If you are a user, experienced professional, designer, information architect, or business analyst who wants to explore common design patterns and enhance your interactive prototyping skills with Axure, then this book is ideal for you.
Human-computer interaction, User interfaces (Computer systems)--Testing, User interfaces (Computer systems)--Design, and Web sites--Design
Do you spend a lot of time during the design process wondering what users really need? Do you hate those endless meetings where you argue how the interface should work? Have you ever developed something that later had to be completely redesigned? Paper Prototyping can help. Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work. Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing: • Save time and money - solve key problems before implementation begins • Get user feedback early - use it to focus the development process • Communicate better - involve development team members from a variety of disciplines • Be more creative - experiment with many ideas before committing to one•Enables designers to solve design problems before implementation begins •Five case studies provide real world examples of paper prototyping at work •Delves into the specifics of what types of projects paper prototyping is and isn't good for.
Engström, Henrik, Brusk, Jenny, Erlandsson, Patrik, Högskolan i Skövde, Institutionen för informationsteknologi, and Högskolan i Skövde, Forskningscentrum för Informationsteknologi
The Computer Games Journal. 7(3):153-172
Natural Sciences, Computer and Information Sciences, Information Systems, Naturvetenskap, Data- och informationsvetenskap, Systemvetenskap, informationssystem och informatik, Computer game, Game writing, Narrative design, Prototyping, Tools, Interaction Lab (ILAB), Media, and Technology and Culture (MTEC)
A game is best evaluated by playing it and prototyping is therefore an important activity in game development. Game writers and narrative designers are responsible for the narrative structure of a game, which may have a varying degree of interactivity to it. The aim of this paper is to analyse the role of prototyping tools for game writers. There is a limited range of such tools available, of which Twine is one of the most established. Most of these tools have a text-based programming interface for modelling of game mechanics. This paper presents Deig—a proto- typing tool for creating point-and-click adventure games. In Deig, game mechanics is modelled graphically using nodes from a set of primitives. We present an interview study where game writing students reflect on their experience of using Deig and Twine as prototyping tools. The result shows that both tools have their merits and complement each other. Deig was found to be intuitive for modelling of game mechanics, which lead students to create interactive narratives. Twine was found to be more useful for experimental writing. The conclusion of this work is that there is a need for a diverse set of prototyping tools to support game writing.
Prototyping is a great way to communicate the intent of a design both clearly and effectively. Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users. With this book, Todd Zaki Warfel shows how prototypes are more than just a design tool by demonstrating how they can help you market a product, gain internal buy-in, and test feasibility with your development team.
Ruvald, Ryan, Frank, Martin, Johansson, Christian, Larsson, Tobias, Professor, and Blekinge Tekniska Högskola, Fakulteten för teknikvetenskaper, Institutionen för maskinteknik
IFAC PAPERSONLINE. :1095-1100
Engineering and Technology, Mechanical Engineering, Other Mechanical Engineering, Teknik och teknologier, Maskinteknik, Annan maskinteknik, Product Service System, Data Mining, Experience Prototyping, and New Machine Development
The construction industry is ripe for disruption through innovative solutions that provide added productivity. Equipment manufacturers are attempting to disrupt their industry with investments in autonomy, electrification and product-service system business models. Designing solutions that will operate in completely new systems or modify an existing complex system require new approaches to address the uncertainty of system impacts. An iterative approach can help tackle ambiguity through cyclical validation of design decisions. Data mining in each cycle adds a quantitative dimension to the rationale of decision making, but data is sparse and difficult to collect in parallel with design of theoretical product-service systems operating in future scenarios. This can be combated using experiential prototyping techniques to design flexible infrastructure that supports contextualized data gathering in a variety of focused design sprints using Design, Build and Test approach. The intricacy of designing innovative solutions to increase productivity in the construction industry can be untangled by framing aspects of the problem in small sprints and testing them in a contextualized setting built to generate functional data to drive design.
