Book

Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces

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Abstract

Do you spend a lot of time during the design process wondering what users really need? Do you hate those endless meetings where you argue how the interface should work? Have you ever developed something that later had to be completely redesigned? Paper Prototyping can help. Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work. Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing: Save time and money - solve key problems before implementation begins. Get user feedback early - use it to focus the development process. Communicate better - involve development team members from a variety of disciplines. Be more creative - experiment with many ideas before committing to one.
... This prevents that insufficiently or ill-defined requirements lead to low utility or poor interaction design in the final product, as the requirements can be adapted throughout development. Iterative development can be very lightweight at the beginning with easy modifiable pen & paper prototypes to evaluate the basic interaction design [81], personas that inform the development team about the wants and needs of future learners [82,83], and conclude with complete functional games where only the finishing touches are made based on feedback from participants. ...
... Empirical Measurement: Directly related to the iterative design is the empirical measurement of the game's use. Depending on the stage of development and the research question, a wide variety of methods with different objectives are available: From qualitative interviews [84], to paper prototyping [81], to formal quantitative A/B tests to compare different variants. Early in development, qualitative feedback from prototypical users can be gathered quickly based on paper prototypes, while formal usability measurements can be applied at later stages (e.g., by applying the System Usability Scale [85], or the Serious Game Acceptance Model [86]) to compare differences or to identify aspects that need refinement. ...
... Using this very lightweight approach, we could easily adjust the game's variables to find suitable start parameters that made the game sufficiently easy to play while letting the players experience the defined challenges. To design the interface, we started with low fidelity paper prototypes to quickly gather ideas and suggestions from prototypical users and to explore design alternatives [81]. First, we used sticky notes on a flipchart to quickly re-arrange interface elements until a suitable layout was found and then implemented the user interfaces using the PrimeFaces JSF framework. ...
Article
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The digital transformation of production (“Industry 4.0”) has the potential to enormously accelerate and improve the efficiency of manufacturing processes and value chains. But it also entails recruiting new employees, as well as re- and upskilling current employees of diverse ages groups for new and increasingly more complex tasks to manage increasingly more complex information. In this article we present an overview and meta perspective on serious games as a human-centric methodology. We discuss how these can contribute to 1) learning how operators react to complex situations and how they deal with incomplete, uncertain, or fuzzy information, 2) understanding how operators of production systems and production networks can be supported by human-centric industrial user interfaces, and 3) enable operators to act appropriately in complex and dynamic cyber-physical production systems. We present an actionable adaptable iterative process model for designing serious games and exemplify this model using a supply chain and quality management serious game. Further, we present empirical studies that illustrate the application of the model and suggest the utility of serious games as a learning environment to evaluate industrial user interfaces, and to investigate human behavior in complex production environments. As such, we propose serious games as a versatile methodology to facilitate transitioning from Industry 4.0 (data-driven and interconnected) to Industry 5.0 (humane work and sustainability).
... We observed that freehand drawing had the same 'psychological benefits' for participants' creativity that Carolyn Snyder (2003) advocates for paper prototypes for users: it is less intimidating than a full-featured user interface (UI), for participants who are not comfortable with digital technology; its ephemerality encourages feedback and contributions; in turn, it discourages what might be called 'thorough feedback', that is, attention to low-level interface details (Snyder, 2003). ...
... We observed that freehand drawing had the same 'psychological benefits' for participants' creativity that Carolyn Snyder (2003) advocates for paper prototypes for users: it is less intimidating than a full-featured user interface (UI), for participants who are not comfortable with digital technology; its ephemerality encourages feedback and contributions; in turn, it discourages what might be called 'thorough feedback', that is, attention to low-level interface details (Snyder, 2003). ...
