Sunday 25 December 2011

Week 9 | Advantages & Disadvantages of Prototype

Advantages & Disadvantages of Prototype


Advantages 
-Lower development cost
-Evaluate multiple design concepts
-Useful communication device
-Address screen layout issues
-Useful for identifying market requirements
-Proof-of-concept


Disadvantages
-Limited error checking



Conceptual Design : moving from requirements to first design
-is concerned with transforming needs and requirements into a conceptual model
-concept model-an outline of what people can do with a product and what concepts are needed to understand how to interact with it
-key guiding principles of conceptual design are: 
Keep an open mind but never forget the users and their context
Discuss ideas with other stakeholders as much as possible

Developing an initial Conceptual Model
-some elements in a conceptual model will derive from the requirements for the product
-some consideration to create initial conceptual model:
Which interface metaphors

Anis Afiqah Mohd Farid
1102701839

Week 9 | What is a Prototype?


What is a Prototype? 


It could be..
-Paper-based outline of a screen/sets of screens
-Electronic 'picture'
-3 dimensional paper/cardboard mockup
-Stack of hyperlinked screen shots


Allows stakeholders to :
i) Interact with an envisioned product
ii) Gain experience in realistic setting
iii) Explore imagined uses


? Prototype


Aid when discussing ideas with stakeholders
Communication device among team members
Effective way to test ideas
Ex: Clarify vague requirements, To do user tetsing & evaluation, 
Check a certain design direction is compatible with the rest of the system development


Types of Prototyping


Low-fidelity Prototyping
Is one that does not look very much like the final product
ex: uses materials that are very different from the intended final version such as paper, cardboard rather than electronic screens & metal
Tend to be simple, cheap and quick to produce -> support the exploration of alternative design & ideas
Important during conceptual design 


storyboard
-consist of a series of skectches showing how a user might progress through a task using the product under development
-ex: screens of a GUI 


sketching
-relies on sketching but often people find it difficult to engage in this activity
-device own symbols and icons you want to sketch


prototyping with index card
-use index cards(small pieces of cardboard about 3x5 inches)
-each card represents one screen or one element of a task


wizard of Oz
-uses a software-based-prototype - user sits at a computer screen and interacts with the software as though interacting the product
-in fact, the computer is connected to another..


High-fidelity Prototyping
Uses materials that you would expect to be in the final product and produces a prototype that looks much more like the final thing.
ex: Prototype of a software system developed in Visual Basic vs paper-based mockup
Common prototyping tools: Flash, Visual Basic and Smalltalk
Issues with High-fidelity prototyping :
-They take too long to build
-Reviewers and testers tend to comment on superficial aspects rather than content
-Developers are reluctant to change something they have crafted for hours
-A software prototype can set expectations to high 
-Just one buck in a high-fidelity prototype can be bring the testing to halt
-Useful for selling ideas and for testing out technical issues


Compromises in Prototyping
-By their very nature, prototypes involve compromises: the intention is to produce something quickly to test an aspect of the product
-Thus, the prototype must be designed and built with the key issues in mind.
-Two common compromises : 
Horizontal Prototyping
Vertical Prototyping

This week video concludes last week lecture ( Requirements) and this week (Prototyping) 


Muhammad Syafiq Bin Ridzuan
1102701969

Saturday 24 December 2011

WEEK 9 | DESIGN AND PROTOTYPING

Interaction-design.org said that prototyping is a method used by designers to acquire feedback from users about future designs. Prototype are similar to mock-ups, but are usually not as low-fidelity as mock-ups and appear slightly later in the design process. Based on searchcio-midmarket.techtarget.com, the word prototype comes from the latin words proto means original, and typos, meaning form or model. In a non-technical context, a prototype is an especially representative example of a given category. 

There are two types of prototype:

  • Low fidelity prototype is a rough cut of your interface design likes sketches, index cards, something that are not the final outcomes. It is the easiest way to build the prototype. For example, sketch storyboards is to show overal design concept and the design structure. In the other hand, it will save the budgets and costs to use the actual material that would be used in the final outcome. 


  • High-fidelity prototype is the closely resemble the end of the product. It will uses the actual materials, details and functionality that would be used for the final product. It should be able to interact with them and other people will be able to understand it. Moreover, it will costly than the low fidelity prototype but it can help us in finding out the problems that can be fixed before producing the actual product. 



Advantages on low fidelity prototype are its quick and cheap to build a prototype, facilities brainstorming and invites discussion, it also can enables early evaluation and save a lot of time. On the other hand, the advantages of high-fidelity prototype are the prototype will look the same with the final product, fully interactive and it is in complete functionality.





AISYAH ALWANI
1102702359

Thursday 22 December 2011

Week 9 | Design and Prototyping


What is Prototype?
Prototyping is the process of building a model of a system. It was the first example that you do similar to the product but it is used for testing before the real one being publish. In terms of an information system, prototypes are employed to help system designers build an information system that intuitive and easy to manipulate for end users. Prototyping is an iterative process that is part of the analysis phase of the systems development life cycle. It can be in many ways but usually it was a paper-based outline of a screen or a set of screen, 3D paper or cardboards mock-up, stacks of hyperlink screenshot or electronic picture.

There two types of prototype:
- Low fidelity prototype is a prototype that is sketchy and incomplete, that has some characteristics of the target product but is otherwise simple, usually in order to quickly produce the prototype and test broad concepts. For example, storyboard, sketching and prototyping with index cards.

