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在纸张上设计软件产品原型的方法--第二部分
2007-05-09 17:32

不容易,终于把第二部分校出来了。最后一节翻得比较吃力,肯定有不对的地方,有大家路过,恳请指点。

2007-4-27王峰翻译初稿   奇遇,目标导向的设计
2007-5-9 老李校对

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纸上原型--第二部分


Tips for Good Paper Prototypes 好的纸上原型技巧
Make larger than life 比实际的大
Make it monochrome 使用单色
Replace tricky visual feedback with audible descriptions-- Tooltips, drag & drop, animation, progress bar 用听得见的描述代替可视化的反馈—工具提示,托拽,动画,进度条
Keep pieces organized-- Use folders & open envelopes组织化原型片断—使用文件夹或信封

A paper prototype should be larger than life-size. Remember that fingers are bigger than a mouse pointer, and people usually write bigger than 12 point. So it’ll be easier to use your paper prototype if you scale it up a bit. It will also be easier to see from a distance, which is important because the prototype lies on the table, and because when you’re testing users, there may be several observers taking notes who need to see what’s going on. Big is good.

纸张原型要比实际尺寸大,记住手指要比鼠标指针大。人们通常写字要大于12点。所以,放大一点原型,会原型更容易使用,同时,从一定的距离更容易观看,这点很重要,因为原型通常平放在桌子上。因为你做用户测试的时候,或许有几个观察者需要观看测试过程,同时做笔记。所以,大一点好!

Don’t worry too much about color in your prototype. Use a single color. It’s simpler, and it won’t distract attention from the important issues. Needless to say, don’t use yellow.

不用过多担心你的原型的色彩。用单色,这样更简洁,它不会在重要的流程上分散注意力。不用说,不要使用黄色。

You don’t have to render every visual effect in paper. Some things are just easier to say aloud: “the basketball is spinning.” “A progress bar pops up: 20%, 50%, 75%, done.” If your design supports tooltips, you can tell your users just to point at something and ask “What’s this?”, and you’ll tell them what the tooltip would say. If you actually want to test the tooltip messages, however, you should prototype them on paper.

你不用在纸上渲染每个视觉效果。一些情况大声的说出来更简单:“篮球在旋转”“进度条达到了20% 50% 75% ”如果你的设计提供工具提示,当用户指向某处或者问“这是什么?”你只需要告诉用户工具提示要表达的意思。如果你真想测试工具提示信息,那么,你必须把它们的原型画在纸上。

Figure out a good scheme for organizing the little pieces of your prototype. One approach is a three-ring binder, with different screens on different pages. Most interfaces are not sequential, however, so a linear organization may be too simple. Two-pocket folders are good for storing big pieces, and letter envelopes (with the flap open) are quite handy for keeping menus.

设计一个好的计划来组织原型的组成部分,一个接近的方法是用三面夹,让不同的屏幕在不同的纸张上,多数界面是非连续的,然而,线性的组织未免太简单.两个袖珍文件夹很好用来存放大块原型,信封用来存放类似菜单的部分非常顺手。


Hand-Drawn or Not?手绘?

Here are some of the prototypes made by an earlier class. Should a paper prototype be hand-sketched or computer-drawn? Generally hand-sketching is better in early design, but sometimes realistic images can be constructive additions. Top left is a prototype for an interface that will be integrated into an existing program (IBM Eclipse), so the prototype is mostly constructed of modified Eclipse screenshots. The result is very clean and crisp, but also tiny – it’s hard to read from a distance. It may also be harder for a test user to focus on commenting about the new parts of the interface, since the new features look just like Eclipse. A hybrid hand-sketched/screenshot interface might work even better.

