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2010, Human-Computer Interaction …
AI
The study explores multi-fidelity prototyping in user interface design, focusing on integrating diverse stakeholder inputs into a cohesive prototype. By defining the concept of multi-fidelity, the paper contrasts it with mixed-fidelity and discusses its significance in the design process. An experimental evaluation involving end users and UI designers assesses different fidelity levels, highlighting the advantages of adapting fidelity according to user needs. Statistical analyses indicate performance differences based on user profiles, promoting insights into improving UI design methodologies.
Sketching digital and physical user interfaces present many benefits such as naturalness, intuitiveness, ability to elicit user requirements, and ability to discover usability prob-lems. These advantages are confirmed in MIXEDSKETCH, a software for prototyping any type of user interface by sketching: a digital interface such as a graphical user inter-face, a physical interface such as a tangible user interface, and, more uniquely, mixed user interfaces that combine el-ements from both digital and physical worlds, simultane-ously or at different design stages. As the development pro-cess proceeds from early design to detailed development, MIXEDSKETCH ensures a smooth transition from a low-fidelity representation to a high-level representation of the UI being sketched through mid-fidelity. In the last stage, a precise presentation and a dialog can be sketched that au-tomatically generate a description of the future interface for one or multiple toolkits. In addition, MIXEDSKETCH enabl...
Sketching digital and physical user interfaces present many benefits such as naturalness, intuitiveness, ability to elicit user requirements, and ability to discover usability problems. These advantages are confirmed in MIXEDSKETCH, a software for prototyping any type of user interface by sketching: a digital interface such as a graphical user interface, a physical interface such as a tangible user interface, and, more uniquely, mixed user interfaces that combine elements from both digital and physical worlds, simultaneously or at different design stages. As the development process proceeds from early design to detailed development, MIXEDSKETCH ensures a smooth transition from a low fidelity representation to a high-level representation of the UI being sketched through mid-fidelity. In the last stage, a precise presentation and a dialog can be sketched that automatically generate a description of the future interface for one or multiple toolkits. In addition, MIXEDSKETCH enables the designer to transform a digital, a physical, or a mixed user interface in a counterpart in another world, e.g. moving from digital to physical to mixed.
Proceedings of IEEE 18th International Conference on Software Engineering, 1996
In recent years the development of highly interactive software systems with graphical user interfaces has become increasingly common. The acceptance of such a system depends to a large degree on the quality of its user interface. Prototyping is an excellent means for generating ideas about how a user interface can be designed, and it helps to evaluate the quality of a solution at an early stage. In this paper we present the basic concepts behind user interface prototyping, a classification of tools supporting it and a case study of nine major industrial projects. Based on our analysis of these projects we present the following conclusions: Prototyping is used more consciously than in recent years. No project applied a traditional life-cycle approach, which is one of the reasons why most of them were successful. Prototypes are increasingly used as a vehicle for developing and demonstrating visions of innovative systems. 1
2008
Abstract. Multi-fidelity prototyping combines within a single user interface prototype several elements whose representations are reproduced with different levels of fidelity with respect to the final user interface: no fidelity at all, low fidelity, medium fidelity, and high fidelity.
IFIP Conference on Human-Computer Interaction, 2007
While user interface (UI) prototyping is generally considered useful, it may often be too expensive and time-consuming. This problem becomes even more severe through the ubiquitous use of a variety of devices such as PCs, mobile phones and PDAs, since each of these devices has its own specifics that require a special user interface. Instead of developing UI prototypes directly,
CHI'04 extended abstracts on Human …, 2004
Digital hand-drawn sketches provide a new and unique way of interacting with a prototype user interface design while it is still rendered as a sketch. The successful use of prototypes and scenarios for exploring design ideas is well documented. Hand-sketched designs ...
2007
Sketching consists of a widely practiced activity during early design phases of product in general and for user interface development in particular in order to convey informal specifications of the interface before actually implementing it. It is quite interesting to observe that designers as well as end users have abilities to sketch parts or whole of the final user interface they want, while discussing the advantages and shortcomings.
Proceedings. Fourth IEEE International Conference on Multimodal Interfaces
Designers are increasingly faced with the challenge of targeting multimodal applications, those that span heterogeneous devices and use multimodal input, but do not have tools to support them. We studied the early stage work practices of professional multimodal interaction designers. We noted the variety of different artifacts produced, such as design sketches and paper prototypes. Additionally, we observed Wizard of Oz techniques that are sometimes used to simulate an interactive application from these sketches. These studies have led to our development of a technique for interface designers to consider as they embark on creating multimodal applications.
2006
Abstract. Sketching consists of a widely practised activity during early design phases of product in general and for user interface development in particular in order to convey informal specifications of the interface before actually implementing it. It is quite interesting to observe that designers as well as end users have abilities to sketch parts or whole of the final user interface they want, while discussing the advantages and shortcomings.
