6,346 research outputs found

    Mixed-fidelity prototyping of user interfaces

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    This research presents a new technique for user interface prototyping, called mixed-fidelity prototyping. Mixed-fidelity prototyping combines low-, medium-, and high-fidelity interface elements within a single prototype in a lightweight manner, supporting independent refinement of individual elements. The approach allows designers to investigate alternate designs, including more innovative designs, and elicit feedback from stakeholders without having to commit too early in the process. As well, the approach encourages collaboration among a diverse group of stakeholders throughout the design process. For example, individuals who specialize in specific fidelities, such as high-fidelity components, are able to become involved earlier on in the process. We developed a conceptual model called the Region Model and implemented a proof-of-concept system called ProtoMixer. We demonstrated the mixed-fidelity approach by using ProtoMixer to design an example application. ProtoMixer has several benefits over other existing prototyping tools. With ProtoMixer, prototypes can be composed of multiple fidelities, and elements are easily refined and transitioned between different fidelities. Individual elements can be tied into data and functionality, and can be executed inside prototypes. As well, traditional informal practices such as sketching and storyboarding are supported. Furthermore, ProtoMixer is designed for collaborative use on a high-resolution, large display workspace

    Analysis of research methodologies for neurorehabilitation

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    Applications of high and low fidelity prototypes in researching intuitive interaction

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    This paper addresses some of the issues involved in incorporating use of prototypes into a research program. Definitions, merits and uses of both low and high-fidelity prototypes are discussed and then the applications of prototypes in our research program into intuitive interaction are explored. It has previously been established that intuitive interaction is based on past experience, and can be encouraged by designing interfaces that contain familiar features (Blackler, 2006; Blackler, Popovic, & Mahar, 2007b). Two aspects of the research program which are relevant to prototyping are: researching the issues of how intuitive use happens and how it can be better facilitated; and developing ways to help designers include investigations about users and their existing knowledge into their design processes in order to make interfaces more intuitive. The current and future planned applications of high and low-fidelity prototypes in each of these areas are explored. Then experiences with using high-fidelity touchscreen prototypes for experimental research into intuitive interaction are discussed, including problems with the prototypes, how they were addressed and what we have learned from the process. Next the potential for low-fidelity prototypes to elicit users’ tacit knowledge during the design process is explored. This has exciting possibilities due to the link between intuitive interaction and tacit knowledge. Finally, the challenges of developing prototype-based design tools for use by older people are discussed and future directions for using prototypes in our research program are considered. Keywords: Prototypes; intuitive interaction; experimental methodology; implicit or tacit knowledge</p

    Enabling designers to generate concepts of interactive product behaviours: a mixed reality design approach

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    To design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose a Mixed Reality system that we developed to simulate interactive behaviours of products using designed visual interaction blocks. The system is implemented in three stages: idea generation, creating interactions and revision of interactive behaviours. The implemented virtual scenario showed to elicit high motivation and appeal among users resulting in inventive and creative design experience at the same time. As a result, designers will be able to create and revise their interaction-behavioural design concepts virtually with relative ease, resulting in higher concept generation and their validation

    Paper-based Mixed Reality Sketch Augmentation as a Conceptual Design Support Tool

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    This undergraduate student paper explores usage of mixed reality techniques as support tools for conceptual design. A proof-of-concept was developed to illustrate this principle. Using this as an example, a small group of designers was interviewed to determine their views on the use of this technology. These interviews are the main contribution of this paper. Several interesting applications were determined, suggesting possible usage in a wide range of domains. Paper-based sketching, mixed reality and sketch augmentation techniques complement each other, and the combination results in a highly intuitive interface

    An empirical study of the “prototype walkthrough”: a studio-based activity for HCI education