这里有一些前期制作的原型。纸上原型是应该手绘草图还是计算机制图呢?通常,在早期设计中,手绘草图更好,但是,有时候,真实图片必须实际考虑(添加)。左上边是一个产品界面原型,这个产品会和一个已存在的的程序整合(IBM Eclipse)。因此,原型几乎是在改进后的Eclipse屏幕截图之上构建。成果很清楚和干脆。但是也太小,离开一段距离阅读就比较困难。这对于测试用户把注意力集中在评论新增界面有一定的难度,尽管新外观看起来恰恰就象Eclipse。甚至,一个混合的手绘或屏幕截图的界面可能更好用。

The top right prototype shows such a hybrid – a interface designed to integrate into a web browser. Actual screenshots of web pages are used, mainly as props, to make the prototype more concrete and help the user visualize the interface better. Since web page layout isn’t the problem the interface is trying to solve, there’s no reason to hand-sketch a web page.

右上端的原型就展示了这样的一个混合形式—把一个界面设计整合进网页浏览器中。使用了真实的网页截图,就象使用道具一样,使原型更具像,使用户更好的形象化界面。因为网页布局不是界面要解决的问题,所以,没有必要再去手绘一个网页。

The bottom photo shows a pure hand-sketched interface that might have benefited from such props --a photo organizer could use real photographs to help the user think about what kinds of things they need to do with photographs. This prototype could also use a window frame – a big posterboard to serve as a static background.

下面那张图展示了一个纯手绘的界面,这个界面会得益于这些小道具---图片组织者必须使用真实的图片来帮用户考虑他使用图片做什么?这个原型也可以使用一个Windows窗口--一个大白板,这个大白板就是“静态背景”


Size Matters 关于尺寸

Both of these prototypes have good window frames, but the big one on the right is easier to read and manipulate.

这两个原型都有好的窗口框架,但是右边那个大的更容易阅读和熟练操作。


The Importance of Writing Big and Dark 大号书写和(大面积)涂色的重要性

This prototype is even easier to read. Markers are better than pencil. (Whiteout and correction tape can fix mistakes as well as erasers can!) Color is also neat, but don’t bother unless color is a design decision that needs to be tested, as it is in this prototype. If color doesn’t really matter, monochromatic prototypes work just as well.

这个原型刚好更易读。记号笔的比铅笔更好(乳白色的修正带修改错误能够做到像使用橡皮察的效果)。色彩也是纯色。但是,不要混合颜色,除非是特意设计而且需要用来做测试,就像在这个界面中样的。如果颜色不是实际需要,最好用单色原型。


Post-it Glue and Transparencies are Good    Post-it胶水和透明胶片是好东西

The prototype on the left has lots of little pieces that have trouble staying put. Post-it glue can help with that.

左边原型有许多小的纸片,把它们固定有点麻烦。Post-it胶水能够在这点上提供帮助。

On the right is a prototype that’s completely covered with a transparency. Users can write on it directly with dry-erase marker, which just wipes off – a much better approach than water-soluble transparency markers. With multiple layers of transparency, you can let the user write on the top layer, while you use a lower layer for computer messages, selection highlighting, and other effects.

右图的原型完全被透明胶片覆盖,用户在上面可直接用干性可擦除的麦克笔书写,这个方法比用水性可溶解麦克笔好。使用多层透明胶片,你可以让用户在顶层书写,同时,你用下层展示计算机信息,高亮显示选择和其他效果。


How to Test a Paper Prototype 怎样测试纸上原型?
Roles for design team设计团队的角色:
-computer“计算机”
Simulates prototype模拟原型
Doesn’t give any feedback that the computer wouldn’t不要提供任何计算机不能给出的反馈
-Facilitator主持人
Presents interface and tasks to the user展示界面和任务给用户
Encourages user to “think aloud ”by asking questions鼓励用户提问题,来透视用户的思考
-observer观察者
keeps mouth shut, sits on hands if necessary保持嘴巴紧闭,必要的时用手(提供帮助)
takes copious notes 大量做笔记

Once you’ve built your prototype, you can put it in front of users and watch how they use it. We’ll see much more about user testing in a later lecture, including ethical issues. But here’s a quick discussion of user testing in the paper prototyping domain.

一旦你完成了你的原型构建。你就能拿到用户面前,观看用户怎样使用它。在后面的讲座中我们会学到更多关于用户测试的内容,包括人种方面的问题。这是一个纸上原型领域,在用户测试方面的简短议题。

There are three roles for your design team to fill:
有三个角色由设计团队成员担当:

The computer is the person responsible for making the prototype come alive. This person moves around the pieces, writes down responses, and generally does everything that a real computer would do. In particular, the computer should not do anything that a real computer wouldn’t. Think mechanically, and respond mechanically.

