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DDQ THU 2023-02-16

17. Preliminary & Detailed Design

17.1. Agenda

Released

Category

Assignment

Day

Date

2023-01-10

Term Project

Milestone 0: IRB Training

FRI

2023-01-20

2023-01-19

Paper Pres.

Register a Presentation Date

THU

2023-01-26

2023-01-19

Term Project

Milestone 1: Problem Proposal (Part 1)

FRI

2023-01-27

2023-01-19

Paper Pres.

Pick a Paper

THU

2023-02-09

2023-01-19

Term Project

Milestone 1: Problem Proposal (Part 2)

FRI

2023-02-10

2023-02-07

Exams

Prepare for Exam 1 Quiz

FRI

2023-02-10

2023-02-07

Exams

Exam 1

TUE

2023-02-14

2023-02-16

Term Project

Milestone 2: Definition & Related Work

FRI

2023-03-17

2023-03-20

Term Project

Milestone 3: Design Alternatives

FRI

2023-04-14

2023-03-28

Exams

Prepare for Exam 2 Quiz

FRI

2023-04-21

2023-03-28

Exams

Exam 2

THU

2023-04-27

2023-03-28

Term Project

Milestone 4: Prototyping & Testing

TUE

2023-05-09

  1. General Announcements

    Important: Figma Education Accounts

    See Piazza @60 to setup a Figma Education account if you have not done so already.

  2. Activity

17.2. Activity

17.2.1. Introduction

Without informed design, technology is more likely to be bad than good.

—Bill Buxton, Sketching User Experiences [1]

In an interaction design process, the preliminary design and detailed design phases yield system designs of varying fidelity that allow teams to explore design ideas and show the intention behind a design feature or the overall design concept to various stakeholders before investing more resources into development.

17.2.2. Design Fidelity

fidelity

Refers to how closely a design matches the look-and-feel of the final system.

The fidelity of a design often serves as a mapping between the amount of time or energy needed to create the design and the status of elements the design illustrates.

Fidelity

Energy / Time

Status

low

less

work in progress

high

more

close to finished

17.2.3. Preliminary Design

In Sketching User Experiences [1], the author, Bill Buxton, notes that separating design from the process of making is a trend that dates back to at least the late medieval period. In many cases, the output of requirements analysis is not enough to produce a working system that meets the project’s user experience requirements. Preliminary design consists of high-level design activities that start to bridge that gap.

architectural design
preliminary design
sketching

For user experience and interaction design, preliminary design (or sketching) consists of mapping out the high-level concepts such as the user, controls, interface displays, navigation mechanisms, and overall workflow [TB:2].

Note

In a future DDQ, we will discuss “ideation,” a brainstorming component of preliminary design that facilitates a structured approach to that phase’s activities.

sketch

A simply or hastily executed drawing that designers use to propose, explore, refine, and communicate design ideas.

a hand-drawn sketch of a portable audio player

Fig. 17.1 A hand-drawn sketch of a portable audio player.

wireframe

A low-fidelity sketch of a system or user interface that contains the most essential elements and content related to a set of user experience requirements.

17.2.4. Detailed Design

The meaning of “detailed design” can vary from discipline to discipline; however almost all the definitions either accomodate or explicitly mention prototype creation as a relevant activity.

detailed design
prototyping

For user experience and interaction design, detailed design (or prototyping) entails planning out all of the operations that take place between a user and interactive system to a level where only implementation and technical details remain [TB:2].

mockup

A mid or high-fidelity visual of a system or user interface that shows what the product is going to look like subject to a set of user experience requirements.

Fig. A simple mockup created in Figma.

You may need to access the mockup page directly to get the full experience.

prototype

A representation of the final product, usually presented with high-fidelity, which is meant to simulate user interaction. Unlike a wireframe or mockup, a prototype is usable (e.g., clickable) to some extent and thus allows a user to experience the design via actual interactions.

Fig. A simple prototype created in Figma.

You may need to access the prototype page directly to get the full experience.

17.2.5. Prototype Fidelity

The entirety of a prototype need not be expressed in high-fidelity. It may be sufficient or desirable to limit the expression of fidelity in different parts of a prototype based on relevance to some user experience requirement.

A diagram that plots four points across a horizontal axis representing fidelity and a vertical axis representing user experience.

Fig. 17.2 The differences between wireframes, mockups, and prototypes are often easier to observe when the degree of user experience they permit is considered in addition to their fidelity.

Some good examples of lower-fidelity prototypes include those made by Palm Inc (defunct as of July 2010) for the PalmPilot, the company’s second generation of personal digital assistant (PDA) that it released in March 1997. The impact of the PalmPilot was substantial: a few years after its release, multiple companies began combining PDAs and cell phones, resulting in what we now sometimes refer to as smart phones.

three different prototypes of the PalmPilot PDA: first, a plain wooden block; second, a painted wooden block with a user interface illustration affixed to its face; and third, machined plastic and other materials combined into something that looks very much like the final product.

