What can you Learn from a Low-Fidelity Prototype?

1989 ◽  
Vol 33 (4) ◽  
pp. 224-228 ◽  
Author(s):  
Robert A. Virzi

A case is made for using low-fidelity prototypes early in the design phase of new services. The rationale for this is based upon (1) a model of how user interface designs progress and (2) a call to expediency. The design process is viewed as the successive application of constraints that serve to prune the space of all user interfaces. Some constraints are external (i.e., placed on the service by limits of technology or cost). Other constraints are derived by application of heuristic design principles. Even after these constraints have been applied, the design is still not fully constrained and the designer must make high-level design decisions. At these choice points, I propose that low-fidelity prototyping is an appropriate means of gathering design information as it is an expedient solution and may serve as a method of testing the central tendency of entire classes of user interfaces.

2021 ◽  
Vol 156 (A4) ◽  
Author(s):  
A S Piperakis ◽  
D J Andrews

I first want to congratulate the authors with their result in an attempt to address survivability assessment in the concept design phase of a naval ship. Especially the developed method for assessing “recoverability” as an integrated part of “survivability” is very original as well as a very practical and transparent approach. This method fits very well with the level of design information that can be made available during concept phase and the need for design decisions on this matter. Existing, more accurate methods for assessing these aspects often require much more design information, often only available much later in the design process when the freedom to further improve the design, based on these results of the assessment, has been reduced dramatically.


Author(s):  
Chris Scogings ◽  
Chris Phillips

The primary focus in UML has been on support for the design and implementation of the software comprising the underlying system. Very little support is provided for the design or evolution of the user interface. This chapter commences with a brief review of UML and its support for user interface modeling. Lean Cuisine+, a notation capable of modeling both dialogue structure and high-level user tasks, is described. It is shown through a case study that Lean Cuisine+ can be used to augment UML and provide the user interface support that is currently lacking.


2002 ◽  
Vol 44 (1) ◽  
Author(s):  
Martin Böcker ◽  
Matthias Schneider-Hufschmidt

Vielen Entwicklern von User Interfaces sind die Bedürfnisse, Anforderungen und Vorlieben der späteren Benutzer von Consumer-Produkten weitgehend unbekannt. Das Ergebnis ihrer Bemühungen sind Produkte, deren Funktionalität von den Benutzern nicht ausgenützt wird, weil sie entweder für diese Benutzer irrelevant oder in der Handhabung so komplex sind, dass Sie von den späteren Kunden nicht verstanden werden.Dabei ist es durchaus möglich, spätere Endkunden in die Gestaltungsprozesse für Benutzungsoberflächen dieser Produkte einzubinden. Zu den erfolgversprechenden Maßnahmen gehören primär Fokusgruppen-Analysen zur Erhebung von Nutzeranforderungen und Usability-Tests mit potenziellen Kunden, in denen während des gesamten Entwurfsprozesses Handhabungskonzepte, Gestaltungsalternativen und die entstehenden Produkte auf Akzeptanz und Nutzbarkeit getestet werden.


2014 ◽  
Author(s):  
Sofia Larissa Da Costa ◽  
Valdemar Vicente Graciano Neto ◽  
Juliano Lopes De Oliveira ◽  
Bruno dos Reis Calçado

This paper presents a model-based approach to build Information Systems User Interfaces (ISUI). In this approach, UI presentation and behavioral aspects are modeled as UI Stereotypes, which are high level abstractions of UI appearance and interaction features. A taxonomy of ISUI elements is proposed as the basis for definition of UI stereotypes. These elements are orchestrated on a software architecture which manages model-based UI building and integration with the IS applications. The proposed approach reduces software development efforts and costs, facilitating maintenance and evolution of ISUI. Moreover, UI stereotypes improve usability, consistency, reuse and standardization of both presentation and behavior of ISUI.


2020 ◽  
Vol 143 (1) ◽  
Author(s):  
Daniel Hulse ◽  
Christopher Hoyle ◽  
Irem Y. Tumer ◽  
Kai Goebel

