Groups
• Groups– strong leader– individual accountability– organizational purpose– individual work products– efficient meetings– measures performance
by influence on others– delegates work
• Teams– shared leadership– individual & mutual
accountability– specific team purpose– collective work products– open-ended meetings– measures performance
from work products– does real work together
• Teams & good performance are inseparable– a team is more than the sum of its parts
User Interface Design, Prototyping, and Evaluation
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Keys to Team Success
• Common commitment– requires a purpose in which team members believe
• “prove that all children can learn”, “revolutionizing X…”
• Specific performance goals– comes directly from the common purpose
• “increasing the scores of graduates form 40% to 95%”
– helps maintain focus – start w/ something achievable
• A right mix of skills– technical/functional expertise (programming/design/writing)– problem-solving & decision-making skills– interpersonal skills
• Agreement– who will do particular jobs, when to meet & work, schedules
User Interface Design, Prototyping, and Evaluation
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Team Action Items
• Meet & get used to each other• Figure out strengths of team members• Assign each person a role
– responsible for seeing work is organized & done– not responsible for doing it themselves
• Names/roles listed on next assign. turned in• Roles
– design (visual/interaction)
– user testing
– group manager (coordinate - big picture)
– documentation (writing)
User Interface Design, Prototyping, and Evaluation
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Types of Prototypes• Prototypes are concrete representations of a
design• Prototype dimensions
– representation: form of the prototype • off-line (paper) or on-line (software)
– precision: level of detail (e.g., informal or polished)– interactivity: watch-only vs. fully interactive
• fixed prototype (video clips)• fixed-path prototype (each step triggered by specified actions)
– at extreme could be 1 path or possibly more open (e.g., Denim)• open prototype (real, but limited error handling or
performance)– evolution: expected life cycle of prototype
• e.g., throw away or iterative
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Video Brainstorming• Participants act ideas out in front of a video camera• Goal is to create as many new ideas as possible
– each should take 2-5 minutes to generate & capture– run standard brainstorming session first for ideas
• Advantages– video easier to understand later than notes– participants actively experience interaction & preserve record of the idea
Video brainstorming of an animated character in Prototyping Tools & Techniques by Beaudouin-Lafon & Mackay.Character follows user with its eyes.
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Video Prototyping
• Illustrate how users will interact w/ system
• Unlike brainstorming, video prototyping contracts the design space
• Quick to build
• Inexpensive
• Forces designers to consider details of how users will react to the design
• May better illustrate context of use
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Forms of Video Prototypes
• May build upon paper prototypes or use existing software & images of real settings
• Narration optional1) narrator explains events & others move images/illustrate
interaction2) actors perform movements & viewer expected to
understand w/o voice-over
• Usually fixed prototypes, but can also use in open prototypes
– live video as a Wizard of Oz tool & 2nd camera to capture
• If have good storyboards, should be able to create video prototype in 1 hour
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Wizard of Oz Video Prototype
Image from Beaudouin-Lafon & Mackay
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Steps to Create a Video Prototype
1) Review field data about users & work practices2) Review ideas from video brainstorm3) Create use scenario in words4) Develop storyboard of each action/event w/
annotations explaining what is happening in scene. Put each element on a card.
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Steps to Create a Video Prototype
Image from X by Beaudouin-Lafon & Mackay
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Steps to Create a Video Prototype
1) Review field data about users & work practices2) Review ideas from video brainstorm3) Create use scenario in words4) Develop storyboard of each action/event w/
annotations explaining what is happening in scene. Put each element on a card.
5) Shoot a video clip for each storyboard card• avoid editing in the camera – just shoot in storyboard order
6) Use title cards to separate clips (like a silent movie)• if you make an error, rewind to last title card & reshoot
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Example Videos
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Video Prototyping Tutorial
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Tips & Tricks
• Add structure to better explain context– begin with a title– follow with an “establishing shot”
• shows user in context defined by the scenario– create series of closeup & mid-range shots, interspersed
with title cards to tell the story– place a final card with credits at the end
• Use colored paper for title cards to make easy to find when editing/searching video
• “Time-lapse photography” lets images appear & disappear based on user interaction– e.g., illustrate pop-up menu by recording clip of user
pressing button, pause camera, add menu, restart camera• Be careful about taking video out of the original
design setting for ethical reasons (context matters)
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High Quality (& Budget) Video Prototypes
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Next Time
• Presentations