Fig. 17.3 Three different prototypes of the Palm Pilot cellphone: first, a plain wooden block; second, a painted wooden block with a user interface illustration affixed to its face; and third, machined plastic and other materials combined into something that looks very much like the final product.

17.2.6. Software Tools

17.2.6.1. Adobe XD and Figma

Some popular software tools for preliminary design and detailed design include Adobe XD and Figma.

17.2.6.2. Other Tools

Other design tools include:

17.2.7. Tool Jargon

Here are some general terms that are common to many of those tools:

design object

A construct that provides a description of something that may be used in a design project. Examples of design objects include, but are not limited to: basic shapes, text, images, and collections or groups of such constructs.

canvas
pasteboard

Likened to a painter’s canvas, the canvas (or pasteboard) for a design project is the backdrop on which the actual design objects are drawn or placed.

artboard
frame

An artboard (or frame) is a design object representing some identifiable region of a screen, page, or similar concept that is often placed on a canvas or in another artboard within a design project.

component

A reusable and often named design object that is, itself, a composition involving one more design objects (e.g., a button). Many software tools allow for changes to a component to propagate to the various instances or uses of the component that appear on the canvas – this feature is what commonly differentiates instances from mere copies.

17.3. Breakout Groups

Randomize! Groups of 4 Preferred.

Please randomize! Also, four students per group is preferred for this activity.

  1. Quickly introduce yourselves to each other, if you don’t already know each other.

  2. Pick a group representative. This person will be responsible for posting your breakout group’s response on Piazza before breakout group work ends for this activity.

  3. Help your group representative respond to the following in a followup discussion to Piazza @62.

    1. List the full names of your breakout group members.

    2. Provide a short description of a single screen within a computer-related, graphical interface that one or more members of the group have interacted with directly. If possible, provide an image or screenshot.

    3. Using pencil and paper (or a tablet), quickly and hastily sketch the screen you identified in low fidelity, upload an image of that sketch to your followup post and follow it with a description of any difficulties you experienced in creating it.

    4. Now that you have a sketch of the screen you identified, consider and discuss four alternative designs that might be used for the same screen (e.g., improvements, layout changes, etc.). List and describe those ideas in your followup post.

      Important

      You should complete steps 1-4 before continuing on to step 5. To not do so might negatively impact your ability to honestly respond to a later point.

    5. It’s one challenge to describe an alternative design with words. It’s a different challenge to get a sense of what it might actually look like.

      1. Using pencil and paper (or a tablet), quickly and hastily sketch your four alternative design ideas in low fidelity.

      2. Upload the images of those sketches to your followup post; and

      3. Describe the extent to which your sketches capture the ideas you described in step 4.

  4. As a group, discuss and comment on the work presented in other followup discussions until the breakout rooms end.

17.4. After Breakout Groups

Duration: TBD

  1. Look at some of the Piazza posts as a class.

17.5. After Class

  1. Before the next class period, individually comment on another group’s post by replying to their followup discussion in Piazza @62.

    Comments

    Please keep the comments polite and constructive. In addition to whatever else you want to write, please comment on one aspect of a group’s post that you like and one aspect that you think needs improvement (e.g., you find that something is unclear or you don’t understand a justification). Be sure to provide a brief justification for each.

  2. Finish reading the Usability module and start reading the Design module.

  3. Here is a list of current assignments:

    Released

    Category

    Assignment

    Day

    Date

    2023-01-10

    Term Project

    Milestone 0: IRB Training

    FRI

    2023-01-20

    2023-01-19

    Paper Pres.

    Register a Presentation Date

    THU

    2023-01-26

    2023-01-19

    Term Project

    Milestone 1: Problem Proposal (Part 1)

    FRI

    2023-01-27

    2023-01-19

    Paper Pres.

    Pick a Paper

    THU

    2023-02-09

    2023-01-19

    Term Project

    Milestone 1: Problem Proposal (Part 2)

    FRI

    2023-02-10

    2023-02-07

    Exams

    Prepare for Exam 1 Quiz

    FRI

    2023-02-10

    2023-02-07

    Exams

    Exam 1

    TUE

    2023-02-14

    2023-02-16

    Term Project

    Milestone 2: Definition & Related Work

    FRI

    2023-03-17

    2023-03-20

    Term Project

    Milestone 3: Design Alternatives

    FRI

    2023-04-14

    2023-03-28

    Exams

    Prepare for Exam 2 Quiz

    FRI

    2023-04-21

    2023-03-28

    Exams

    Exam 2

    THU

    2023-04-27

    2023-03-28

    Term Project

    Milestone 4: Prototyping & Testing

    TUE

    2023-05-09


Additional References

1(1,2)

William Buxton. 2007. Sketching User Experiences: Getting the Design Right and the Right Design. Elsevier/Morgan Kaufmann, Amsterdam Boston. ISBN 9780123740373. *Included in the "Further Reading" for Module 3.