iterative design
Take everything you've learned from the storyboards and lo-fi prototypes that you've constructed, and the first user study that you conducted. Embody this knowledge in a functional, interactive prototype. Focus on the user experience. Design affordances, constraints, and feedback carefully. Communicate your design model clearly to the user. Conduct your own heuristic evaluations [2] and cognitive walkthroughs [1] as you develop your functional prototype. Use these methods of evaluation as a first cut of validating your prototype, to convince yourself that it works.
Prioritize functionality based on your research question(s) and contribution. If it makes sense, take shortcuts to avoid building a whole system. The question is: how will it work in your next user study?
In an iterative design process, revise and augment your Proposal and Lightweight Prototype, as needed, as you work on this deliverable. Integrate it and all materials from your previous deliverable to form this one as a whole. Use links as appropriate.
demo link
Provide a link to your functional prototype, so that the instructors can experience it as users. Alternatively, provide video showing it working effectively.
whole
Use whatever combination of writing, sketching, and design curation you see as appropriate to assemble elements into a whole.
rubric
| Introduction: What does your system do? What activities / tasks does the system support? Motivate your actual functionalities with your research questions. | 10 |
| Visual design: How does the use of graphic space and color support the conceptualized user experience? | 10 |
| Interaction design [affordances, mappings, feedback]: How does the design support the conceptualized user experience, communicate the design model, and enable gathering meaningful data, and enable investigation of the research questions? | 20 |
| Functionality: Does the program work? Is the user experience engaging and compelling? Does what you built enable investigation of your research questions? | 30 |
| Iterative Design: Evolution based on formative interpretations of data and other inputs. How has your design changed since your proposal? How has it changed simply because your ideas have evolved? How has it changed from user study feedback? Address affordances, feedback, visibility, and constraints. Address and incorporate the scenarios and storyboards from your prior deliverables. Relate from interface components, through mappings, to back-end functionalities. | 20 |
| Whole: As a whole--through writing, design, the collection and assemblage of elements, and sketching--express relationships, tell stories of designed user experiences, and relate to research questions. | 10 |
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| 100 |
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references
- Clayton Lewis and John Rieman, Task-Centered User Interface Design, Chapter 4: Evaluating the Design Without Users, 1994.
- Jakob Nielsen, 10 Usability Heuristics for User Interface Design, 2005.
- Terry Winograd. Architectures for Context, Human-Computer Interaction, 16(2-4), 2001.