Article
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This paper presents contributions from using remote collaborative sketching to infovis for public health. The results come from an interdisciplinary study that involved designers, health researchers, public managers and computer scientists in the production of sketches generating alternatives for creating valuable graphics and dashboards. One of the creative stages was the remote collaborative workshops in which design alternatives were proposed based on sketches. The sketches were developed with the support of videoconferencing meetings, virtual boards, and graphic tablets. From this practice, we were able to include as contributions to the creative process in infovis: remote collaboration expansion; agile and iterative cycles improvement; interface design preview; data modeling supporting; addressing graphic literacy issues; creative process documentation; participant experience improvement; and additional information incorporation.
... In our case, we follow the approach of user participation in design (Mumford, 1993), which involves "not only users participating in design but also designers participating in use" (Puri et al., 2004, p. 48) and based on certain leading questions on participants' working practices, how they can be improved, and according tasks. For users who are not tech-savvy, paper and pens, predesigned interface elements, and icons can be used for so-called paper prototyping (Muller, 1993;Snyder, 2003). ...
... Participants' practices, needs, problems and wishes guided the design of the interactive LionAlert interface. Furthermore, observations and conservations we already had so far were also incorporated into this design Before digitalising the prototype, we first used drafts on paper and created a paper prototype as suggested by Snyder (2003), see Figure 11. This served two purposes: First, to get a better idea of the workflow behind the system. ...
Thesis
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In the Southern African country of Botswana, the Okavango Delta is famous for its abundance of wildlife. However, this popular tourist destination is also inhabited by many people, mostly farmers, who live in close proximity to the national parks. When domesticated animals' grazing land extends into predator territory, fatal conflicts are the consequence: around 250 attacks on cattle were reported in the four villages we researched in 2017, 87 % of them being by lions. Not only are the farmers' livelihood and safety endangered, but poor governmental compensation schemes also lead to frustration , a negative image and even persecution of lions. To solve this problem and reduce conflicts to a minimum, the non-profit organisation CLAWS (Communities Living Among Wildlife Sustainably) has introduced GPS tracking of selected lions by means of attaching collars and establishing a warning system called LionAlert, where researchers notify locals via a text message to their mobile phones whenever a lion enters a critical area. While this has helped reduce attacks by around 50 %, a range of problems remain, among them a static signal area and time frame, network instability, the inefficient nature of manual warning as well as other factors which prevent warning recipients from reacting accordingly. This Master's thesis deals with an attempt to solve these issues by iteratively designing and evaluating an interactive interface for a new, automatically operated version of Li-onAlert. For this purpose, a Design Case Studies and Participatory Design methodology has been applied (Schuler & Namioka, 1993; Wulf et al., 2018). Over the course of three weeks in August 2018, two rounds of workshops were conducted by an interdisci-plinary team with 35 participants from three villages in the Okavango Delta. They served to determine the concerned parties' current situation, the adoption and usage of the current system as well as the potential for improvement, identifying the initial requirements for the updated system. An interface prototype incorporating participants' suggestions was then evaluated and discussed in the second workshop. Based on feedback from the workshops as well as by the observations of local researchers, a final prototype has been developed and eventually will be implemented in an automated version which features a tablet-based local warning station and an app for two different kinds of mobile devices. Further implications and limitations for mitigating the human-wildlife conflict via information and communication technology (ICT) are discussed below.
... Making user interfaces on paper is a helpful method for software, websites, and online applications. (Snyder, 2001(Snyder, , 2003. These workplace items-blank papers, index cards, marker markers, shears, paper cutter blades, transparencies, and glue sticks-are frequently used to replicate system design. ...
Article
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Teenagers' lives and experiences have been prominently influenced by social media, which encourages some values (while forbidding others) and offers a fresh way to engage with others. Nevertheless, teenagers are rarely engaged in the creation and growth of popular social media, however, because their human characteristics are not taken into account. Therefore, the primary objective of this study is to capture significant factors of human characteristics by employing teenagers to cooperatively design a new social media application. We ensure that by actively participating and involving teenagers in design activities, we can recognize their thoughts, emotions, and behaviors as the human characteristics towards social media use. Giving participants access to design components or creative materials allows them to construct their ideal experience in a manner that clearly communicates what is important to them and why. This process is identified as participatory design. During participatory design session, the teenagers will be experiencing selected processes such as brainstorming, responding to various scenarios, and developing prototype to extract insights in the forms of factors of HCI for teenagers and design preferences. Paper prototyping technique is the most appropriate participatory design tool used as it requires no technical skills, easy and fast to develop.