Obaid, Mohammad, Baykal, Gökçe Elif, Yantaç, Asım Evren, Barendregt, Wolmet, and Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion
International Journal of Social Robotics. 10(2):279-291
Engineering and Technology, Other Engineering and Technologies, Interaction Technologies, Teknik och teknologier, Annan teknik, Interaktionsteknik, Classroom robots, Prototyping, Design, Toolkit, and Children
Including children in the design of technologies that will have an impact on their daily lives is one of the pillars of user-centered design. Educational robots are an example of such a technology where children's involvement is important. However, the form in which this involvement should take place is still unclear. Children do not have a lot of experience with educational robots yet, while they do have some ideas of what robot could be like from popular media, such as BayMax from the Big Hero 6 movie. In this paper we describe two pilot studies to inform the development of an elicitation method focusing on form factors; a first study in which we have asked children between 8 and 15 years old to design their own classroom robot using a toolkit, the Robo2Box, and a second study where we have compared the use of the Robo2Box toolkit and clay as elicitation methods. We present the results of the two studies, and discuss the implications of the outcomes to inform further development of the Robo2Box for prototyping classroom robots by children.
Gengnagel, Christoph, Nagy, Emília, and Stark, Rainer
In this book, the authors describe the findings derived from interaction and cooperation between scientific actors employing diverse practices. They reflect on distinct prototyping concepts and examine the transformation of development culture in their fusion to hybrid approaches and solutions. The products of tomorrow are going to be multifunctional, interactive systems – and already are to some degree today. Collaboration across multiple disciplines is the only way to grasp their complexity in design concepts. This underscores the importance of reconsidering the prototyping process for the development of these systems, particularly in transdisciplinary research teams. “Rethinking Prototyping – new hybrid concepts for prototyping” was a transdisciplinary project that took up this challenge. The aim of this programmatic rethinking was to come up with a general concept of prototyping by combining innovative prototyping concepts, which had been researched and developed in three sub-projects: “Hybrid Prototyping” developed new prototyping approaches to validate and evaluate holistically developed systems with their services, infrastructure and business models. “Blended Prototyping” addressed a new technique whereby prototypes for user interfaces of software applications can be generated from hand drawings and immediately be tested. “Beyond Prototyping” examined the issue of the prototype in connection with algorithmically generated design for producing tailor-made products.
Human-machine systems--Research, User-centered system design, User interfaces (Computer systems)--Design, Human-computer interaction, and Application software--Development
Prototyping and user testing is the best way to create successful products, but many designers skip this important step and use gut instinct instead. By explaining the goals and methodologies behind prototyping—and demonstrating how to prototype for both physical and digital products—this practical guide helps beginning and intermediate designers become more comfortable with creating and testing prototypes early and often in the process.Author Kathryn McElroy explains various prototyping methods, from fast and dirty to high fidelity and refined, and reveals ways to test your prototypes with users. You'll gain valuable insights for improving your product, whether it's a smartphone app or a new electronic gadget.Learn similarities and differences between prototyping for physical and digital productsKnow what fidelity level is needed for different prototypesGet best practices for prototyping in a variety of mediums, and choose which prototyping software or components to useLearn electronics prototyping basics and resources for getting startedWrite basic pseudocode and translate it into usable code for ArduinoConduct user tests to gain insights from prototypes
'This highly practical cookbook is comprised of easy-to-follow, step-by-step recipes to improve your efficiency and take your Axure skills to the next level of expertise. If you are a designer, information architect, business analyst or user experience professional who wants to gain advanced prototyping skills with Axure, this book will be ideal for you. Some experience with prototyping is preferred.'
Computer-aided design, Product design, and Rapid prototyping
Computer-aided design (CAD) and rapid prototyping (RP) are now a fundamental part of the professional practice of product design and are therefore essential skills for product design undergraduate students. This book provides students with all the tools needed to get to grips with the range of both CAD software and RP processes used in the industry. Presented in a visually engaging format, this book is packed with case study examples from contemporary product designers, as well as screen shots, CAD models, and images of rapid prototypes highlighting the design process. This book shows how CAD and RP software is used in product design and explains, in clear language, the similarities and differences between the different software packages and processes.