Choose a Storyboard Decision time

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Choose a Storyboard Decision time. Set out your storyboards that you created in assignment #3. Take a deep breath. Spend some time to reflect on the different ideas you've had. Make sure you discuss the strengths and weaknesses of each design, and how well they achieve the goals set out by your point of view. And then, decide on one of these ideas to prototype.

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Assignment 4: Heuristic evaluation Paper prototypes for three versions of a home thermostat. From [Tohidi CHI2006]. Brief Here's the strategy for this assignment 1. pick a concrete direction and 2. create two rapid interactive prototypes (Wireframes) 3. finally, the peer evaluation will introduce you to the concept of Heuristic Evaluation. Assignment Choose a Storyboard Decision time. Set out your storyboards that you created in assignment #3. Take a deep breath. Spend some time to reflect on the different ideas you've had. Make sure you discuss the strengths and weaknesses of each design, and how well they achieve the goals set out by your point of view. And then, decide on one of these ideas to prototype. Create 2 Rapid, Interactive Prototypes Make two rapid interactive prototypes that implement the idea you've decided on. (Can you see we really value enumerating alternatives?) A rapid interactive prototype concretely shows all the elements of a user interface, except that it's implemented with very high level tools (just like pen and paper), as opposed to actual code. This is often called a ‘Wire Frame’, or ‘Wireframing.’ This time, your rapid interactive prototype will be done with Balsamiq Mockups. No Photoshop, no Illustrator, no polished work, even if you are familiar with them! You will be sent an invitation to join myBalsamiq.com. Once you receive it, click on the included link and create your account. Follow the instructions in the blackboard video “Joining MyBalsamiq”. This video will get you started with creating your prototype wireframe. For more in-depth training watch the “Balsamiq Tutorial” video also on blackboard in the assignment #4 folder under Balsamiq Tutorials. Again, rapid prototyping helps focus on the concepts, and saves you from wasting hours twiddling pixels. If you haven't understood that yet, the goal is to be fast. Years after taking this course at Stanford, students often come back and tell us that rapid prototyping (whether on paper or electronic version) was their favorite part of the class because of its effectiveness for rapid ideation. The prototypes you create should be interactive. That means that your user should be able to navigate around it and get a feel for how the ‘real thing’ would work. This is not as complex as it sounds! Balsamiq's built-in tools allow you to create "links" between screens and buttons to simulate real functionality - back, next, home, etc - even though visually it is nothing more than a line drawing. The prototypes should vary in interface, but offer the same basic functionality. For example, if you were designing a mobile transit application, your two prototypes could display the bus times in two very different ways. The prototypes should be complete enough to "run" a new user through each task. (Note: the story here is very linear, but your process doesn't have to be. You can start making a rapid prototype, then change your mind. And your prototype doesn't have to exactly align with your storyboard.) Your prototype interface should enable people to navigate, recover from errors, and change their mind. (Although we are not going to do any paper prototyping in this assignment, being familiar with this concept is interesting. For further information, see the book Paper Prototyping by Carolyn Snyder and a few references). As part of this assignment find someone to give you feedback about your completed and interactive wireframe. This can be someone from your class or anyone else. Capture that feedback and have the evaluator rate the application or website on a scale from 1 to 10 overall. One is the low-end and 10 would be perfect, indicating an application that accomplishes is rich in affordances with clear navigation and obvious purpose. Then briefly describe in your submission what the evaluator liked and/or disliked. In other words, why did they give the score they did? You do not need to act on any evaluator recommendations at this time. This is just to get you familiar with the process of repeated heuristic evaluations as your application and/or website develops. In later assignments you will be required to capture much more evaluation information and show how it relates to the overall project plan. Student Examples Prototype 1 Example Prototype 2 Example What’s this for? A UX agency perspective by Mike Davison, Community TA and UX Project Manager Wireframing is an important step in the design process. You may know how you want your application to look and wish to skip ahead, - otherwise, you need to do the work twice, right? But this step is vital. It allows you to decide on navigation, layout, menu options, application structure and much more, making quick changes as you go. Importantly, it allows you to TEST your plan with users before you spend many hours on visual design. I recall a recent project that sprung some major surprises here; the user base disagreed fundamentally with the ‘needs’ their corporate management had identified for them. It prompted a drastic redesign...if the visual layer had been applied, we would have wasted tens of thousands more. Think about it as if you were building a car. You do not start painting body panels and trimming the interior before you decide where the engine is going to go! Submit Your write-up will contain: • • • Digital photos or scans of the storyboard you chose. Be sure to include detailed descriptions to help in my understanding of exactly what you were trying to achieve. A .PDF file your 2 rapid interactive prototypes wireframes from myBalsamiq.com. You can put both your prototypes (mockups) inside one