... Our team adapted the card sorting technique [68] as a way to build consensus as to how users might conceptually categorize all the parameters needed by the model and to provide a logical flow for specifying different categories of parameters. The team consolidated the proposed information architecture using paper prototyping [69] and created a low-fidelity prototype (i.e., paper-and-pencil sketches) as an artifact to iterate on the design. ...
Article
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There are many COVID-19 vaccines currently available, however, Low- and middle-income countries (LMIC) still have large proportions of their populations unvaccinated. Decision-makers must decide how to effectively allocate available vaccines (e.g. boosters or primary series vaccination, which age groups to target) but LMIC often lack the resources to undergo quantitative analyses of vaccine allocation, resulting in ad-hoc policies. We developed Covid19Vaxplorer ( https://covid19vaxplorer.fredhutch.org/ ), a free, user-friendly online tool that simulates region-specific COVID-19 epidemics in conjunction with vaccination with the purpose of providing public health officials worldwide with a tool for vaccine allocation planning and comparison. We developed an age-structured mathematical model of SARS-CoV-2 transmission and COVID-19 vaccination. The model considers vaccination with up to three different vaccine products, primary series and boosters. We simulated partial immunity derived from waning of natural infection and vaccination. The model is embedded in an online tool, Covid19Vaxplorer that was optimized for its ease of use. By prompting users to fill information through several windows to input local parameters (e.g. cumulative and current prevalence), epidemiological parameters (e.g basic reproduction number, current social distancing interventions), vaccine parameters (e.g. vaccine efficacy, duration of immunity) and vaccine allocation (both by age groups and by vaccination status). Covid19Vaxplorer connects the user to the mathematical model and simulates, in real time, region-specific epidemics. The tool then produces key outcomes including expected numbers of deaths, hospitalizations and cases, with the possibility of simulating several scenarios of vaccine allocation at once for a side-by-side comparison. We provide two usage examples of Covid19Vaxplorer for vaccine allocation in Haiti and Afghanistan, which had as of Spring 2023, 2% and 33% of their populations vaccinated, and show that for these particular examples, using available vaccine as primary series vaccinations prevents more deaths than using them as boosters.
... Making user interfaces on paper is a helpful method for software, websites, and online applications. (Snyder, 2001(Snyder, , 2003. These workplace items-blank papers, index cards, marker markers, shears, paper cutter blades, transparencies, and glue sticks-are frequently used to replicate system design. ...
... They indicated that designing digital low-fidelity prototypes would be more straightforward in IT companies. This finding stands in contrast to the results of previous research that has highlighted the advantages of an initial paper prototype (Snyder, 2003). ...
... (4) Affinity diagramming [33] with participants was then used to further develop concepts and group them while also encouraging speculations about communication scenarios. (5) Ideas were elaborated through paper prototyping [47] and body-storming [34], enabling exploration and scenario creation. (6) Refined concepts were presented through enactments, followed by discussions. ...
... The tools and methods used for experience prototyping enhance the willingness to experience subtle differences between respective design solutions. For example, paper prototyping (e.g., [94]), a well-known example of low-fidelity prototyping, can benefit greatly from advanced technologies such as augmented reality because it provides a much cheaper alternative without developing an actual expensive complete system [76]). ...