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    For over a century, studio-based instruction has served as an effective pedagogical model in architecture and fine arts education. Because of its design orientation, human-computer interaction (HCI) education is an excellent venue for studio-based instruction. In an HCI course, we have been exploring a studio-based learning activity called the prototype walkthrough, in which a student project team simulates its evolving user interface prototype while a student audience member acts as a test user. The audience is encouraged to ask questions and provide feedback. We have observed that prototype walkthroughs create excellent conditions for learning about user interface design. In order to better understand the educational value of the activity, we performed a content analysis of a video corpus of 16 prototype walkthroughs held in two HCI courses. We found that the prototype walkthrough discussions were dominated by relevant design issues. Moreover, mirroring the justification behavior of the expert instructor, students justified over 80 percent of their design statements and critiques, with nearly one-quarter of those justifications having a theoretical or empirical basis. Our findings suggest that PWs provide valuable opportunities for students to actively learn HCI design by participating in authentic practice, and provide insight into how such opportunities can be best promoted

    Prototypointimenetelmien kÀyttö kÀyttÀjÀkeskeisessÀ suunnitteluprosessissa

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    To stay competitive in the rapidly evolving business environment, organizations need to be able to create innovations. Novel new products are often created with experimentation, which means that organizations need to use practices that support experimentation. Prototyping is one such practice. Agile software development embraces changing requirements, which makes it suitable for experimentation-driven product development. The overall research problem considers how different types of prototyping approaches can support fast-paced product development in an agile software development project. Research questions include: 1. How to improve prototyping for fast-paced agile software development? 2. How can prototyping support agile requirements engineering? The research consists of two main parts: literature review and empirical research, which includes action research and interviews. Prototyping could be improved for the purposes of fast-paced agile software projects by using simplified prototypes and small focused prototypes to make it possible to iterate the design of user interface elements faster. Additionally, low-fidelity prototyping and participatory design could be useful for agile projects. To make large high-fidelity prototypes faster to iterate, better tooling is needed. Prototyping can support agile requirements engineering e.g. by acting as documentation, facilitating communication and by making big picture clearer.PysyÀkseen kilpailukykyisinÀ nopeasti kehittyvÀssÀ liiketoimintaympÀristössÀ organisaatioiden pitÀÀ kyetÀ luomaan innovaatioita. Uudenlaiset tuotteet saadaan usein aikaiseksi kokeilujen avulla, mistÀ johtuen on kÀytettÀvÀ kÀytÀntöjÀ, jotka tukevat kokeilujen tekemistÀ. Prototypointi on yksi tÀllainen kÀytÀntö. KetterÀ ohjelmistokehitys ottaa halukkaasti vastaan muuttuvat vaatimusmÀÀritykset, joten se soveltuu kokeiluita hyödyntÀvÀÀn tuotteiden kehitykseen. Tutkimusongelma tarkastelee, kuinka erilaiset prototypointitavat tukevat nopeatempoista tuotekehitystÀ ketterÀssÀ ohjelmistokehitysprojektissa. Tutkimuskysymykset ovat: 1. Kuinka prototypointia voidaan kehittÀÀ nopeatempoista ketterÀÀ ohjelmistokehitystÀ varten? 2. Kuinka prototypointi tukee ketterÀÀ vaatimusmÀÀrittelyÀ? Tutkimus sisÀltÀÀ kaksi pÀÀosaa: kirjallisuuskatsauksen ja kokeellisen osan, joka koostuu haastatteluista ja toimintatutkimuksesta. Prototypointia voidaan kehittÀÀ nopeatempoisten ketterien ohjelmistoprojektien tarpeisiin kÀyttÀmÀllÀ yksinkertaistettuja prototyyppejÀ sekÀ pienempiÀ ja fokusoituneempia prototyyppejÀ kÀyttöliittymÀelementtien designin iteroinnin nopeuttamiseksi. Matalan tarkkuuden prototyypit ja osallistava suunnittelu voivat myös olla avuksi ketterissÀ projekteissa. Isojen korkean tarkkuuden prototyyppien iteroinnin nopeuttaminen vaatii uusien työkalujen kehittÀmistÀ. Prototypointi voi tukea ketterÀÀ vaatimusmÀÀrittelyÀ esim. toimimalla dokumentaationa, helpottamalla kommunikaatiota ja tekemÀllÀ ns. ison kuvan selvemmÀksi
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