“计算机”(实际)是一个人,负责使原型成为可交互的(生动的)。这个人移动纸片,写下电脑反馈,通常做每件事的结果就像真的计算机要做的那样。特别强调,“计算机”不能做真实电脑办不到的任何事。机械的思考,机械的反馈。

The facilitator is the human voice of the design team and the director of the testing session. The facilitator explains the purpose and process of the user study, obtains the user’s informed consent, and presents the user study tasks one by one. While the user is working on a task, the facilitator tries to elicit verbal feedback from the user, particularly encouraging the user to “think aloud” by asking probing (but not leading) questions. The facilitator is responsible for keeping everybody disciplined and the user test on the right track.

“主持人”是设计团队中的解说人,并且负责指导测试的任务。“主持人”解释用户意图和计划的过程,获得用户的认同,引导用户计划一个一个的任务。当用户正常工作的时候,试图从用户那里获得口头的反馈,特别指出,鼓励用户通过问问题来透视它的思考过程(think aloud)但不能主动引导问题。“主持人”负责使每个人遵守纪律,使用户测试活动在正常的轨道上。

Everybody else in the room (aside from the user) is an observer. The most important rule about being an observer is to keep your mouth shut and watch. Don’t offer help to the user, even if they’re missing something obvious. Bite your tongue; sit on your hands, and just watch. The observers are the primary note takers, since the computer and the facilitator are usually too busy with their duties.

在房子里剩下的人除用户外都是观察者,作为观察者,最重要的规矩就是闭嘴和细致观察。不能给用户提供帮助,甚至,他们在明显的出现错误操作时。忍住不说,用手工作,只是观察。通常,当“计算机”和“主持人”忙碌于他们的职责时,观察者是首要的记录人。


What You Can Learn from a Paper Prototype 从纸上原型你能学到什么?
Conceptual mode概念模型
-Do users understand it?用户理解它吗?
Functionality功能
-Does it do what’s needed? Missing features?它做到的是否符合需求?缺少什么功能?
Navigation & task flow导航和任务流
-Can users find their way around? 用户能找到他们的操作路径吗?
-Are information preconditions met?信息是否考虑预处理?
Terminology术语
-Do users understand labels?用户能否理解页签?
Screen contents屏幕内容
-What needs to go on the screen?屏幕需要展示哪些(元素)?

Paper prototypes can reveal many usability problems that are important to find in early stages of design. Fixing some of these problems require large changes in design. If users don’t understand the metaphor or conceptual model of the interface, for example, the entire interface may need to be scrapped.

在早期设计阶段,纸面原型可以揭露很多可用性问题,这些问题的发现非常重要。修改这些问题需要对设计做大的改动。如果用户不明白隐喻或界面的概念模型,那么,整个界面都可能需要被废弃。


What You Can’t Learn 什么是你学不到的?
Look: color, font, white space, etc 看到的:颜色,字体,空格等
Feel: Fitts’s Law issues 感觉到的:符合规范的问题
Response time 反馈时间
Are small changes noticed? 是否注意到小的改变
-Even the test change to a paper prototype clearly visible to user纸上原型在测试上的变化,对用户也是清晰可见。
Exploration vs. deliberation 冒险VS 慎重思考
-Users are more deliberate with a paper ;they don’t explore or thrash as much 用户在纸面上会更多的思考。他们不会冒险或推敲。

But paper prototypes don’t reveal every usability problem, because they are low-fidelity in several dimensions. Obviously, graphic design issues that depend on a high-fidelity look will not be discovered. Similarly, interaction issues that depend on a high-fidelity feel will also be missed. For example, Fitts’s Law problems like buttons that are too small, too close together, or too far away will not be detected in a paper prototype. The human computer of a paper prototype rarely reflects the speed of an implemented backend, so issues of response time – whether feedback appears quickly enough, or whether an entire task can be completed within a certain time constraint –can’t be tested either.