Article
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To acquire information from the real world and respond appropriately to life's circumstances, vision is indispensable for humans. However, due to its ubiquitous nature, we often perceive the world unconsciously, thereby overlooking the opportunity to contemplate the significance of sight. Seeing goes beyond being a mere method of gathering information; it is an act of uncovering new perspectives and engaging in profound exploration. Theories on creative problem-solving strongly advocate for the advantages of adopting multiple viewpoints. By generating a multitude of alternatives through information gleaned from diverse perspectives, we enhance our ability to expand the range of choices available to us, thus facilitating more effective problem-solving. In this paper, we present Posthuman CollectiveEyes, a digital platform that enriches the human act of visual perception by integrating diverse viewpoints such as collective human, augmented human, and nonhuman viewpoints, and constructs posthuman viewpoints from the diverse viewpoints. In the design of Posthuman CollectiveEyes, we adopt the more-than-human perspective, widely employed in the social sciences to analyze the impact of technology on human actions and decision-making in organizations and societies. This perspective enables us to uncover knowledge that conventional human-centered approaches cannot capture, as the objective of Posthuman CollectiveEyes is to expand human cognitive capabilities through enhanced visual perception. The novel contribution of our approach lies in demonstrating that the design of innovative digital platforms aimed at enhancing human abilities necessitates a fresh design approach that incorporates the more-than-human perspective.
... As a result, it was hypothesized that partial sleep deprivation and productivity have a negative association. The task log productivity is measured as a percentage of completed tasks each day, [36], [37], [38], [39], [40]. Therefore, we can hypothesize the following statement: H1: There is a significant relationship between sleep deprivation and employee productivity. ...
... As a result, it was hypothesized that partial sleep deprivation and productivity have a negative association. The task log productivity is measured as a percentage of completed tasks each day, [36], [37], [38], [39], [40]. Therefore, we can hypothesize the following statement: H1: There is a significant relationship between sleep deprivation and employee productivity. ...
Article
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Every business relies on its employees, and their attitude toward their job and the results they achieve directly impact the organization's stability and performance. To ensure that the organizational effectiveness process runs smoothly, motivating employees to participate actively is crucial. Without their cooperation and assistance, considerable energy may be wasted. In a competitive global environment, employee productivity is linked to several issues that can hinder an organization's success. Therefore, this study aims to investigate the factors that influence employees' productivity, determine if there is a connection between productivity elements and employee work, and evaluate how incentives affect employees at work and their productivity. The study involved selecting a sample of 116 individuals from different Saudi government agencies, including administrative personnel and managers. The data was gathered using survey questions and analyzed using several statistical techniques. The study results indicate that out of the five tested factors, four of them significantly influence productivity. These factors are health issues, stress, workplace environment, and personality traits. On the other hand, sleep deprivation was found to have no impact on productivity. Accordingly, employees in government organizations acknowledge that addressing health issues, reducing stress levels, improving the work environment, and developing positive personality traits are all critical aspects of enhancing the organization's productivity and achieving its objectives.
... We took an iterative approach to designing the science communication unit. To ensure an appropriate level of complexity, we started with low-fidelity paper prototypes [30], collected feedback using the Wizard of Oz technique and from people not involved in the project, and incorporated this into revisions. To illustrate the changes, we originally explained the topics using material from the internet. ...
Conference Paper
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The Tiptoi smart pen has a huge fan following among children and their parents. Interacting with the pen makes it easy to see why: the pen has been designed to help children learn and explore complex information about a vast array of topics, from farms to learning about the human body. This work examined whether the Tiptoi pen could be similarly used to communicate science to the general public, taking a research project on the digital transformation of production as an example. Following an iterative design approach, we created an interactive book that allows self-directed engagement with the general research motivation, partners, and objectives of the project. Building on a SWOT analysis, we conducted qualitative semi-structured interviews with four subjects to evaluate the prototype. The evaluation was generally positive. Participants recognized the playful and appealing design, and the vivid and tangible knowledge transfer as strengths but were unhappy with the pen's toy-like appearance. They also identified potential functions such as real factory sounds and narrative techniques to enhance storytelling as opportunities and mobile learning apps and virtual reality applications as threats. The article concludes with alternative use cases for smart pens and actionable implementation guidelines.
