The Art of UI Prototyping By Scott Berkun, November 2000 即使最聪明的人也会犯错误。这点对于很多开发团队特别真确。当项目往前推进的时候,小的假设和愿望良好但糟糕的决定不断积累,把辛勤的工作成果转化为糟糕的用户体验。聪明的团队通过使用一种叫做UI prototyping的技术在产品发布给用户之前消除他们的错误。结合易用性研究,prototypes(原型)让开发团队在正确的方向前进。 Even the brightest people make mistakes. This is especially true for teams of people. Somehow, as a project moves forward, small assumptions and well-intentioned but poor decisions accumulate, turning hours of work into a lousy user experience. The smart teams eliminate their mistakes before they ship by using a technique called UI prototyping. Combined with usability studies, prototypes keep teams headed in the right direction. Why Prototype?为什么要做原型? protoyping(制作原型)是一种让你在真正投入开发各种IDEAS之前可以探索这些主意的手段。有经验的工匠和工程师在他们真正创建之前会创建作品的原型:建筑师用纸或纸板或用虚拟现实工具创建模型。Aeronautic工程师使用风洞。桥梁建筑师创建压力模型。软件/WEB设计师创建用户如何与设计交互的MOCKUPS(模拟图) 进行原型化设计的最佳原因是为了节约时间和资源。原型的价值是它是一个门面,就象好莱污的布景设置一样,只有建筑的前面被创建。相对于真正的产品,创建原形是容易和不昂贵的。只要最小的投资,你就可以发现易用性和设计问题,并在你投入大量的(资金和人力)于最终的设计和技术之前可以调整你的UI. The best reason to prototype is to save time and resources. The value of the prototype is that it is a facade—like a Hollywood set, where only the front of the building is constructed. Relative to the real product, prototypes are easy and inexpensive to create. So, for a minimal investment, you can find usability and design problems and adjust your UI before you invest heavily in the final design and technologies. 在检查.......................... --Proof of concept. ---Design exploration设计探索 . 如果你设计交互产品,唯一去探索产品如何被使用的方式就是创建一个模拟,并与之交互操作。...................... If you design interactive things, the only way to explore how something will be used is to create a mock-up and interact with it. Sometimes the mock-up is tied to a usability study, where parts of the prototype can be evaluated in a structured way. Sometimes it‘‘‘‘‘‘‘‘s just a way to clearly express to a developer how something should work or look. In many cases, a designer might simply be experimenting, in an effort to get a sense for what approach might work. Anyone on the team can use prototypes to explore design issues, although designers are generally the most skilled. Design explorations should be directed at trying to solve specific problems that you‘‘‘‘‘‘‘‘ve recognized in your product. Technical exploration.技术探索 有时原型是因为综合这几种原因而创建。如果计划周全,开发团队能分配一个开发人员、一名设计师或项目经理去共同创建一个原型。在那种情况下,澄清目标和明确每个成员应负责什么非常重要。你应该让每个人都明确目标是什么,每个人所负责的是什么,潜在的结果会是什么 Who Is Involved?谁参与其中? 制作原型可以被任何人随便所进行,不管他们的背景或在项目中的角色。。通过使用PHOTOSHOP... 对于较大团队更正式的原型,...... When Do You Build a Prototype?我什么时候去build一个原型 Depending on the scope of the prototype and the level of detail required, prototypes can be built at any time during the project. Most often they are created early in the project, during the planning and specification phase, before developers write any production code. That‘‘‘‘‘‘‘‘s when the need for exploration is greatest, and when the time investment needed is most viable. If developers instead of program managers or designers are prototyping, scheduling time becomes even more important because you need to make sure the work invested in the prototype is accounted for in the development schedule. Planning for any UI release should include some level of prototyping. Late in a project, smaller prototypes can help resolve tough design and technical issues. A quick HTML mock-up of how a dialog box or Web page should behave can help answer a developer‘‘‘‘‘‘‘‘s question or give other teammates a feel for what the desired experience should be. In some cases, a strong program manager or designer can implement the behavior in Microsoft JScript® development software and approximate much of the programming logic that developers will need to think through. The time it takes to create a prototype can vary tremendously, depending on the scope and precision of what the end result needs to look like. An informal prototype could mean a few hours of work by one person; a more organized effort can involve weeks of effort by an entire team. How Far Should You Go?您应该走多远? 创建原型的代价。你想最小化创建原型的花费。创建原型的挑战是需要认识到--用最小的投入需要有效回答关于设计的问题。..................... 有限的项目生命期。原型应该有明确定义的生命期。..... 吓住团队的风险。展示原型给开发人员和同事是很棘手的。一个过分复杂或精细的原型,具有令人惊叹的视觉效果和动画,会令人们觉得有压力... Determining the Scope of Your Prototype决定你的原型的范围 用户的需要。如果你从理解你的用户的关键问题或需要着手,对于哪一个部分是大部分探索的基础你会有一个想法。 Customer needs. If you start with an understanding of the key problems or needs of your users (perhaps something your usability engineer has provided for you), then you have an idea about which parts warrant the most exploration. 易用性研究任务.如果你为易用性研究创建原型,和易用性工程师讨论什么任务应该是原型的一部分,讨论相关的设计。 Usability study tasks. If you are creating the prototype for a usability study, discuss with the usability engineer what specific tasks will be part of the study, and design around those elements. 团队的想法: 当那些IDEAS(想法)你的原型中被组合起来的时候,和你团队中的关键开发人员交谈。从他们那里获取关于“哪些是合理的,哪些是可能的,哪些是超出考虑范围应属于下一个版本”的基本感觉。....... Team input. Talk with key developers on your team as the ideas in your prototype are coming together. Get a basic sense from them on what‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘s reasonable, what‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘s possible, and what is beyond consideration for the next release. In some cases, you might deliberately go beyond what they say is possible for one aspect of the design if it‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘s a key point and you think the team needs to be challenged. However, you don‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘t want to do this with every aspect of your prototype. There is a fine line between pushing the limits and overwhelming your team. If you only want to inspire the team by showing them a vision for several versions out, then go for it. However, if you‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘re looking to define specific changes for the next release, then focus your efforts on those changes. Make sure you call out the specific changes in a modular way to show developers a path for building your designs. 