Assignment1_Article_summary

docx

School

DePaul University *

*We aren’t endorsed by this school

Course

430

Subject

Computer Science

Date

Apr 3, 2024

Type

docx

Pages

4

Uploaded by AmbassadorHorsePerson1079

Report
HCI 430 Assignment 1 Prototyping with Tiny Fingers by Marc Rettig and Notes on Design Practice: Stories and Prototypes as Catalysts for Communication by Thomas Erickson . Submitted By: Apurva Mohapatra
Summary: Prototyping with Tiny Fingers Prototyping with Tiny Fingers highlights the concept of low-fidelity prototyping, also known as "lo-fi," as an effective and underused approach to software interface design. The paper talks about the traditional approach of spending several weeks on high-fidelity designs and contrasts it with a process of creating paper prototypes and testing them among real users. Lo-fi prototyping is an approach that involves building paper prototypes that will be created to simulate interface behavior at the beginning of the development process. Real-world users interact with these paper models, allowing for rapid iterations and design changes. I agree with the article that Lo-fi prototyping allows for multiple iterations during the design phase, demonstrating the behaviour of the interface early in development and facilitating user feedback. In contrast, high-fidelity prototypes can be more time-consuming and may receive feedback on "fit and finish" rather than core design elements, which can be frustrating for developers. For example, it enables the quick identification of design flaws and facilitates design refinements early in the process. This iterative approach can lead to higher-quality designs before committing to code. From my experience in the last quarter project with HCI 440, I believe that conducting usability testing on the lo-fi prototype would have been more beneficial. This would have helped us identify specific problems and solutions for users early in the ideate process, rather than conducting Hi-Fi testing that focuses on beautifying the product. It would have also allowed us to bring to light any issues and features that could make a significant difference. The Trojan Meme of Lo-Fi Design ,which describes how lo-fi design spread through a project after a presentation by Jared Spool and the value of testing with real users and showcasing the difference in reactions to successive design refinements. The process of building a lo-fi prototype, including the materials required such as paper, cards, adhesives, and markers, and the importance of setting deadlines to avoid fixations on minor details. The also article outlines the steps involved in conducting user tests, including identifying representative users based on user and task analysis, writing realistic scenarios for testing, and conducting dry runs to familiarize the team with their roles. It explains how to evaluate user test results, refine the prototype, and attach recommendations to the paper prototype. Summary: Notes on Design Practice: Stories and Prototypes as Catalysts for Communication Design is a social process in which communication is essential, and artifacts serve as mediators of this communication. Stories and prototypes play crucial roles in various stages of the design process. During the exploratory stage, stories are particularly helpful. They serve as precursors to formal analyses, help in the initial exploration of usage domains, and provide a means to engage users in the design process. The Guilt Pile - design story stood out to me and it captures a common behaviour observed during interviews on how office workers organize their personal information. The subject tosses documents onto a pile, letting it grow over time, Instead of addressing it immediately. The
significance of The Guilt Pile lies not only in describing how people use piles but in uncovering the design rationale behind such behaviour. The story effectively captures the emotional aspect of information management. The protagonist feels good when the pile is under control, showcasing the desire for a sense of organization and control over information. The story reveals that people are often embarrassed about how poorly they manage information. The emotional impact of feeling in control versus out of control becomes a key insight. The desire to feel good and on top of things, as depicted in the story, is something relatable to most individuals. Based on my experience in the last quarter, I created a storyboard which really helped me understand the user and their needs. It allowed me to identify the problem they were facing and come up with possible solutions during the early stage of the design process. This helped us navigate through multiple iterations to better understand the user's needs. Also, the storyboard facilitated communication between group members during the design process. However, stories are not entirely accurate, and they work well when complemented by other techniques, such as observations, interviews, and ethnographic studies. Prototypes, on the other hand, come into play during the refinement stage. They embody the current state of the design and serve as communication media. There are different types of prototypes, such as vision prototypes, highly polished vision prototypes, and working prototypes. Effective working prototypes are accessible to all team members and exhibit roughness to encourage discussion and flexibility. Both stories and prototypes share properties like ambiguity, gaps, and lack of commitment. Roughness in prototypes and ambiguity in stories create openings for discussion and feedback. The social nature of design and the role of artifacts in facilitating communication enhance the effectiveness of the design process. Conclusion: Prototyping with Tiny Fingers and Notes on Design Practice: Stories and Prototypes as Catalysts for Communication both share a common ground by putting the human experience at the centre of design considerations. Both articles focus on the adoption of lo-fi prototyping as a valuable tool in software interface design, emphasizing its speed, early results, and ability to increase design quality through iterative refinement. Notes on Design Practice: Stories and Prototypes as Catalysts for Communication takes a broader approach, exploring the complex aspects of design methodology. Story gathering is depicted as a gradual and collaborative process, promoting team building and sensitizing designers to the intricacies of the usage domain. Design stories, akin to scenarios, capture design rationales, making them relatable and empathetic. Stories and prototypes are both powerful communication tools in the design process.
Your preview ends here
Eager to read complete document? Join bartleby learn and gain access to the full version
  • Access to all documents
  • Unlimited textbook solutions
  • 24/7 expert homework help
References: 1. Erickson, Thomas. “Notes on Design Practice: Stories and Prototypes as Catalysts for Communication*.” Notes on Design Practice, by Thomas Erickson, www.pliant.org/personal/Tom_Erickson/Stories.html. Accessed 17 Jan. 2024 . 2. Rettig, Marc. “Prototyping for Tiny Fingers.” Communications of the ACM, vol. 37, no. 4, 1994, pp. 21–27, https://doi.org/10.1145/175276.175288 Summary PPT- https://depauledu-my.sharepoint.com/:p:/g/personal/amohapat_depaul_edu/ EUml2HOF7PJGrgn5ds746ZMB4cF3a875kDdFBaGfm7J8AA?e=wVlz3M Hello Professor Steele! 😄