... It is best to use clear language and make it straightforward to grasp how an experiment will be conducted on the system [34]. The software must be user-friendly, portable across several platforms, and offer flexibility by enabling program development in segments. ...
Article
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This study examined the level of awareness, perception, and utilization of virtual laboratories in Nigerian Universities by Electrical Engineering lecturers. The study was guided by three specific objectives and three survey research types. One hundred twenty-one lecturers in electrical engineering from 8 universities in Nigeria's Northeast comprised the study's population. Because the total population size was manageable, the study used whole-population sampling. Data was collected using a validated questionnaire. A reliability index of 0.79 was determined using Cronbach Alpha. Mean, and standard deviation were used to answer the research questions. The findings revealed that all the electrical engineering lecturers in Nigerian Universities are highly aware of Virtual Laboratories, and all the electrical engineering lecturers in Nigerian Universities rarely utilized Virtual Laboratories. The study recommended that the National University Commission should use all of its resources to promote the development of electrical engineering practicum by providing virtual laboratories to all universities in Nigeria, as the study found that electrical engineering lecturers in Nigerian universities have a high level of awareness of virtual laboratories; in addition to supporting physical laboratories in the universities, the administration should provide for the training of laboratory technicians and electrical engineering lecturers in Nigerian universities on how to effectively use the virtual laboratory facilities for conducting various types of experiments.
... The idea lies within the concept of producing as many rough and unpolished drawings of the interface in question as possible, which will then be used as models/prototypes, ultimately leading to the Wireframes, Mockups and final User Experience Design of the product. Although a simple procedure, this usability testing methodology (for more information please refer to Chapter 2.8) is known to supply useful feedback to aid the design of user-friendly products (Snyder, 2003). ...
... -The briefing phase should be kept as short as possible -Providing the user with suggestions on potential interaction methods with the system should be avoided. Where techniques, such as paper prototyping [31] or an obvious "Wizard of OZ" [32] are used, providing a short explanation to avoid confusion is recommended. -Important: It is imperative to inform the user that there are no incorrect interaction methods. ...
Chapter
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Measuring short-term User Experience (UX) of interactive systems is often assessed by standardized questionnaire-based methods. As standardized methods are broadly applicable, they deploy a great variety of questions. Depending on the target system, certain questions may appear irrelevant and annoying, while others may even bias the participant. This paper proposes an alternative UX evaluation method, the User Generated Inverted Item Evaluation (UGIIE). It utilizes a think-aloud technique to elicit only relevant items for a system-tailored questionnaire and employs an item inversion to increase critical reflection. Utilizing four user studies, UGIIE is benchmarked through a comparative study with two common UX methods, meCUE and UEQ. We found UGIIE to decrease users’ frustration when filling out the questionnaire. UGIIE also indicates to provide a higher consistency in feedback when comparing the participants’ quantitative rating and qualitative comments. UGIIE’s drawback is the rather time-consuming preparation. Our study results suggest a preparation with a minimum of five participants to discover at least 80% of all relevant items for a UGIIE questionnaire. However, when testing much larger numbers of participants, UGIIE can be executed without the presence of an experimenter and thus becomes increasingly efficient. KeywordsUser Experience (UX)Evaluation Method/Technique
... Following interpretation, system prototypes were created and refined. Low-fidelity prototyping involved having students generate ideas, and then sketch paper prototypes (Snyder, 2003). Once students had provided feedback on all the low-fidelity prototypes, and these had been tested through Wizard-of-Oz sessions (Hanington & Martin, 2012;Höysniemi et al., 2004), screen mockups were integrated into a webpage to create a medium-fidelity prototype. ...