但是,纸上原型不能揭示每个可用性问题,因为,他们在很多维度上是低精度的,很显然,在视觉上,基于高精度的图形设计方面,(纸上原型)达不到(精度),类似的,在感觉上,基于高精度的交互效果,(纸上原型)也比较欠缺。例如,在符合规范的问题上,类似按钮太小,太挤或者太散(等问题),在纸上原型中不易被发现。纸上原型的“人类计算机”(角色扮演)很少考虑反映机器反馈的速度,于是,出现了响应时间的问题――响应时候是否足够快?或者,在规定的时间内,一个完整的任务是否能完成?这两个问题都是测试不出来的。

Paper prototypes don’t help answer questions about whether subtle feedback will even be noticed. Will users notice that message down in the status bar, or the cursor change, or the highlight change? In the paper prototype, even the tiniest change is grossly visible, because a person’s arm has to reach over the prototype and make the change. (If many changes happen at once, of course, then some of them may be overlooked even in a paper prototype, a clearly discernible. This is related to an interesting cognitive phenomenon called change blindness.)

纸上原型不能帮助解答类似一些细微的反馈是否被注意的问题。用户是否通过状态条、指针的变化或高亮显示的改变注意到信息的下载?在纸上原型中,即使是细微的变化也是被粗略的表示,因为(交互行为)是通过人的胳膊伸到纸面原型上面操作的。(如果很多交互是在瞬间完成的,当然,它们的一些就能够在纸上原型清楚的看到,这与一个有趣的认知现象相关叫做瞬间变化(视觉停留))

There’s an interesting qualitative distinction between the way users use paper prototypes and the way they use real interfaces. Experienced paper prototypers report that users are more deliberate with a paper prototype, apparently thinking more carefully about their actions. This may be partly due to the simulated computer’s slow response; it may also be partly a social response, conscientiously trying to save the person doing the simulating from a lot of tedious and unnecessary paper shuffling. More deliberate users make fewer mistakes, which is bad, because you want to see the mistakes. Users are also less likely to randomly explore a paper prototype.

在用户使用纸上原型和真实界面之间,存在有趣的本质差别。有经验的纸上原型研究者提供的报告说:用户使用纸上原型时更加慎重,明显的,更谨慎的思考他们的行为。原因或许部分出于电脑模拟人的缓慢反馈,(这种行为)也许有点像社会交往。在一些单调的和多余的排列纸片等模拟电脑操作中,自觉的试图保存人的行为方式。更谨慎的用户犯错少一些,这点不好,因为你希望看到(原型的)问题。用户也很少愿意随便在纸上原型冒险。


These drawbacks don’t invalidate paper prototyping as a technique, but you should be aware of them. Several studies have shown that low-fidelity prototypes identify substantially the same usability problems as high-fidelity prototypes (Virzi, Sokolov, & Karis, “Usability problem identification using both low-and hi-fidelity prototypes”, CHI ’96; Catani & Biers, “Usability evaluation and prototype fidelity”, Human Factors & Ergonomics 1998).

这些不足并不说明纸上原型没有用,但是,你需要知道这些。一些研究已经证实了,那些低精度的原型能够像高精度原型那样充分的识别可用性问题。(Virzi, Sokolov, & Karis, “使用低精度和高精度原型识别可用性问题”, CHI ’96; Catani & Biers, “可用性评估和原型的精度”, Human Factors & Ergonomics 1998).


Wizard of Oz Prototype 纸上原型指导
Software simulation with a human in the loop to help 用人性的关怀模拟软件(行为)
“wizard of Oz”=“man behind the curtain” “wizard of Oz”=“人隐藏在幕后”
-wizard is usuallly but not always hidden向导是通用的,但不总是隐藏着的
Often used to simulate future technology经常使用模仿未来的技术
-Speech recognition 语音识别
-Learning 学习
Issues 问题
-Two UIs to worry about: user’s and wizard’s两个UI设计师担心的:用户的和指导的
-wizard has to be mechanical 指导被机械化


Part of the power of paper prototypes is the depths you can achieve by having a human simulate the backend. A Wizard of Oz prototype also uses a human in the backend, but the front end is an actual computer system instead of a paper mockup. The term Wizard of Oz comes from the movie of the same name, in which the wizard was a man hiding behind a curtain, controlling a massive and impressive display.

