Ebook Interaction design: Beyond human-computer interaction – Part 2
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Ebook Interaction design: Beyond human-computer interaction – Part 2
Chapter 8Design, prototyping and construction8.1Introduction8.2Prototyping and construction8.2.1What IS a prototype?8.2.2Why prototype?8.2.3Low-fideli Ebook Interaction design: Beyond human-computer interaction – Part 2 ity prototyping8.2.4High-fidelity prototyping8.2.5Compromises in prototyping8.2.6Construction: from design to implementation8.3Conceptual design: moving frcm requirements to first design8.3.1Three perspectives For developing a conceptual model8.3.2Expanding the conceptual model8.3.3Using scenarios i Ebook Interaction design: Beyond human-computer interaction – Part 2 n conceptual design8.3.4Using prototypes in conceptual design8.4Physical design: getting concrete8.4.1Guidelines for physical design8.4.2Different kinEbook Interaction design: Beyond human-computer interaction – Part 2
ds of widget8.5Tool support8.1IntroductionDesign activities begin once a set of requirements has been established. Broadly speaking, there are two typChapter 8Design, prototyping and construction8.1Introduction8.2Prototyping and construction8.2.1What IS a prototype?8.2.2Why prototype?8.2.3Low-fideli Ebook Interaction design: Beyond human-computer interaction – Part 2 ll behave, while the latter is concerned with details of the design such as screen and menu structures, icons, and graphics. The design emerges iteratively. through repeated design-evaluation-redesign cycles involving users.For users to effectively evaluate the design of an interactive product, desi Ebook Interaction design: Beyond human-computer interaction – Part 2 gners must produce an interactive version of their ideas, in the early stages of development, these interactive versions may be made of paper and cardEbook Interaction design: Beyond human-computer interaction – Part 2
board, while as design progresses and ideas become more detailed, they may be polished pieces of software, metal, or plastic that resemble the final pChapter 8Design, prototyping and construction8.1Introduction8.2Prototyping and construction8.2.1What IS a prototype?8.2.2Why prototype?8.2.3Low-fideli Ebook Interaction design: Beyond human-computer interaction – Part 2 nd construction.There are two distinct circumstances for design: one where you're starting from scratch and one where you're modifying an existing product. A lot of design comes from the latter, and it may be tempting to think that additional features can be added, or existing ones tweaked, without Ebook Interaction design: Beyond human-computer interaction – Part 2 extensive investigation, prototyping or evaluation. It is true that if changes are not significant then the prototyping and evaluation activities canEbook Interaction design: Beyond human-computer interaction – Part 2
be scaled down, but they are still invaluable activities that should not be skipped.In Chapter 7, we discussed some ways to identify user needs and esChapter 8Design, prototyping and construction8.1Introduction8.2Prototyping and construction8.2.1What IS a prototype?8.2.2Why prototype?8.2.3Low-fideli Ebook Interaction design: Beyond human-computer interaction – Part 2 nstruction. We begin by explaining the role and techniques of prototyping and then explain how prototypes may be used in the design process. Tool support plays an important part in development. but tool support changes so rapidly in this area that we do not attempt to provide a catalog of current su Ebook Interaction design: Beyond human-computer interaction – Part 2 pport. Instead, we discuss the kinds of tools that may be of help and categories of tools that have been suggested.The main aims of this chapter are tEbook Interaction design: Beyond human-computer interaction – Part 2
o:•Describe prototyping and different types of prototyping activities.•Enable you to produce a simple prototype.•Enable you to produce a conceptual moChapter 8Design, prototyping and construction8.1Introduction8.2Prototyping and construction8.2.1What IS a prototype?8.2.2Why prototype?8.2.3Low-fideli Ebook Interaction design: Beyond human-computer interaction – Part 2 ptual design.•Discuss standards, guidelines.and Hiles available to help interaction designers.•Discuss the range of tool support available for interaction design.8.2Prototyping and constructionIt is often said that users can't tell you what they want, but when they see something and get to use it. t Ebook Interaction design: Beyond human-computer interaction – Part 2 hey soon know what they don't want. Having collected information about work practices and views about what a system should and shouldn't do. we then nEbook Interaction design: Beyond human-computer interaction – Part 2
eed to try out our ideas by building prototypes and iterating through several versions. And the more iterations, the better the final product will be.Chapter 8Design, prototyping and construction8.1Introduction8.2Prototyping and construction8.2.1What IS a prototype?8.2.2Why prototype?8.2.3Low-fideliChapter 8Design, prototyping and construction8.1Introduction8.2Prototyping and construction8.2.1What IS a prototype?8.2.2Why prototype?8.2.3Low-fideliGọi ngay
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