Article
Many approaches have been employed in the creation of educational technologies. One of the lesser explored approaches is that of participatory design when it includes children as direct contributors. In such cases, specific strategies for supporting the effective participation of software developers and children are necessary. This article discusses a participatory design project that was initiated to support the learning of music students, aged 11 through 17, as they practiced the piano. To design this educational technology, these students worked with a team of piano teachers, their parents, researchers, and software developers over a two-year period. This paper describes challenges that arose as the developers and students worked together to create a new application that supported student learning. The findings include practical strategies that were adopted throughout the design process for building trust, balancing power, and aligning values. Implementation of these strategies is discussed as a way to provide effective support for software developers to empower them to work successfully as part of a participatory design team that includes children. The implemented strategies and suggestions should help others to integrate children and developers as active contributors to the design of educational technologies.
... Our team adapted the card sorting technique [16] as a way to build consensus as to how users might conceptually categorize all the parameters needed by the model and to provide a logical flow for specifying different categories of parameters. The team consolidated the proposed information architecture using paper prototyping [17] and created a low-fidelity prototype (i.e., paper-and-pencil sketches) as an artifact to iterate on the design. ...
Preprint
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Background There are many COVID-19 vaccines currently available, however, Lowand middle-income countries (LMIC) still have large proportions of their populations unvaccinated. Decision-makers need to take decisions as of how best to allocate available vaccine (e.g. boosters or primary series vaccination, which age groups to target) but LMIC often lack the resources to undergo quantitative analyses of vaccine allocation, resulting and ad-hoc policies. We developed Covid19Vaxplorer (https://covid19vaxplorer.fredhutch.org/), a free, user-friendly online tool that simulates region-specific COVID-19 epidemics in conjunction with vaccination. Methods We developed an age-structured mathematical model of SARS-CoV-2 transmission and COVID-19 vaccination. The model considers vaccination with up to three different vaccine products, primary series and boosters. We simulate partial immunity derived from waning of natural infection and vaccination. The model is embedded in an an online tool that allows users in 183 regions in the world to compare several vaccination strategies simultaneously, adjusting parameters to their local epidemics, infrastructure and logistics, and reports cumulative number of deaths and epidemic curves. Results We provide two usage examples of Covid19Vaxplorer for vaccine allocation in Haiti and Afghanistan, which had as of Spring 2023 2% and 33% of their populations vaccinated, and show that in these examples, giving primary series vaccinations prevents more deaths than boosters. Covid19Vaxplorer is an online, free, user-friendly tool that facilitates evidence-based decision making for vaccine distribution.
... Especialmente el prototipado en papel, también conocido como prototipado de baja fidelidad (Rettig, 1994;Scialdone y Connolly, 2020), es un método centrado en las personas que es ampliamente usado dentro del ámbito académico y de las empresas, para idear, crear, diseñar, experimentar, probar, y refinar, al estar inmersos en el ciclo de desarrollo de un producto (Snyder, 2003). Es especialmente útil para probar materiales que buscan producir una experiencia de aprendizaje que sea más inmersiva y sustanciosa al poner en el centro al usuario (Schade y Stagge, 2020). ...
Article
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Este artículo describe la evaluación de tres infografías científicas diseñadas siguiendo el Modelo Alicia, fundamentado en la teoría y práctica del diseño de información, y que se encuentra en su tercera etapa de validación. La efectividad de estos materiales se mide por su impacto en la memoría explícita usando técnicas etnográficas, por medio de prototipos de baja fidelidad, mediante un testeo en estudiantes universitarios. Se han obtenido resultados positivos en facilitar los procesos de retención de la memoria. Se contribuye al estudio del diseño de infografías y a un nuevo modelo de diseño.
... Within the next workshop, we presented participants an initial paper prototype. Following a Wizard of Oz approach [47], one moderator took on the chatbot's role by reading out pre-formulated statements and reacting to participants' input. The last workshop of the design phase was focused on the content of the chatbot. ...
