Notes on design practice: stories and prototypes as catalysts for communication
Scenario-based design
Bringing design to software
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
Making Use: Scenario-Based Design of Human-Computer Interactions
Making Use: Scenario-Based Design of Human-Computer Interactions
Beyond Interaction Design: Beyond Human-Computer Interaction
Beyond Interaction Design: Beyond Human-Computer Interaction
About Face 2.0: The Essentials of Interaction Design
About Face 2.0: The Essentials of Interaction Design
Designing the User Interface: Strategies for Effective Human-Computer Interaction (4th Edition)
Designing the User Interface: Strategies for Effective Human-Computer Interaction (4th Edition)
Interaction design patterns for computers in sociable use
International Journal of Computer Applications in Technology
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Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Draw me a storyboard: incorporating principles & techniques of comics...
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Prototyping in game design: externalization and internalization of game ideas
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
GAMBIT: Addressing multi-platform collaborative sketching with html5
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
Addressing multi-platform collaborative sketching
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
Electronic sketching on a multi-platform context: A pilot study with developers
International Journal of Human-Computer Studies
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In stakeholder meetings during an interaction design project, prototypes are commonly used for creating shared representations of design ideas. It can, however, be difficult for designers and meeting facilitators to know which prototyping technique to use. In this case study we compare user interface sketches, scenarios, and computer prototypes, and analyse video material from six stakeholder meetings. The scenario did not facilitate a focus on aesthetic or ethical perspectives, nor did it facilitate operational or perceptual issues. The prototype did not facilitate discussions on the overarching concept of the design, to the same extent as the sketches did, but it did facilitate operational issues. The sketches gave the broadest discussion. The groups also approached the design differently; for example, the system developers constantly returned to a constructional perspective. This means that the choice of prototyping technique should be made based on the composition of the group and the desired focus of the meeting.