宽度VS深度。对于较大的原型,需要额外考虑“宽度对深度”的问题。........... Making Prototypes Flexible让原形灵活 Should the toolbar be located on the left or on the top? Should we show 10 items on the home page or 20? A good prototype has some sort of built-in options panel that allows you to change the parameters of how the prototype looks or works. Keep these option panels hidden in your prototype—you don‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘t want a usability participant accidentally finding them during a test. The challenge is to keep the prototype simple, but still useful enough that you can show it to a teammate, walk through some of the different options you‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘re thinking about, and get feedback on them. How Do Beta Releases Differ from Prototypes?Beta版本发布如何与原型不同? Beta releases don‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘t qualify as prototypes, because they are complete engineering efforts. If you find a critical mistake in a feature of a beta release, you are unlikely to throw it away, even if that might be in the best interest of the product. The developers, testers, and designers have already invested their time, and the pressure to live with bad decisions is very high. Betas certainly do help in finding bugs and defects, but they are rarely useful in making controlled studies of the value of specific design directions. Tools and Technologies工具和技术 ---Paper纸张 -对于易用性研究或快速的评估,纸是最快的方式去原型化一个设计想法。使用photoshop\mspaint或其他工具,可以制作表达设计的设计图,然后把它们打印在纸上。 如果你制作了足够的设计图,你可以模拟“走查”,让测试用户做出选择和体验设计。但是,对于具有一定复杂性的的原形,制作纸原型是很笨拙费力的。高度交互性的东西如游戏或聊天室不能很好地在纸上模拟。For usability studies or quick reviews, paper is often the fastest way to prototype a design idea. Using Photoshop, mspaint, or any tool you are comfortable with, produce screens that express the design, and print them out on paper. If you make enough screens, you can simulate walkthroughs, allowing test users to make choices and experience the design. However, for prototypes of moderate complexity, generating paper prototypes can be cumbersome. Highly interactive things like games or chat rooms can not be simulated well on paper. Also, the more elaborate the tasks, the more pages you might need to have handy. VB是制作WINDOWS风格ui原型最快的技术。.....的确有经验的C/C++程序员能较快地用C/C++制作UI,会有在最终的产品开发代码中重用这些代码的诱惑。.....需要discipline去认识到快速、肮脏的UI原型和高质量的开发的目标是完全不一样的。。应确保你了解你正在写哪种代码,确保你的团队和经理明白什么会被丢弃. ---Microsoft Visual Basic—.This is the fastest technology for creating Windows-style UI prototypes. The Web browser object makes it easy to integrate HTML UI with your standard Windows-style components. While it‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘s true that an experienced C/C++ developer might be able to generate UI faster in C/C++, this creates the temptation to reuse code from the UI prototype in your production code. It takes discipline to recognize that the goals of a quick and dirty UI prototype are highly divergent from high-quality engineering. Make sure you know what kind of code you‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘re writing, and that your team or manager understands what will be discarded. ---Macromedia Director or Flash. 在设计师中最流行的UI prototyping工具之一。对于多媒体或非标准的GUI设计或要求大量动画的原形,它是最有用的工具。它的高度灵活性使它制作windows风格的UI跟VB相比比较笨拙,但是专业的Director用户能没有困难地制作出Windows 或Web UI...(译注:Flash的actionscript能让专业的flash设计师制作很强大的WINDOWS原型,特别是FLASH MX2004版本的组件让制作原型更加快捷和容易。回想2年前花了很多时间和精力制作的产品原型,如果现在通过强大的flash mx来制作原型,会快很多,效果会更逼真,我个人认为FLASH做原型是一个很好、也很快速的工具,但也有弱点)This is one of the most popular UI prototyping tools among designers. It is most useful for multimedia or non-standard GUI designs, or for prototypes that require significant animation. It‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘s high flexibility makes it cumbersome for Windows-style UI compared to Visual Basic. However, a proficient Director user can generate Windows or Web UI without difficultly. ---HTML. Dreamweave.Frongtpage和其他HTML编辑器能快速创建简单的原型 要表达一个想法,可以创建一系列用户交互的图片,然后把它们放入FRONTPAGE中。然后创建链接区域把这些页面连接起来,然后模拟如何交互操作该设计。而javascript和DHTML能使原型上升到另外一个层次,能产生复杂的逻辑和交互。如果使用HTML来制作WEB站点的原型,针对C/C++所描述的警告也适用于这里:不要掉入把快速原型的代码和最终的开发工程混在一起的陷阱。 Dreamweaver, FrontPage and other HTML editors allow for fast creation of simple prototypes. To express an idea, you can often create bitmaps that illustrate a sequence of user interaction, and place them into FrontPage. Then you can create link areas to connect the pages, and simulate how you can interact with the design. JScript and DHTML take things to another level, allowing for very sophisticated logic and interaction. If you are using HTML to prototype your Web site, the warning just described for C/C++ applies here as well—don‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘t fall into the trap of confusing quick prototype code with production-quality engineering. |
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