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Creative Prototyping Tools: What Interaction Designers Really Need to Produce Advanced User Interface Concepts

Manfred Tscheligi (chair, contact)

University of Vienna mt@ani.univie.ac.at

Stephanie Houde Apple Computer houde@apple.com
Raghu Kolli Delft University of Technology r.kolli@io.tudelft.nl
Aaron Marcus Aaron Marcus and Associates marcus.1@applelink.apple.com
Michael Muller US WEST michael@advtech.uswest.com
Kevin Mullet Macromedia mullet@macromedia.com

© ACM

Abstract

Prototyping is an important, well accepted and compelling technique for any person dealing with the design of effective communication between people and technology. We all use some "tool" to enlive our ideas and to tell our stories to all of the other people involved during development of new and alternative user interface concepts. The word "tool" covers all sorts of means to tell these stories. Available prototyping tools run behind the need of interaction designers in particular with the goal to invent new forms of interaction. Do they really deserve the name "prototyping" tool? Based on the experiences of the panelists the panel should discuss the current situation and proclaim thinking in the direction of more designer oriented and flexible prototyping support. Panelists should discuss their vision of an "ideal" prototyping environment useful for designers and not only suited for programmers. The discussion should include support for the whole activity of innovation (from high level conceptual design d idea sketching to detailed design activities) and support for non style guide oriented interaction designs.

At the beginning of the panel a short introduction to the main issues of the panel is given by the moderator. This will be followed by the initial position presentations of the panelists. The panelists cover the topic by adressing their experiences based on their different backgrounds and fields of experience. Examples will be provided. Time will be reserved for interaction with the audience. At the end of the panel the panelists will be asked to give a personal summery of the discussion and will be particularly asked to address the most important parts of their dreams of an ideal prototyping tool. The panel is closed by a short resume.

Keywords

prototyping, interaction design, visual design, participatory design, industrial design, non standard user interfaces

PANELIST STATEMENTS

Stephanie Houde: Targeting Improvements for Interaction Design Tools

Producing a novel high quality product interface requires that designers consider many aspects of a users experience. Some factors are emotional, some are representational, others are contextual and some are functional.

Currently available tools do not facilitate interaction designers building different kinds of prototypes at different levels of resolution sufficiently. As we explore improvements the following problems should be considered:

(1) The capture bottleneck: During the initial stages of a design, designers typically hold brainstorming sessions in which ideas are drawn on whiteboards. Individuals also make rough notes and sketches in their drawing pads. It is difficult to capture notes from a non computer medium to get them onto the computer medium. (2) Managing components: As a design progresses many prototypes are produced which address various aspects of the user experience. It becomes increasingly difficult to integrate solutions and relate them to each other. (3) Managing collaboration: It becomes increasingly difficult to integrate the work of individuals with the collective work as a design progresses. Collaborators need to see each others work as well as to have access to editing their part separately. (4) Designing dynamics: Motion and transitions are an integral part of a visual interactive experience. Without easy access to designing visuals in dynamic forms, only limited new interaction designs can be achieved.

Raghu Kolli: Designing user interfaces for physical products

My perspective is that of an interaction designer who is faced with the task of designing and prototyping the 'hard' and 'soft' user interfaces for physical products like copiers, VCRs, cashier machines and similar products.

During the conceptual design phase, a designer needs the flexibility to "try-out" different layout arrangements of interface elements on the product body and substitute a given element with an equivalent form. At some stage, the designer may want to apply global stylistic changes to all the elements, for instance change protruding oval buttons to soft touch buttons. When the conceptual design is evolved sufficiently, a designer needs to simulate the functionality (for some complex products) with real hardware with help from the engineering team.

How much of this activity does current tools support? Firstly, designers make a lot of sketches to show different layout arrangement and styles using pencils and marker pens. There are hardly any user interface tools that provide a good set of paint tools to work with a pressure sensitive digitzer tablet. Elements like knobs cannot be moved around freely because the designer may have used a spline construction technique or a boolean operation that does not permit this flexibility. A library of standard elements is not always of much use because placement of such standard elements on a curved surface or an angular surface will require special construction which restricts manipulation. Animation tool based or authoring tool based simulation techniques work pretty well only for small hand-held products like telephones and remote controllers. The area is wide open for potential tool development and research.

Aaron Marcus: Case Studies of Future Tools

Over 12 years of user interface prototyping experience and 7 years of multimedia prototyping experience we realized several missing features of available prototyping tools. Many of the existing tools do not provide templates or paradigms editing metaphors, mental models, and navigation. Since some standard components are known, we believe that advanced tools would offer palettes that would provide reasonable choices with the ability to revise detailed characteristics much as one might be given a standard palette and be able select or tune colors, then apply them to a variety of objects. We would plan to show show case studies of different approaches to non-standard user interface design and to describe the way new tools might have assisted the development process.

Michael Muller: Creation of Software or of Understanding? (or both?)

The word "prototyping" has come to have many meanings. Many prototyping approaches focus on a powerful and efficient artifact. The concern is to develop an object (usually software). Considerations for communication generally take the form of the prototyper's ability to express her or his ideas so that they are quickly instantiated as a computer system. This model of prototyping activity is usually solitary. The tone or manner of the activity is one of command or declaration. The goal is to give a specific idea form. The result is often a single idea (or a tightly related set of ideas), whose value is in the completeness of its explication.

An alternative approach to prototyping focuses on broad and deep experiences of differing human perspectives. The concern is to develop shared understandings. Considerations for communication take the form of social processes that are designed to promote two-way or multi-way interpersonal interactions; these interactions include not only ideas about the design, but individuals' and groups' stakes and risks in the outcome. This model of prototyping is necessarily social. The tone or manner of the activity is one of democratic exchange. The goal is to explore one anothers' contributions and concerns. The result is often multiple ideas (or sets of ideas) whose value is in their ability to generate further thought and understanding of human and technological processes. surrounding their use.

Of course, neither of these styles or modes of prototyping is sufficient by itself. Neither is "good" or "bad." The purpose of these remarks is to explore one continuum in the polysemous conceptions of "prototyping," and to encourage all of us to consider how to balance between extremes, how to navigate along the continuum.

Kevin Mullet: Sorry, but You Still Have to Program to do Anything Interesting

The ideal prototyping environment will provide *multiple, parallel, synchronized representations* of the underlying semantic elements. Each representation supports some editing tasks or type of users better than others, so the ability to *choose the most appropriate representation* for any editing problem is absolutely essential. The tool must provide a *well structured environment*, within which both the structure of the application being created and that of the prototyping tool itself are at once clear and obvious.

The tool must also provide a *robust, yet lightweight encapsulation/extension mechanism* in order to promote re-use of elements across prototypes and the availability of "off the shelf" components. At the same time, however, an effective tool must provide for *flexible, fine-grained, integrated media editing and management* in order to adequately support the simulation of novel interface styles that go beyond the "look and feel" of existing UI toolkits. Perhaps most importantly, the ideal tool must provide the *scaleability* needed to support the *series of prototypes* at successively greater levels of sophistication that inevitably evolves into the finished product. The ideal prototyping tool will provide representations that trade expressiveness for accessability and place the premium (properly) on expertise in the task domain rather than in software engineering.

Stephanie Houde is designing a tool to enable visual desingers to act as co-authors of interactive multimedia at Apple Computers Advanced Technology Group. Aaron Marcus is founder of Aaron Marcus and Associates. Kevin Mullet is dealing with multimedia authoring at Macromedia. Michael Muller is participatory design expert at US WEST. Rahgu Kolli is Assistant Professor at Delft University of Technology at the Faculty of Industrial Design Engineering.