|
||||||||||||
Low Tech PrototypingThe following article is drawn from a number of sources at the ACM CHI '92 conference. It is the second in a series. In particular, the authors are indebted to Michael Muller, Danny Wildman, and Ellen White of Bellcore, for their design and presentation of the techniques described in this article. Imagine yourself in this scene: You are sitting in a crowded theater. The room is buzzing with talk and laughter, but now the lights dim, and the talk dies away to whispers. A young man walks onto the stage, holding a banner above his head. As the spotlight plays across the banner, you read the words, "File. Edit. View. Options. Windows." From the audience, the person next to you shouts, "File." A woman holding an arrow enters the stage; she points the arrow at the word "File." Another man walks onto the stage, holding a poster with a list of words: "New. Open. Close. Save. Save as. Print. Exit." Another voice shouts, "Open," and the woman with the arrow points to the word "File." Then a second woman walks onto the stage, holding a large board which shows a directory path, a list of files, and several pushbuttons. Catching the idea, you call out, "Scroll down!" A nightmare? Has Franz Kafka taken up programming? No. This is interface theater, a low technology tool for user interface evaluation. Low-technology prototyping is an emerging area in human- computer interface design. It may seem odd to consider low technology alternatives when one side of the human-computer interface equation is one of our highest technological achievements, one capable of simulating its own interface. It may seem like a step backwards from CASE tools, frameworks, and other high-technology design tools, but it's not, for the simple reason that the human brain is also capable of sophisticated simulation. Not only that, but the human brain can visualize complex structures, build on vaguely understood principles, and draw comparisons between things that have not previously been compared. In short, the human brain is a much better computer than the computer, particularly when it comes to creating new images, understanding relationships, and making inferences. How can we set this wondrous machine to work? By freeing it from its biggest restriction--the electronic computer. OK, that's an extremist, inflammatory, Luddite statement. High-technology prototyping tools do have their place, later in the design cycle. But low technology tools offer these advantages:
If this low-technology prototyping stuff is so good, then just what is it? Here are two approaches. PICTIVEPICTIVE--Plastic Interface for Collaborative Technology Initiatives through Video Exploration--is a participative design approach developed by Michael J. Muller and others at Bellcore. Its goals are:
The term plastic applies in significant ways. First, many of the physical tools of PICTIVE are made of plastic. Second, participants begin to see the interface concepts as being malleable; they can try many variations quickly and easily. Finally, the results are so obviously artificial that they cannot be confused with a working system. This last point aids both users and developers by promoting a shared understanding of development problems and schedules. The PICTIVE technique provides a dynamic paper and pencil mock-up with the intent that it will be extensively modified in real- time by the users. Because it uses ordinary office materials, it offers an "equal opportunity" design environment to both users and developers. It is a tool for creation and design of interfaces, rather than for evaluation. PICTIVE also provides a novel approach to recording the design. Each design session is videotaped, which provides a dynamic presentation of the design, a conversational rationale for that design and for the decisions underlying the design, and a means for communicating concretely the different views of different participants. Other than the video equipment, PICTIVE requires little set-up: pens, high-lighters, papers, Post-It(TM) notes of various sizes, stickers and labels, and paper clips--all in bright colors. In addition, participants will bring materials specifically prepared for the PICTIVE session. Developers provide a set of design objects, both generic (command lines, query fields, menu and dialog box templates, and so on) and specific objects which are relevant to the design. It is important for developers not to put a great deal of effort into these preparations; nor should they develop any sort of ego attachment to these design objects. The intent is to provide a starter set of ideas for the components of the design; these will change rapidly as the PICTIVE session progresses. Prospective users of the product bring a thorough understanding of their jobs, and they must be prepared to walk through task scenarios. They are the experts in the content of the job; this preparation is vital. All participants need to approach PICTIVE with certain attitudes:
The PICTIVE session proceeds through the mutual education in one another's perspectives. Each participant contributes his or her expertise to the shared problem. The resulting design should not be "driven" by any single participant, as the objective is to synthesize a solution based on all participants' knowledge and views. Early assessments of PICTIVE bring out the following points:
Interface TheaterInterface Theater is an experimental technique designed to solve recurring problems of scale, where a large number of individuals share a stake in a design, and designers want to use a participatory process of interface design and review. Other processes have not met this goal:
Given the many problems of these alternatives, the task is to find a review technique that is efficient, effective, provides visual clarity and concreteness, and provides an informal, egalitarian environment that promotes discussion of design alternatives. This open discussion must include feedback, design alternatives, and the freedom to explore new ideas on the spot and incorporate them into the design. Interface Theater attempts nothing less than the simultaneous solution to all these issues. It is a role-playing exercise in which designers play the part of various elements of the interface, and the audience plays the role of the user. Each "actor" performs several roles:
The cast is not necessarily restricted to these roles, but this list will be sufficient as an example, and as a complete list for many interface designs.
Scripts are also necessary; they might take one or more of these forms:
The interface and objects must appear on stage approximately as they would on screen. Even the backdrop should resemble the background or desktop of a computer presentation. Actors' appearance on stage (and disappearance off stage) must correspond to the visible presence or absence of their objects at any point in the design. Interface Theater proceeds like a theatrical production with a great deal of audience participation. Audie the Audience Agent and Chris the Critic talk with the audience, asking them to guide players through the drama. It may be useful to provide both actors and audience with a set of task scenarios, so that everyone understands the goal of the play. Audie filters the audience directions for Kim the Cursor and for Kerry the Keyboard. Kim moves the cursor and clicks on objects, so that other objects receive their cues from Kim, or from Kerry, as appropriate. When the scripted responses end, Audie asks the audience for more direction. If audience opinions are divided, Audie has the option of running each option through the interface. Chris focuses and filters the audience critique. Chris must encourage audience feedback and push the actors to change behavior or appearance in keeping with audience suggestions. Once the audience and Chris decide on a change, Audie re-runs the action with the changed script or appearance. Ariel the Spirit of the Interface is the only part of the design that can "talk back" to the audience, disputing their views. Ariel works with Audie and Chris to ensure that changes to the interface are made in a way that leads to an integrated, consistent, implementable design. The action is played, critiqued, and replayed iteratively until both the actors and the audience are satisfied with the design. It might be helpful to videotape the last enactment as a record of the consensus between actors and audience. What Makes These Techniques Work?The fundamental concept underlying these collaborative, low- technology approaches to design is that no one person can embody all the knowledge required to design a successful product. Through reciprocal education, reciprocal preparation, and reciprocal validation, each participant contributes knowledge and in turn is shaped by the contributions of others. Concrete visualization reduces ambiguity and also ensures that the design proceeds to specifics, rather than becoming mired in abstractions. The designs that emerge from consensus decision-making contain the knowledge and experience not only of the individuals but also of their respective roles and tasks, so that the final design meets all aspects of the users' needs. If you want to define quality at a design level, what better definition could you want? References:
Copyright © 1992 by IBM Corporation. Published with permission. |
||||||||||||
|
Copyright © 1997-2003 by Diane Wilson. All rights reserved.
|
||||||||||||