2008
Specifying user interfaces consists in a fundamental activity in the user interface development life cycle as it informs the subsequent steps. Good quality specifications could lead to a user interface that satisfies the user's needs.
1995
Prototyping is an important technique to reduce the cost and risk involved in developing complex software systems [25]. It essentially involves building a small scale version of a complex system in order to acquire critical knowledge required to build the system. Even though prototyping involves building only a small scale version of a system, significant costs and risks are still involved.
Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of user interface design. These tools take too much time to use and force designers to specify more of the design details than they wish at this early stage. Most interface designers, especially those who have a background in graphic design, prefer to sketch early interface ideas on paper or on a whiteboard. We are developing an interactive tool called SILK that allows designers to quickly sketch an interface using an electronic pad and stylus. SILK preserves the important properties of pencil and paper: a rough drawing can be produced very quickly and the medium is very flexible. However, unlike a paper sketch, this electronic sketch is interactive and can easily be modified. In addition, our system allows designers to examine, annotate, and edit a complete history of the design. When the designer is satisfied with this early prototype, SILK can transform the sketch into a complete, operational interface in a specified look-and-feel. This transformation is guided by the designer. By supporting the early phases of the interface design life cycle, our tool should both ease the development of user interface prototypes and reduce the time needed to create a final interface. This paper describes our prototype and provides design ideas for a production-level system.
Proceedings of the …, 2010
Proceedings of the 5th international conference on Multimodal interfaces - ICMI '03, 2003
Interaction designers are increasingly faced with the challenge of creating interfaces that incorporate multiple input modalities, such as pen and speech, and span multiple devices. Few early stage prototyping tools allow non-programmers to prototype these interfaces. Here we describe CrossWeaver, a tool for informally prototyping multimodal, multidevice user interfaces. This tool embodies the informal prototyping paradigm, leaving design representations in an informal, sketched form, and creates a working prototype from these sketches. CrossWeaver allows a user interface designer to sketch storyboard scenes on the computer, specifying simple multimodal command transitions between scenes. The tool also allows scenes to target different output devices. Prototypes can run across multiple standalone devices simultaneously, processing multimodal input from each one. Thus, a designer can visually create a multimodal prototype for a collaborative meeting or classroom application. CrossWeaver captures all of the user interaction when running a test of a prototype. This input log can quickly be viewed visually for the details of the users' multimodal interaction or it can be replayed across all participating devices, giving the designer information to help him or her analyze and iterate on the interface design.
2002
People often use a variety of computing devices, such as PCs, PDAs, and cell phones, to access the same information. The user interface to this information needs to be different for each device, due to different input and output constraints. Currently, designers designing such multi-device user interfaces either have to design a UI separately for each device, which is time consuming, or use a program to automatically generate interfaces, which often results in interfaces that are awkward. We are creating a system called Damask to better support multi-device UI design. With Damask, the designer will design a UI for one device, by sketching the design and by specifying which design patterns the interface uses. The patterns will help Damask generate user interfaces optimized for the other target devices. The generated interfaces will be of sufficient quality so that it will be more convenient to use Damask than to design each of the other interfaces separately, and the ease with which designers will be able to create designs will encourage them to engage in iterative design.
Extended abstracts of the 2004 conference on Human factors and computing systems - CHI '04, 2004
Digital hand-drawn sketches provide a new and unique way of interacting with a prototype user interface design while it is still rendered as a sketch. The successful use of prototypes and scenarios for exploring design ideas is well documented. Hand-sketched designs have also been found preferable to formal diagrams during early design. The study reported here shows that interacting with digital sketches adds an exciting new dimension to the interface design process, we found that people do more revisions and more accurate revisions with digital sketches.
Human-Computer Interaction-INTERACT …, 2005
2008
Abstract In this paper we present a software framework which supports the construction of mixed-fidelity (from sketch-based to software) prototypes for mobile devices. The framework is available for desktop computers and mobile devices (eg, PDAs, Smartphones).
2008
Abstract. Sketching activities are widely adopted during early design phases of user interface development to convey informal specifications of the interface presentation and dialog. Designers or even end users can sketch some or all of the future interface they want. With the ever increasing availability of different computing platforms, a need arises to continuously support sketching across these platforms with their various programming languages, interface development environments and operating systems.
Personal and Ubiquitous …, 2008
A multiple display environment (MDE) networks personal and shared devices to form a virtual workspace, and designers are just beginning to grapple with the challenges of developing interfaces tailored for these environments. To develop effective interfaces for MDEs, designers must employ methods that allow them to rapidly generate and test alternative designs early in the design process. Paper prototyping offers one promising method, but needs to be adapted to effectively simulate the use of multiple displays and allow testing with groups of users. In this paper, we share experiences from two projects in which paper prototyping was utilized to explore interfaces for MDEs. We identify problems encountered when applying the traditional method, describe how these problems were overcome, and distill our experiences into recommendations that others can draw upon. By following our recommendations, designers need only make minor modifications to the existing method to better realize benefits of paper prototyping for MDEs.
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