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Wizard of Oz test setup. (a) A designer observing a user interacting with a pen-based user interface. (b) Another designer operating the interface behind the scenes with SketchWizard. 

Wizard of Oz test setup. (a) A designer observing a user interacting with a pen-based user interface. (b) Another designer operating the interface behind the scenes with SketchWizard. 

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Conference Paper
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SketchWizard allows designers to create Wizard of Oz prototypes of pen-based user interfaces in the early stages of design. In the past, designers have been inhibited from participating in the design of pen-based interfaces because of the inadequacy of paper prototypes and the difficulty of developing functional prototypes. In SketchWizard, de- sig...

Context in source publication

Context 1
... Wizard of Oz prototype is an incomplete system that a designer can simulate "behind a curtain" (usually by taking the place of a recognizer) while observing the reactions of real end users (see Figure 1). Existing tools make it possible for designers with no programming skill to build Wizard of Oz prototypes of speech [15], location-enhanced [20,22], augmented-reality [8], and desktop [27] applications. ...

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Citations

... The EMPATHIC WOZ Platform. Several researchers have worked on WOZ tools before (e.g., [5,9,13,16,19,32,38]), but only few of those tools are openly available for implementation and adaption. One such tool is the WebWOZ Wizard of Oz Prototyping Platform [29] 16 , which has already been employed by a number of previous projects (e.g., vAssist [30], Roberta Ironside [15]). ...
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... Building on existing UX practice, designers may consider approaches such as constructing personas with varying quantitative data [53]. Wizard of Oz (WoZ) testing is also effective for evaluating early-stage prototypes [8,18,48], and a number of data-dependent systems implement digitally scaffolded 'wizards' for testing prototypes during design [15,29,38,42]. For instance, Suede implements electronically supported WoZ testing techniques that generate chat messages using test data [38]. ...
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... • Assess AUX: It concerns an AUX evaluation over the prototyped artifact. This stage can be done with various tools, e.g., low-fidelity prototypes [56,57], or techniques such as The Wizard of Oz [58,59]. Nevertheless, the important thing is to stimulate the creativity of participants, so that we can obtain their idealizations and expectations. ...
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... Note that we limit our discussion to the areas stated above, and will not go into detail about the many related fields such as wireframe augmentation e.g. DENIM [5] or SketchWizard [20]. ...
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... The EMPATHIC WOZ Platform. Several researchers have worked on WOZ tools before (e.g., [5,9,13,16,19,32,38]), but only few of those tools are openly available for implementation and adaption. One such tool is the WebWOZ Wizard of Oz Prototyping Platform [29] 16 , which has already been employed by a number of previous projects (e.g., vAssist [30], Roberta Ironside [15]). ...
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... Other researchers have proposed tools that explicitly support the Wizard of Oz (WOz) technique. Some examples include WozARd for prototyping location-aware mobile augmented reality [1], SketchWizard for pen-based interfaces [15], and Suede for speech-based interfaces [25]. Apparition [27] helps designers prototype web-based systems in real time by crowdsourcing part of the wizard's trickery. ...
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... In contrast, SketchExpress records manual demonstration and lets crowd workers remix it to refine the behaviors. This Wizard-of-Oz approach has been shown effective in making the design process accessible to a broader population [220,221], but has been used on static UI sketches rather than interactive components. An adaptation of the Wizard-of-Oz approach where human operators manipulate paper prototypes to show interactive components has been traditionally used to demonstrate the dynamic behaviors of prototypes [222]. ...
Thesis
Creating an artifact - such as writing a book, developing software, or performing a piece of music - is often limited to those with domain-specific experience or training. As a consequence, effectively involving non-expert end users in such creative processes is challenging. This work explores how computational systems can facilitate collaboration, communication, and participation in the context of involving users in the process of creating artifacts while mitigating the challenges inherent to such processes. In particular, the interactive systems presented in this work support live collaborative creation, in which artifact users collaboratively participate in the artifact creation process with creators in real time. In the systems that I have created, I explored liveness, the extent to which the process of creating artifacts and the state of the artifacts are immediately and continuously perceptible, for applications such as programming, writing, music performance, and UI design. Liveness helps preserve natural expressivity, supports real-time communication, and facilitates participation in the creative process. Live collaboration is beneficial for users and creators alike: making the process of creation visible encourages users to engage in the process and better understand the final artifact. Additionally, creators can receive immediate feedback in a continuous, closed loop with users. Through these interactive systems, non-expert participants help create such artifacts as GUI prototypes, software, and musical performances. This dissertation explores three topics: (1) the challenges inherent to collaborative creation in live settings, and computational tools that address them; (2) methods for reducing the barriers of entry to live collaboration; and (3) approaches to preserving liveness in the creative process, affording creators more expressivity in making artifacts and affording users access to information traditionally only available in real-time processes. In this work, I showed that enabling collaborative, expressive, and live interactions in computational systems allow the broader population to take part in various creative practices.
... In contrast, SketchExpress records manual demonstration and lets crowd workers remix it to refine the behaviors. This Wizard-of-Oz approach has been shown effective in making the design process accessible to a broader population [9,26], but has been used on static UI sketches rather than interactive components. An adaptation of the Wizard-of-Oz approach where human operators manipulate paper prototypes to show interactive components has been traditionally used to demonstrate the dynamic behaviors of prototypes [11]. ...
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... SketchWizard supports early prototyping of user interfaces incorporating pen-based interaction. (Davis, Saponas, Shilman & Landay 2007) SUEDE (Klemmer, Sinha, Chen, Landay, Aboobaker & Wang 2000) is a tool for prototyping speech interfaces. All (simulated) system output needs to be added to the prototype on beforehand. ...
... Beautified user sketches as in SketchWizard by Davis, Saponas, Shilman and Landay (2007). ...
Research
The Wizard-of-Oz method has been around for decades, allowing researchers and practitioners to conduct prototyping without programming. The extensive literature review in the field reported here, however, revealed that the re-usable tools supporting the method do not seem to last more than a few years. Generic systems started to appear around the turn of the millennium, but very few are still in use. New systems are designed nevertheless. The systems and issues presented here should be of interest to people in the field of prototyping interaction design. This review was inspired by the authors’ ongoing re-development of their own Wizard-of-Oz tool, the Ozlab, into a system based on web technology. The report takes stock of some key features of Ozlab as well as reviews and contrasts other re-usable Wizard-of-Oz tools with the ambition to list every generic tool. The introductory chapter compares and contrasts prototyping in general with Wizard-of-Oz prototyping and provides an historical overview of Wizard of Oz in the development of digital interactive systems, spanning the years 1971-2013. Chapter 2 briefly describes the operation of Ozlab, and Chapter 3 presents the literature review of generic WOz tools. Chapter 4 discusses how interaction is supported by WOz tools and Chapter 5 how platform dependency affects the longevity of generic tools, while Chapter 6 points to the limitations in the Wizard-of-Oz method itself from several perspectives. Chapter 7, finally, presents concluding remarks including a list of points for future methodological analysis and development.