紙模型

來自維基學院

目標[編輯 | 編輯原始碼]

透過快速創作雛形的過程,提供小小設計師一個簡單且可快速獲取回饋的設計思考工具。 To demonstrate the value of rapid prototyping and provide designers with a tool for prototyping that is easy to use and allows quick iteration.

所需時間[編輯 | 編輯原始碼]

10-30 分鐘

組團大小(翻譯中)[編輯 | 編輯原始碼]

2-5人的小團體

何謂紙模型?(翻譯中)[編輯 | 編輯原始碼]

Snyder 2003指出「紙模型是具變化能力的測驗方式。代表者可以在紙模型上呈現真實的任務,這種界面是人為操控的,而"使用電腦"的人是無法解釋紙模型如何運作的」 "Paper prototyping is a variation of usability testing where representative users perform realistic tasks by interacting with a paper version of the interface that is manipulated by a person 『playing computer,』 who doesn’t explain how the interface is intended to work."– Snyder, 2003

然而,這是什麼意思呢?意思就是,你可以用低解析度紙模型輸出你所設計的,然後能夠讓真實使用者與其互動並給予非數位化的回饋。你可以更改,還有在轉換成代碼與像素之前,快速在紙上反芻。 So what does that mean? You can develop a very low resolution model of an interface you're designing and be able to have a real user interact with it and give you feedback about it without having to implement anything digitally. You can change things on-the-fly and iterate rapidly on paper before committing anything to code and pixels.

為什麼我們要教紙模型?(翻譯中)[編輯 | 編輯原始碼]

如果你在紙上作業,你不但能夠保有實質的記錄,也可以比數位化界面更快速反覆檢討你的設計。你能夠讓你的使用者測試組織以及毋需增加解析度去進行討論。紙張並不限制你必須考慮到在測試龐大系統中與詳細內容是否有關聯(不論是不是在設計初級階段)。 If you prototype interfaces on paper, you can not only keep a physical record of what you've developed but you can also iterate on your design much more rapidly than if you commit to a digital interface. By approximating with paper, you enable your users to test the structure and flow without having to flesh out higher-resolution details. Paper frees you from having to consider irrelevant (in the beginning stages of design, anyway) details in the context of testing a larger system.

如何教導紙模型?(翻譯中)[編輯 | 編輯原始碼]

大家,走出你的既定想法吧!想想你要你的使用者透過互動階段創作跟主題有關的書面資訊,可允許使用者探險你的紙模型。這種轉換像什麼呢?好的舊書面資訊是有幫助的,還有白板也是可以被成功利用的。如需範例,參照下列來源。 Get out your sharpies, folks! Think about the stages of interaction you want your user to go through and create an ordered stack of papers that allow a user to explore your interface. What are the transitions like? Good old stacks of paper are useful, and whiteboards have also been used to some success, as well. See the resources below for examples.

示範課程 (20 分鐘)(翻譯中)[編輯 | 編輯原始碼]

材料:白板、便利貼、標籤 (可使用於紙上或只用在白板/黑板上) Materials: Whiteboard, Post-its, Markers (can also be done with sheets of paper or just a whiteboard/chalkboard

第一次反芻(5分鐘):學生們選擇一個主題,然後環繞著個主題製作紙模型。如果你是在課堂示範理想過程步驟,你可以用任何在你腦中出現的東西。如果你是教導獨立作業的一堂課,則使用簡單物件,例如「構思一個網路界面來研發太陽眼鏡」或者是「為你的夥伴創造一雙鞋」「為你的一位同學設計一個酷炫床」第一次反芻階段是花個五分鐘用便利貼貼白板的方式快速展開模型。 1st iteration (5 min): Students choose a topic around which to create a prototype. If you are working on a challenge as a class you can use whatever you came up with in the ideate step of the process, if teaching the lesson as a stand alone, use something simple like "Design a web interface to design sunglasses" or "create a pair of shoes for your partner""design a cool bedroom for one of your classmates." Spend 5 minutes developing a quick prototype using post-its on the whiteboard.

回饋(5 分鐘):要求學生們利用具視覺助理功能的紙模型對實驗組(通常是另一團體)發表他們的創意。 Feedback (5 min): Have students present their ideas to a test group (usually one another) for feedback, using the paper prototype as visual aide.

反芻(5分鐘):讓學生們回到他們原本的紙模型並依據所得的回饋做改進。 Iterate (5 min): Have students go back to their paper prototype and make changes based on the feedback they received from their test group.

結尾(5分鐘):詢問下面的問題做個快速結尾。在這次短暫活動中,關於你的想法你學習到什麼?什麼是你從整體過程中所學習到的?用這種方式描繪你想法有什麼好處?又有哪些限制呢? Wrap Up (5 min): Ask the following questions as a quick wrap-up. What did you learn about your idea from the rapid prototyping? What did you learn about the overall process? What are the benefits of this kind of prototyping? What are the limitations?

出處(翻譯中)[編輯 | 編輯原始碼]

2003 Carolyn Snyder 紙模型 [links to a host of related resources]

Download file "lo-res-interface-ptype.ppt" Online Eyeglass Customization Interface Testing: Bootcamp W07

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CREDIT[編輯 | 編輯原始碼]

Carolyn Snyder text: Carly Geehr

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