Article
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In recent years, emerging approaches to chatbot-guided food coaching and dietary management, while innovative and promising in nature, have often lacked long-term studies. Therefore, with this work, we pursued a participa-tory approach within a design case study to the co-design and development of a nutrition chatbot for elderly people. Overall, 15 participants were directly involved in the study, of which 12 participated in the initial co-design phase, seven in the first real-world evaluation study over four weeks, and three in the second evaluation study over seven weeks. We contribute to the fields of Human-Computer Interaction by showing how the long-term use of such a chatbot in the area of nutrition looks like, which design implications arise for the development of nutrition chatbots, and how a participatory design approach can be realized to design, evaluate and develop nutrition chatbots.
... Paper prototyping is an interactive technique that consists of a paper mockup of the desired user interface (Arnowitz et al., 2010). It is a well-established and widely used technique in traditional user interface design that supports the design team in early development phases to brainstorm, design, create, test, communicate and discuss ideas and concept variations (Snyder 2003). Paper prototyping also allows the design team to receive early feedback from the users and adjust and refine the design accordingly (Lauber et al., 2014). ...
Article
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The Production Strategy Process (PSP) is an integral part of production planning and control as it defines how production processes are structured and designed and outlines how production will be executed. PSP involves massive information transfer and communication among project participants. While BIM can improve the flow of information, the paradox of designing 3D models in 2D space remains. This paradox indicates that new visualization technologies are needed to leverage the use of information in the PSP. As Industry 4.0, the fourth industrial revolution, continues to evolve, it is imperative that construction firms seek, find, and adopt new technologies. This research employed Augmented Reality (AR) as a new user interface in the PSP. The current state of practice of PSP was investigated and current challenges are identified. The opportunities to integrate AR were defined, and an AR-enabled future state was proposed. Next, an AR-enabled PSP prototype using the Microsoft HoloLens was implemented and validated on a real-world healthcare project. Usability testing was then conducted using a one-on-one protocol to validate the prototype with 20 participants. Surveys were the deployed to qualitatively assess the impact of integrating AR into PSP. The difference between the traditional PSP and the AR-enabled PSP was tested through a series of hypotheses comparing both processes. The results demonstrate that the AR-enabled PSP offers significant benefits over the Traditional PSP: improved collaboration, reduced miscommunication, increased quality and detection of errors, enhanced decision-making, better documentation, better information access, improved information flow, increased input accuracy, and increased integration of safety considerations. Additionally, the technology, software, and hardware were also evaluated, and, on average, the findings demonstrated the potential of AR in production planning.
... Prototyping is an essential technique for communicating interaction design. Three types of prototype can be classified: paper prototype, digital prototype, and physical prototype (Snyder, 2003). Most people have difficulty to understand designed interactions until they see and use a full-scale physical prototype. ...
... Using pencil and paper is an easy approach to create paper prototyping, but coloured markers and coloured paper can also be used for designing visuals based on visual literacy effects (Fig. 3). The speed of paper prototyping makes easy scanning for using digital tools (Earnshaw et al., 2018;Snyder, 2003;Usability Net, 2012). ...