- High fidelity prototype is a prototype that is quite close to the final product, with lots of detail and functionality. From a user testing point of view, a high-fidelity prototype is close enough to a final product to be able to examine usability questions in detail and make strong conclusions about how behavior will relate to use of the final product. For example, prototype of a software system developed in Visual Basic.

Advantages of Prototyping :
-Developers receive quantifiable user feedback.
-Reduces development time.
-Results in higher user satisfaction.
-Reduces development costs.
-Requires user involvement.

Disadvantages of Prototyping :
-Sometimes leads to incomplete documentation.
-Developers can become too attached to their prototypes
-Can lead to insufficient analysis.
-Users expect the performance of the ultimate system to be the same as the prototype.
-Can cause systems to be left unfinished and/or implemented before they are ready.


Prototype model vs real model

AZANISA 
1102702292


Saturday 17 December 2011

Week 8 | Functional Requirements


Functional requirements

Some of the things need requirements as well as we in some cases. I will talk about the Functional Requirement. In order to achieve functional requirement, we need to follow above steps.


Goal > Use case > Functional Requirement > Design > Implementation


Data Gathering
-We should do data gathering to get the best result!
-These are the steps for data gathering :
  • Classroom Assessment Techniques
  • Document analysis
  • Experiment
  • Focus group
  • Interview
  • Observation
  • Portfolio
  • Product analysis
  • Survey
  • Usability
Muhammad Syafiq Bin Ridzuan
1102701969

Week 8 | Non-functional Requirements

Non-functional Requirements


Non-functional Requirements have also been called the 'ilities' because they are most simply expressed like this:


  •  usability
  • reliability
  • interoperability
  • scalability
  • security
A simple way to define non functional requirements is to match answer with question and define as non functional any requirement with no direct impact on individual user experience.

Non functional requirements have no direct impact on individual user experience (R. Doisneau)


There are other ones:

  • Time to market
  • Cost
  • Speed
  • [RAM]
  • [secondary storage]


Anis Afiqah Mohd Farid
1102701839

Week 8 | Requirement

A requirement is an objective that must be met. Planners cast most requirements in functional terms, leaving design and implementation details to the developers. They may specify price, performance, and reliability objectives in fine detail, along with some aspects of the user interface. Sometimes, they describe their objectives more precisely than realistically.There is two types of requirement where functional and non-functional. 

Functional specifications 
describe the necessary functions at the level of units and components; these specifications are typically used to build the system exclusive of the user interface.

Non functional
Functional specifications describe the necessary functions at the level of units and components; these specifications are typically used to build the system exclusive of the user interface.

ABDUL HADI BIN ABDUL HARIS
1102702580

Friday 16 December 2011

Week 8 | Identifying Needs and Establishing Requirement

What is requirements?
It is specifies what it should do or how it should perform. It should be specific, unambiguous and clear as possible and we must know how to tell when they have been fulfilled.


Establishing Requirement
What do users want and need? Requirements need clarification, refinement, completion, re-scoping. Input which is requirements document and output which is stable requirements. Why establish? Requirements arise from understanding users needs and it can be justified & related to data.

Two types of requirements
- Functional
- Non-functional

Characteristic of Requirements
- Physical Environment
- Social Environment
- Organizational Environment
- Technical Environment

User Characteristics
- When you createa application, you must know who are the user
- User’s abilities and skills, user’s nationality, user’s education background and etc.
- Any one product may have a number of different user profiles

Usability Goals => Effectiveness, Efficiency, Safety, Utility => How well the users can perform

User Experience Goals => Fun, Enjoyable, Pleasurable, Aesthetically, Pleasing => The perception of the users

In the nutshell,
- Scenarios  can be used to articulate existing and envisioned work practices.
- Use cases can emphasis on user-system interaction. Its from the user’s perspective, not the system’s.
- Task analysis techniques such as HTA help to investigate existing systems and practices
- Essential use cases
- Getting requirements right is crucial
- There are different kinds of requirement, each is significant for interaction design

AZANISA
1102702292

Wednesday 14 December 2011

WEEK 8 | IDENTIFYING NEEDS AND ESTABLISHING REQUIREMENTS


According to wikipedia, a requirements means a singular documented physical and functional need that a particular product or service must be or perform. There is two types of requirement where functional and non-functional. Functional requirement means that it shows what the system should do. For example, word processor. When we want to write an article, it must say that we should support a variety of formatting style. Non-functional requirement means it will run on a variety of platform and functioning on 64M of RAM. 

IN interaction design, there is several requirement such as functional requirement, date requirement, environmental requirement, user characteristic, and usability goal and user experience goals. 

Functional requirement
  • what the product should do
Date requirement 
  • state the size, accuracy, value, and other information of the required data. 
Environmental requirement

  • circumstances in which interactive product will be operated.
User characteristic 
  • user characteristics is to see users ability and skills, nationality, preferences, educational background, physical or mental disabilities. 
Usability goals and user experience goals
  • Usability goals - safety, effectiveness, efficiency, utility
  • User experience - fun, enjoyable, excitement, pleasing






AISYAH ALWANI
1102702359

Tuesday 6 December 2011

Week 7

There's no post on week 7 due to the assignment briefing in class :)

Thank you!