部分纸上原型作用的发挥,你可以通过人类模拟反馈的一定深度来达到。纸上原型指导在后端也是使用人类(模拟)。但在前端,是真实的计算机系统代替纸上模型。指导团队来自与它同名的电影,在电影中,指导就是隐藏在幕布后的人,控制着给人留下深刻印象的表演。

(翻译到这里,我怎么觉得这个指导就像躲在幕后的皮影戏演员,纸上原型测试过程就像在唱一台皮影戏,莫非纸上原型方法是从我们老祖宗那得来的灵感,不得不惊叹,历史有时惊人的相似,不得不感叹中华文化的博大精深,再过几十年,这些祖宗留下的文化遗产和精神财富还会有吗?)

In a Wizard of Oz prototype, the “wizard” is usually but not always hidden from the user. Wizard of Oz prototypes are often used to simulate future technology that isn’t available yet, particularly artificial intelligence. A famous example was the listening typewriter (Gould, Conti, & Hovanyecz, “Composing letters with a simulated listening typewriter,” CACM v26 n4, April 1983). This study sought to compare the effectiveness and acceptability of isolated-word speech recognition, which was the state of the art in the early 80’s, with continuous speech recognition, which wasn’t possible yet. The interface was a speech-operated text editor. Users looked at a screen and dictated into a microphone, which was connected to a typist (the wizard) in another room. Using a keyboard, the wizard operated the editor showing on the user’s screen.

在原型指导中,指导是常态的,但并不总是隐藏在用户后面。原型指导经常用来模拟未来科技,尽管它们(未来技术)当前并不可用,独特的人工智能。一个著名的例子是语音识别打字机。(Gould, Conti, & Hovanyecz, “Composing letters with a simulated listening typewriter,” CACM v26 n4, April 1983).这项研究试图比较单词语音识别的作用和可行性,这是在80年代早期的技术发展水平上,做到连续的语音识别还是不可能的事情。那个界面就是一个拼写操作的文字编辑器。用户看着一个屏幕,然后对着麦克风发出指令,麦克风连着另一个房间的打字员。利用键盘,指导操作编辑的过程展示在用户的屏幕上。

The wizard’s skill was critical in this experiment. She could type 80 wpm, she practiced with the simulation for several weeks (with some iterative design on the simulator to improve her interface), and she was careful to type exactly what the user said, even exclamations and parenthetical comments or asides. The computer helped make her responses a more accurate simulation of computer speech recognition. It looked up every word she typed in a fixed dictionary, and any words that were not present were replaced with X’s, to simulate misrecognition. Furthermore, in order to simulate the computer’s ignorance of context, homophones were replaced with the most common spelling, so “done” replaced “dun”, and “in” replaced “inn”. The result was an extremely effective illusion. Most users were surprised when told (midway through the experiment) that a human was listening to them and doing the typing.

在这个试验中,指导的技能处于临界状态。她必须能每分钟打80字,她要花数周的时间模拟练习,(在模拟中迭代设计来改进她的界面)她很仔细的打出正是用户所说的,甚至是感叹,附加注释或者其它。“计算机模拟人”的帮助使她的反应更加精确的模拟计算机的语音识别。她从敲入的备好的字典中找到每一个单词。任何单词只要没有出现过的都将用X’s取代,来模拟识别。并且,为了模拟计算机不知道上下文的效果,同音字被共同的拼写代替,因此“done”代替“dun”,“in”代替“inn”。结果是一个非常深刻的梦幻般的效果。大部分用户感到很惊讶,当他们述说时(在试验过程中),实际是真人在听他们然后做的输入。


Thinking and acting mechanically is harder for a wizard than it is for a paper prototype simulator, because the tasks for which Wizard of Oz testing is used tend to be more “intelligent”. It helps if the wizard is personally familiar with the capabilities of similar interfaces, so that a realistic simulation can be provided. (See Maulsby, 1993) It also helps if the wizard’s interface can intentionally dumb down the responses, as was done in the Gould study.