Article
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The purpose of this study is to discuss approaches for developing human–computer interaction (HCI) in educational technology (ET) based on definitions of visual design, learning variables and user-interface design principles in the field of instructional design and technology (IDT). We will do in several stages, first, we will review historical definitions of HCI and its developments in education and considerations for defining visual literacy for learning with instructional design (ID) models. Then, we will review each definition of visual principles for user interface design (UID) or user experience design (UED) and learning from screens. HCI and its roles with the perceptional approach will be discussed as previous definitions in the type of theories such as cognitive load, activity and paying particular attention to primary concepts included in each definition based on the ID model approach. We will also present some of the historical criticisms of the definitions, which provided designing and developing user interfaces. The process should indicate or address possible performance design approaches in ID steps for developing learning and teaching in learning environments as well as developing UID or UED in ET. This also indicates approaches in philosophy of ET and its theory, definition and applications of new technologies as well as UID or UED perspectives and visual design variables. In this study, we review the visual design techniques from past to present that multimedia project design teams should follow the strategies and rules for designing learning environments in industry, business and military based on philosophy of ET and HCI design with ID models by using the newest technologies. The process compares both understanding global UID or UED requirements and visual strategies and considerations for research and product design by ID models. The steps include recognising terminology in ET practice concept, psychological, technological and pedagogical foundations in ID as well as ET approaches and using visual rules for conducting multimedia projects in last decays. At the end of the study, conceptions of ET, ID models and HCI will be discussing to indicate design standards for multimedia projects in the field of IDT. We will also present the relationships between ET and designing problems for creating instructional materials in education. All steps in visual design, UID, UED and HCI design based on philosophical approaches and evaluations in the field are given at the end of the study. Keywords: User interface design, visual designs, human–computer interaction (HCI), user experience design, educational technology, IDT
... Other scholars have specifically focused on the capacity of these environments to encourage discussion around the (often social) processes of making [11], using critique practices to provide feedback on in-progress design artifacts [12,13] and engage in social forms of sensemaking as experienced through desk and group critiques [14,15]. Other scholars have described the utility of lowfidelity prototyping approaches as a means of exploration and iteration, with a particular focus on low cost materials such as paper and cardboard [16,17]. In this paper, we seek to describe how fabrication choices and instructor feedback impact students' exploration of the design space and final outcomes. ...
Article
Prototyping is a core element of engineering and technology activity, giving form to design concepts and facilitating iteration and testing. With the rise of the ''maker movement,'' higher fidelity forms of prototyping have often been privileged, without deep investigation into prototyping activities that support materially-focused exploration across different levels of fidelity. In this paper, we describe how students in an interdisciplinary undergraduate audio engineering course adapted to a loss of fabrication equipment and the COVID-19 pandemic, relying more heavily on cardboard prototypes as they ''iterated overnight'' at home to realize the design of their loudspeaker. We analyzed a range of iterative prototypes using a prototyping framework we operationalized from Lim, Tenenberg, and Stolterman, describing the filtering and manifestation dimensions across a range of student projects. We reflect upon the trajectories of prototyping, considering strengths and weaknesses of different types of materials in supporting student exploration and the pedagogical supports that may be needed to encourage this exploration.
... Each group made different design drafts regarding the layout for the main und sub menus, a menu bar and interaction elements. For designing a combination of the methods paper prototyping (Snyder, 2003) and creating an interactive prototype with the program Microsoft PowerPoint was used. ...
Conference Paper
In Germany railway operations underlie a vast number of complex rules and regulations. Therefore rail traffic controllers, who are responsible for save and hitch-free railway operations, need a profound knowledge and action competencies to consider the regulations in everyday work. Before being able to work as rail traffic controllers, they have passed an apprenticeship of three years. In addition, because of local characteristics of tracks and infrastructure, a rail traffic controller needs an instruction phase for a couple of months, just to be able to work at one single signal box. To cope with the high demands of the job, a virtual learning environment for trainees was created to increase their vocational action competences, to enhance their knowledge and to ease the passage to job. A prototype of the software was created using a usability engineering approach. A strong collaboration with rail traffic controllers and potential users ensured the usability of the system. The final concept and prototype of the learning environment will be presented in this paper. It consists of three different learning sections and one test section, where trainees can check their knowledge.
... Ultimately, it was decided to split the IP in 2 parts: a shorter pre-IP, based on paper prototyping methods (Snyder, 2003) a. Which parts of the chapter did they find the most helpful in understanding the issues described and why? b. Which parts of the chapter did they find incomprehensive or complicated, why? c. ...
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... Within these methods, for example, paper prototyping is a variation of a usability test where representative users perform a realistic task by interacting with a paper version of the interface manipulated by a facilitator, in order to test the low-fidelity version of the prototype of the product early in the development process. 78,79 Field studies include methods that allow researchers to study the interactions between the users and the product in its context. The range of possible field study methods are vast. ...
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