An exploration of different prototyping tools and methods for a variety of user experience scenarios. These projects show methods at different stages of the design process to better communicate ideas and test assumptions.
Our first assignment was to paper prototype a smartwatch application with an accompanying mobile component. I designed an exercise app that allows you to create custom workout routines on your phone. The companion watch app gives you all the information you need to complete your workout with ismple taps and swipes so you can leave your phone in your gym bag.
I had fun with this one, creating not only interface elements, but also a frame for the phone itself with a sliding panel of screens. I even created a watchface with cardstock that allowed both vertical and horizontal scrolling of screens.
We were asked to prototype and evaluating the physical design of a handheld immersion blender with a variable speed control and digital display that senses when the contents have achieved a specific consistency. We were also given spicific physicla constraints for the device.
I chose to use low density rigid foam for sculpting because it allows for more fine-tuned shaping. This allowed me to test not only button/interface layout but also grip and comfort with users.
This week, we were asked to create a product demo video outlining a particular scenario through video storytelling. I chose to create a video for popular ike sharing platform - Pronto. Video was shot with a Sony HDR SR11 and a Go-Pro and edited with Premiere Pro.
The goal of this week's prototype assignment was to design a behavioral prototype (or Wizard of Oz) for a 3D gestural interface for an Apple TV that allows basic video function controls. This construction and testing of this prototype was carried out by a group consisting of myself, Rick Huang, and Meishen Yin.
A Wizard of Oz prototype makes it possible to test functionality and ease of use of future technology that may be prohibitively expensive to develop. None of our users suspected the system was actually fake and walked away very impressed.
This week in our prototyping studio we were tasked with redesigning the UW's dub (design use build) website. The design use build group is an interdisciplinary group that brings together students and faculty from the department of Computer Science & Engineering, the Information School, Human Centered Design & Engineering and the Division of Design in the School of Art who share a passion for Human Computer Interaction. The dub website serves as the primary means of collecting and organizing related events, publications and news.
Because of the interdisciplinary nature of dub, the websites audience is quite diverse, as are their needs. While students primarily visit the site to know of upcoming events and seminars, alumni look for dub related news and publications, faculty use the site primarily as their personal biography, and potential students mainly use the site as a means to find and contact dub members that share common interests. With that in mind, I mapped out some features and improvements that would go a long way in improving the overall experience of using the website
This week, we were asked to create a prototype for an existing mobile application design specification. The app, Wag-n-Purr is a concept for an mobile app designed to help engage busy people with their pets by Jeremy Friedland, Matt Soave, Heidi Schindler and Sagrie Govender. You can read the spec here.
In the past, I've used Balsamiq, inVision, Marvel, and Keynote (yes, keynote!) to quickly create clickable mobile and web prototypes. This time however, inspired by Google's material design, I wanted to try a tool that would let me create custom transition and motion effects. After a bit of research, I stumbled on Pixate, a fairly new tool that seemed to be the perfect tool for what I wanted to achieve.
This week, we were to use an Arduino and/or Processing to design and build a functional physical prototype. I created a simple 2 player game using an Arduino to power two controllers and Processing to drive the visuals of the game.
Each controller uses a button to accelerate, an LED, and a potentiometer that functions like a joystick. Each player is able to use their controller to control an object on the screen. Player 1 tries to 'catch' player 2, who tries to evade capture for as long as possible.
Having never worked with an Arduino before and with only very minimal exposure to Processing this was a really fun and rewarding challenge!
For this week, we were tasked with modelling a physical object with 3D rendering software. I designed a simple chess piece for practice before creating a kitchen-roll holder for my apartment (which didn't come with one for some reason).