VideoPrototype2
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Video prototyping
For your game concept
Roots? Which industry?
• ……………………
Why does the car industry use
prototypes?
?
For whom?
Translate this to your business
game development
• What?
• Why?
• For whom?
Prototyping
Techniques for developing ideas
and
visions – combine them
Communication tool that supports
interaction and reflection
Participatory design
–Active user involvement
–Users to focus on the task to be
solved
Philosophy
To visualise visions and ideas in
order to get qualified feedback from
the user
Objectives:
– To create and expand a room of design
for games – (software) systems.
– To consider new possibilities and
directions
– To get a common language
Prototyping: definitions
Prototypes are experimental and
incomplete designs which are
relatively cheap and fast developed
Prototyping is the process of
developing prototypes
Different kinds of
prototypes
Low-Fidelity
Paperbased-working models
Video prototypes
Computer-based full
functional simulation
High-Fidelity
LO-FI example
Muck-up
LO-FI
• Building prototypes on paper.
• Construct models, not illustrations
Lo-fi prototyes: Storyboards
Storyboards
- key frames showing particular points in
the interaction
Disposable pump usage
Lo-fi prototyes: Storyboards
Storyboards/Tutorials/Manuals
Manuals - storyboards set within textual explanations-
people often read manuals of competing products to check:
interface/functionality/match to task
LO-FI steps
1. Carefully plan doing Lo-Fi
prototyping
1. Assemble a Kit
2. Set a deadline for the test session
3. …..
2. Prepare for test
1. Select your user
2. Prepare test scenarios for typical work
situations and have them reviewed
3. Practice the session
LO-FI steps
3. Conduct the test
1. Get ready
2. Run the test meaning play the roles
(rotate during the tests)
1. Greeter
2. Facilitator
3. Computer
4. Observers
3. Debrief for ten minutes
4. Evaluate results
Outputs
Muckups (LO-FI):
Use-and-throw-away prototypes.
The number depends on the
number of selected ideas
E.g. to be used as a basis for
requirements specification
Benefits
Why?
– concrete experience instead of talk
– Relatively fast and cheap to develop
– Simple and easy to understand
– Can be modified with simple tools:
pen, scissors, glue, …. Also by the
users
– It’s fun !
Video prototyping
Project: Interactive Post-it notes
Mackay is one of the experts in the area and has written
different articles about video prototyping
E.g. ’A technique for developing hypermedia systems’
Why a video prototype?
• Computer prototypes offer a relatively inexpensive way to
visualize at least parts of future systems, but may fail
to communicate the overall feel of a new user experience,
either because key hardware that will support the new
system simply does not exist, or because of the difficulty
of creating a fluid, interactive mock-up of a large system.
• Film or video enables one to build the ultimate demo
out of pure "unobtanium." Gone are hardware limitations
and computer artifacts. Everything works perfectly, no
matter how many times the spectator looks at the tape,
and messages, both subtle and explicit can move the user
toward any conclusions the film maker had in mind. These
are both the advantage and curse of video prototyping.
Examples
effective-video-examples-of-paper-
prototyping
Video Prototyping -
steps
1. Plan and set the scene
2. Observation and interview
3. Analyse data
4. Brainstorm ideas
5. Design +videotape a design
scenario
6. Critical walkthrough
1. Plan and set the
scene
• Deadlines etc.
• Assemble a kit:
– Video recorder, mobile phone camera, …
– Paper, cardboards, transparencies, post-it notes
– Colored pens, whiteboards…..
2. Observation and
interview
• Critical incident technique
• Recalling a specific time
• Life cycle of…..
• Post-it: electronic version?
• Mobile phone call (Sweden)
• Videotaping can be done
• Interview/observe 10-15 minutes
each person
3. Analyse data
• Elaborate on the results from the
observation
• Make use scenarios
4. Brainstorm ideas
• To get one good idea – get many !
• Everyone suggests ideas to design
– It is forbidden to criticize the ideas in
this phase
– Ideas need not to be defended in this
phase
• A reporter writes down all ideas (visible for
everyone)
• A facilitator makes sure that everybody is
active and rules are respected
• Everyone gets at least one idea that is
really crazy – without telling the others
which it is.
4. Brainstorm ideas -
continued
• Evaluation of ideas:
– Unclear ideas are explained
• Voting: which ideas should we
continue with ?
– Every person has got 3 votes
– The ideas with the highest number of
votes are discussed
• Videotaping -> easy to recall.
• About 1-2 hours
5. Design + videotape a
design scenario
• Usually begins on paper
• Follow the guidelines:
– Title card, roles, storyboard (sequence of
sketches like a comic)
• Make at least one test shot
• Do the actual take in real surroundings
• Think before you shoot – editing time
consuming
• Keep track of takings
• Ethical guidelines
• 1-2 hours
Acting and video recording
6. Critical walkthrough
• Review
• At max one hour
• One presenter
• More opponents
Video prototyping - roles
Roles:
– Director who decides upon the taking
– Operator of the video camera
(responsible for title card)
– Actors (user roles)
– Storyteller
• What the user does
• What the system does in response
• What the visual feedback from the system is
Evaluation criteria
The videos should be
understandable later for persons
who wants to watch them and
communicate about them.
LoFi or HiFi?
• What do you prefer?
• Why?
Comparing Lo-fi and Hi-fi
Type Advantages Disadvantages
Lo-fi Less time & lower cost Limited usefulness for usability
Evaluate multiple design concepts tests
Useful communication device Navigational and flow limitations
Facilitator-driven
Poor detailed spec
Hi-fi Partial/complete functionality Time-consuming to create
Interactive Inefficient for proof-of-concept
User-driven designs
Clearly defines navigational scheme Blind users to major
representational flaws
Use for exploration and test
Managements may think it is
Marketing & sales tool real
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