paper prototyping
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Author(s):  
Dave Miller

The importance of understanding the repercussions of effective user interface (UI) design is critical for future Computer Science (CS) professionals, given the ubiquity of interfaces on computer devices. Through a paper prototyping activity, this article explains how to teach rapidly and successfully CS students about "fit," a Human-Computer Interaction (HCI) concept. Despite its simplicity, the concept of "fit" can be difficult to grasp without much practice. In practice, designing "fit" into UIs can be prohibitively expensive because workable prototypes are generally beyond the technical capabilities of students. As a result, we illustrate how to use paper prototyping to demonstrate "fit" in a hands-on class exercise based on active learning concepts. To guide students through the process of "fit" in UI design, we provide extensive step-by-step directions for planning, setting up, and presenting the exercise. Students will be better equipped to apply both theoretical and practical applications of "fit" in UI design and execution as a result of this assignment; this exercise can be used in any course that covers user interface design, such as concepts of human-computer interaction, systems analysis and design, software engineering, and project management.


Author(s):  
Joe Cowlyn ◽  
Nick Dalton

Abstract Designing for augmented reality (AR) applications is difficult and expensive. A rapid system for the early design process of spatial interfaces is required. Previous research has used video for mobile AR design, but this is not extensible to head-mounted AR. AR is an emergent technology with no prior design precedent, requiring designers to allow free speculation or risk the pitfalls of ‘path dependence’. In this paper, a participatory elicitation method we call ‘spatial informance design’ is presented. We found combining ‘informance design’, ‘Wizard of Oz’, improvisation, and ‘paper prototyping’, to be a fast and lightweight solution for ideation of rich designs for spatial interfaces. A study using our method with 11 participants, produced similar and wildly different interface configurations and interactions for an augmented reality email application. Based on our findings we propose design implications and an evaluation of our method using spatial informance for the design of head-mounted AR applications.


2019 ◽  
Vol 64 ◽  
pp. 1-26
Author(s):  
Benjamin V. Hanrahan ◽  
Chien Wen Yuan ◽  
Mary Beth Rosson ◽  
Jordan Beck ◽  
John M. Carroll

2019 ◽  
Vol 50 (S1) ◽  
pp. 245-248
Author(s):  
Makoto Omodani ◽  
Yuma Adachi ◽  
Hirohito Shibata
Keyword(s):  

Author(s):  
Tarek Elouaret ◽  
Stephane Zuckerman ◽  
Lounis Kessal ◽  
Yoan Espada ◽  
Nicolas Cuperlier ◽  
...  

Author(s):  
LouAnne Boyd ◽  
Kendra Day ◽  
Ben Wasserman ◽  
Kaitlyn Abdo ◽  
Gillian Hayes ◽  
...  
Keyword(s):  

Author(s):  
Steven Schirra ◽  
Brooke White

Mobile games are deeply integrated into players’ everyday lives. In this chapter, we introduce methods such as paper prototyping and diary studies that consider both the unique form-factor of mobile touchscreen devices and the need to understand users’ context for gameplay. We consider the constraints of lab-based research for mobile games, and discuss strategies for conducting mobile studies in and out of the lab.


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