project. Include in the comment section of the assignment area of blackboard an evaluator rating for each of your interactive prototype wireframes. In a brief explanation describing what the evaluator liked or disliked about the application and/or website. Peer Evaluation Common "I wish" Feedback The following statements are common feedback given on this assignment. We call these statements "I wish" feedback because they are a way to express things that you wish the assignment had contained. You could think of these as common problems to avoid. • • • • Prototype idea should try to address user needs in ways that are not similar to features of commonly used services. Prototype should relate to the user needs in the storyboard more. Prototype should contain more of the interactions outlined in the storyboard. Prototypes should diverge more. Evaluation criteria & Grading rubric The peer evaluation will introduce you to Heuristic Evaluations (HE). As you are grading your peers, we will ask you to conduct heuristic evaluations (HEs) of the prototypes in order to complete the prototyping phase of the project, providing you with the feedback you need to begin implementing. Heuristic Evaluations The heuristic evaluations will be a way to highlight usability issues in your rapid interactive prototypes. Heuristic evaluations will follow the "How to Conduct a Heuristic Evaluation" and "Ten Usability Heuristics" readings by Jakob Nielsen. Using Nielsen's ten heuristics, you as an evaluator will list as many usability issues as possible. It is less important that the evaluators worry about exactly which heuristic the usability issues occur in. The heuristics are there to help evaluators find a variety of different types of usability issues. For each usability issue found the evaluator should capture a description of the issue written as concisely and as specifically as possible. Being an Expert Evaluator As an evaluator, be thorough and write down all problems you can find. Don't try to be "nice" by not reporting problems, everything you find will help your peer improve his interface. Since you are evaluating two prototypes, try to make your feedback comparative. For example, if a prototype had a big problem that you also found in the other prototype, make a note of it. If one prototype had a problem that, for some interesting reason or another, was solved or not an issue in the other prototype, make a note of that as well. You don't have to compare both prototypes in every sentence in your evaluation (and it's even fine if most of your feedback isn't comparative), but you should highlight enough similarities and differences between the two prototypes so that the peer receiving your feedback will understand the advantages and drawbacks and each design. Your feedback should help your peer understand and decide which features of which designs they should implement in the coming weeks. Use Nielsen's heuristics as a guide and specify what heuristic(s) each problem is related to (but if you come across problems that don't fall neatly into particular heuristics, note them down also!). In addition, write the problem down with a severity rating as in Nielsen's Severity Ratings for Usability Problems. Go over both of your peer's prototypes. When grading your peers, write a heuristic evaluation of the two prototypes. This comprises a bulleted list of usability issues you found, along with their severity, for each prototype. Include comparative feedback between the two prototypes. Evaluation criteria & Grading rubric Category Unsatisfactory Bare minimum Satisfactory effort & performance Above & Beyond Prototype #1: Clarity No prototype or completely irrelevant prototype. Many elements have no defined purpose, and it can be difficult to know how to use many parts of the prototype. Some elements have no defined purpose, and it can be difficult to know how to use certain parts of the prototype. All elements have a clearly defined purpose and it is easy to know how to use the prototype. A programmer could use the prototype to create a functional application with a defined flow. Prototype #1: Completeness No prototype or completely irrelevant prototype. 1: The prototype incomplete, as it is not interactive or interactions are broken. The prototype is mostly complete, although there are some functions that are not yet interactive. The prototype is complete, with all functions interactive. Prototype #2: Clarity No prototype or completely irrelevant prototype. Many elements have no defined purpose, and it can be difficult to know how to use many parts of the prototype. Some elements have no defined purpose, and it can be difficult to know how to use certain parts of the prototype. All elements have a clearly defined purpose and it is easy to know how to use the prototype. A programmer could use the prototype to create a functional application with a defined flow. Prototype #2: Completeness 0: No prototype or completely irrelevant prototype. The prototype incomplete, as it is not interactive or interactions are broken. The prototype is mostly complete, although there are some functions that are not yet interactive. The prototype is complete, with all functions interactive. Prototype divergence No prototypes to compare. The prototypes do not vary in interface in any significant The prototypes somewhat vary in interface, or they The prototypes explore clearly different interfaces way. Outside the Box +1. Up to 5% of submissions. vary in interface but address different ideas. addressing the same idea. Wonderfully creative choice of observation setting, insights, and/or ideas.
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Explanation & Answer

Hello. Here you go. The app has a pretty simple design so this is not very intricate. Please let me know if you would like me to change anything, I have attached this as a PDF as I cannot upload the balsamiq project file. Thank you very much!



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Anonymous
Just the thing I needed, saved me a lot of time.

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