Weekly explorations of various prototyping tools and methods. Each prototype resides in different stages of the design process to better communicate and test ideas.
In this fitness app, users can set a goal based on steps or calories. You can create the goal using your mobile phone and facilitate that goal using the smartwatch. When creating a goal on your mobile phone you can set how many steps you want to complete and by what time you would like to complete the goal. For every goal you complete, you will receive money as an incentive to keep up with your fitness/health goals. You can edit your goals using your mobile phone and smartwatch. On the smartwatch you can view your progress as you continue to complete your goals. The paper prototypes were created to test the functionality of the mobile app and smartwatch. The test is created to test how to create a fitness goal using the mobile app and how to monitor and edit goals using the smartwatch.
Question everything and test with many different kinds of users. That is the lesson I learned when designing shower interface prototypes. It is important to apply universal design principles and account the many people who would use the product. Before I designined the 3 shower interfaces, I conducted a competitive analysis to learn what kinds of products are in the market. Mapping out the different products in the market made it apparent that there was no shower interface that tackled the problem of water conservation. The supply of water is not limitless and by saving water in the shower here and there can make a difference. The shower interfaces account for water conversation techniques as well as the steam within the shower or the fact that your eyes might be closed due to shampoo/conditioner or water. The model prototypes were crafted with cardboard due to lack of resources. If I could do it again, I would try to use a different material such as clay.
The video prototype is used to demonstrate clearly and effectively (and creatively) the functionality of a product, in this case for mobile site University of Washington Canvas Maps. This video can be thought of as a concise product pitch that might be used in seeking an investor for your design, which does not yet exist in more than concept or rough mockup. This is a product demo and not a test.
The challenge is to create a video that comprehensively and concisely communicates the motivation, usage, and functionality of the Canvas Maps mobile site.
This video was ideated, created, and edited in 1 hour!
This type of prototype technique can be very effective in testing design assumptions for HCI applications when the actual technology is either not available or too expensive to develop during the design phase of a project. For this project, our team wanted to create a hands-free gestural video playback system that people can use while netflixing. We recruited a few participants had them create head-gestures with our "state of the art" callibration software. Then our participants tried out their head-gestures using netflix to pause, play, and fast forward their movie but little did they know that the "wizard" was controlling Netflix using their phone to control the movie.
Mobile and Web Prototypes are generally used to showcase middle-high fidelity representation of the product. Because of time constraints, we were given the task to create a low-fidelity product which turned out to be more like a wireframe than a prototype. Nevertheless, I learned about the different tools to use when creating wireframes/prototypes. I used InVision, Pop Prototyping, and Pixate to create click through flows.
Rhino is a very powerful tool that can be used to create amazing 3D objects. This is the elephant phone holder I made using Rhino software. I created a 2D outline and used the extrusion curve, boolean difference (for the eye hole), and scale 1D to make it a small size.