相比指导和纸上原型的模拟者,思维和行动的机械化程度更高;因为,测试指导中使用的任务倾向更加“智能化”。如果亲自指导熟悉类似的界面性能很有帮助。因此,就能提供真实的模拟(See Maulsby, 1993)。(好难懂啊~~~)如果指导界面在提供反馈时故意沉默,也会有帮助,象在做古尔德研究。
A key challenge in designing a Wizard of Oz prototype is that you actually have two interfaces to worry about: the user’s interface, which is presumably the one you’re testing, and the wizard’s.
设计原型向导一个关键的挑战是你实际有两个界面要考虑:用户的界面,(大概是你正在测试的那个)和向导界面。


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2007-05-09 17:52 | 回复
沙发!!! 真不容易!李智教的比我翻译起来还要费心!我错了还有人垫后,哈哈!大致意思应该表达的还比较明白。
 
2
2007-05-10 09:08 | 回复
感觉是象中国皮影戏
 
3
2007-05-10 20:56 | 回复
看了,好文,学习! 有几个地方不好理解,看了英文,不知这样理解是否贴切。共同学习。 Encourages user to “think aloud ”by asking questions - 通过向用户提问题,让用户说出自己的思路 wizard is usuallly but not always hidden - wizard常常藏于幕后,但很难做到彻底隐藏 ...are often used to simulate future technology that isn’t available yet, particularly artificial intelligence. - ...经常用来模拟目前尚未实现的未来科技,特别是人工智能。 Thinking and acting mechanically is harder for a wizard than it is for a paper prototype simulator... It helps if the wizard is personally familiar with the capabilities of similar interfaces, so that a realistic simulation can be provided. - Wizard比纸模型模拟者更难做到机械的思考和行事... 如果wizard本人对类似的界面的性能特征比较熟悉,就会好一些,可以模拟得更贴近实际。
 
4
2007-05-11 10:01 | 回复
to asun99 感谢你的帮助,希望有机会合作,多向你学习。刚刚回访了你的blog,有不少原创的内容,就喜欢和你这样的交朋友,呵呵。 对“Encourages user to “think aloud ”by asking questions ”的理解,我们可能有一点差别。 我对“asking questions”的理解更倾向于“用户在操作中(不定向或对电脑)提问题”由此让观察者通过用户的aloud方式窥视他think过程,等于就是把交互过程中看不到的思维过程显露出来。这样,就有利于检验交互设计的合理性。当然“asking questions”肯定也包含测试者的提问,因为这里也提到了“but not leading”但是从整个测试工作的要求看,测试人员对用户的干预是非常有限的,更不用说主动提问或者引导了。 我在苹果的guideline中也看到了类似的可用性测试的方法,很有意思。 再次感谢你!
 
5
2007-05-11 11:27 | 回复
希望有机会合作,互相学习共同提高,呵呵:) 我还是感觉这里说的questions应该是facilitator问的: the facilitator... encouraging the user to “think aloud” by asking probing (but not leading) questions. - facilitator...要通过提出一些探测性的(但不是引导性的)问题,来激励用户说出自己的想法。 意思说facilitator这个角色可以诱导用户说出自己的想法,但不能引导用户的思路。 多交流。
 
6
2007-05-12 19:04 | 回复
辛苦啊,看起来也很辛苦,我觉得可以不用纯翻译,可以翻译成易读的文字。很高兴认识你。
 
7
2007-05-14 14:15 | 回复
To asun99 不管我们的观点誰更准确,我觉得这个互动非常好,可以让我们更深入的理解用户测试的方法和精髓,感谢你。希望多来往。
 
8
2007-05-14 14:19 | 回复
To 子条 你好,我也很高兴认识你。
 
9
2007-05-16 22:17 | 回复
很新鲜、很有创意,但是,这就是全部。 这种怪诞的玩艺是惯性疲软的玩具?有多少实际意义? 用如是法设计100个作业窗口?自杀?新鲜感没了吗?回到旧轨道?
 
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