Abstract A number of risk and resilience-based design methods have been put forward over the years that seek to provide designers the tools to reduce the effects of potential hazards in the early design phase. However, because of the associated high level of uncertainty and low-fidelity design representations, one might justifiably wonder if using a resilient design process in the early design phase will reliably produce useful results that would improve the realized design. This paper provides a testing framework for design processes that determines the validity of the process by quantifying the epistemic uncertainty in the assumptions used to make decisions. This framework uses this quantified uncertainty to test whether three metrics are within desirable bounds: the change in the design when uncertainty is considered, the increase in the expected value of the design, and the cost of choice-related uncertainty. This approach is illustrated using two examples to demonstrate how both discrete and continuous parametric uncertainty can be considered in the testing procedure. These examples show that early design process validity is sensitive to the level of uncertainty and magnitude of design changes, suggesting that while there is a justifiable decision-theoretic case to consider high-level, high-impact design changes during the early design phase, there is less of a case to choose between relatively similar design options because the cost of making the choice under high uncertainty is greater than the expected value improvement from choosing the better design.


i-com ◽  
2015 ◽  
Vol 14 (3) ◽  
Author(s):  
Filip Kis ◽  
Cristian Bogdan

AbstractModel Based User Interface Development offers the possibility to design User Interfaces without being concerned about the underlying implementation. This is achieved by devising models at a high level of abstraction, thus creating the potential for involving users or domain experts to achieve a user-centered design process. Obtaining a running interactive application from such models usually requires several model transformations. One of the current problems is that while a user interface is generated after these transformations, other parts of the interactive system such as the application logic need to pre-exist or they must be written manually before the interface can be tested in a realistic scenario. This leaves the domain experts dependent on programmers and increases the time between iterations. In this paper we work with Query Annotations, which were previously used only for modeling at low levels and for generating fully functional interfaces, and we aim to generalize them for the high-level modeling approach called Discourse Modeling. The direct expected benefit of this generalization is the possibility to generate complete, readily testable interactive prototypes, rather than just their user interfaces. In addition, Query Annotations can serve as the mapping between the various levels of abstraction and bring to the domain experts a better understanding of the transformation process, as well as the possibility to modify the interfaces and models directly.


Author(s):  
David Inkermann ◽  
Carsten Stechert ◽  
Thomas Vietor

There is an increasing need for products that are able to react to changing operating conditions and user demands to achieve a high level of performance. Adaptronic solutions allow for property adjustments without major effects on system weight and size when they are applied in early phases of the design process. Since a framework for the design of adaptronic solutions is not yet established, this paper introduces an initial procedure and principles to provide design knowledge. The paper first gives an overview on adaptronics and adaptability as well as principles and guidelines for designing adaptable products. Fifteen adaptronic solution principles are derived from adaptronic solutions to provide the information needed for the design of adaptable products. A framework is proposed to apply the introduced principles within the conceptual design phase to avoid design conflicts and undesired effects. Finally, the framework is used for the design of adaptive joints for robotic applications.


Author(s):  
Emilie Roth ◽  
Beth Depass ◽  
Jonathan Harter ◽  
Ronald Scott ◽  
Jeffrey Wampler

There is growing recognition of a need to go beyond levels of automation frameworks to provide more detailed guidance for design of effective human automation interaction (HAI). Here we present some design questions that are important for designers of HAI to address as they develop the requirements for the software architecture and user interfaces for automated aids. This set of guiding questions has grown out of our experience in developing a series of successful collaborative automation systems for airlift planning and scheduling. We illustrate through examples how answers to these high-level questions helped inform the HAI design decisions we confronted. The set of questions are offered in an attempt to broaden the discussion of how best to provide guidance to system developers confronted with HAI design challenges.


Author(s):  
Steven Pemberton

XForms is a high-level tool for defining user interfaces to XML data. With a design based on years of experience with the simple forms of HTML, XForms systematically distinguishes between the model (the information structures being edited, in the form of sets of XML documents) and the user interface and its appearance. As an XML vocabulary, XForms is embeddable in arbitrary host document languages; its user interface widgets can easily be represented in different ways for different devices and users. Forms of arbitrarily complex fixed structure can be easily represented in XForms. Mixed content, variable-depth recursion, and structural modifications to the model are more challenging. This introduction to XForms provides an overview of its capabilities and current limits and the prospects for overcoming them.


Author(s):  
Karin Coninx ◽  
Joan De Boeck ◽  
Chris Raymaekers ◽  
Lode Vanacken

The creation of virtual environments is often a lengthy and expensive process. Especially defining the interaction dialog between the user and the environment is a difficult task, as the communication is often multimodal by nature. In this chapter, we elaborate on an approach which facilitates the development of this kind of user interfaces. In particular, we propose a model-based user interface design process (MBUID), in which the interface is defined by means of high level notations, rather than by writing low level programming code. The approach lifts the design to a higher level of abstraction, resulting in a shortened development cycle leaving the opportunity for creating intermediate prototypes and user evaluation, ultimately resulting in better and cheaper virtual environment interfaces.


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