Prototyping for Evaluation

Dr Charles Martin

Prototyping for Evaluation

Testing a prototype electronic carillon key (a carillon is a big bell tower with bells controlled from a big keyboard). This prototype was interactive, clear, evaluative and focused.

This tutorial will guide you in building prototypes that move beyond expressing a design concept and are prepared for evaluation. We will particularly focus on what makes a prototype testable and criteria that you might apply to prototypes you create for your final project.

Pre-Class Tasks

  1. Read Houde & Hill (1997) “What do prototypes prototype?”,

  2. Choose a user interface described in a UIST or CHI paper

  3. Post a forum post (100–200 words) answering:

N.B., for this task, make sure you choose a paper from CHI or UIST that actually describes a novel interface. If your answer to “what is the system” is “this paper did not introduce a system” then you did not choose an appropriate paper!

Plan for the Class

  1. Task 1: Understand the Concept of Testable Interactions (10m)
  2. Task 2: Build a Testable Prototype (50 min)
  3. Task 3: Prototype Showcase and Peer Feedback (30 min)

In-Class Tasks

Task 1: Understand the Concept of Testable Interactions (10 minutes)

In this task, you will think about what makes a prototype testable and apply these criteria to a prototyping plan.

A prototype is testable if it lets you observe and learn from real user interactions. Below, we have set out some criteria for a testable prototype that we developed within the tutors. While these criteria aren’t identical to others found in HCI literature (e.g., Houde & Hill, 1997; Lim et al., 2008; Odom et al., 2016), we feel that our criteria work for the context of this class and the needs of our assessment.

Read through the criteria, and keep them in mind for the activity below:

  1. Interactive: Can users actually perform the steps or tasks you’re trying to test? (even if simulated)
  2. Clear: Can users understand what the system is, what to do, and how it works?
  3. Evaluative: Can you observe users, gather feedback, or identify what works and what doesn’t?
  4. Focused: Are you including only what’s needed to test the intended interaction or task?

Now, complete this activity:

  1. In your group, look at the pre-class forum posts.
  2. Choose the most interesting system or interface posted by a group member.
  3. Discuss:

Task 2: Build a Testable Prototype (50 mins)

Now you’re going to try building a quick low-fidelity prototype that can help test a specific problem and interaction. Your prototype can be made with paper, click-through slides, or another super quick method of assembling a testable prototype. In groups, your tutor will give you a random user problem. Focus on one key interaction.

# Scenario Task (Key Interaction to Prototype)
1 Cat Cafeteria: Patrons interact with digital feeders to dispense snacks to cats. Prototype one interaction for choosing a cat and triggering a response from the feeder.
2 Alien Plant Gardener: Manage a garden of alien plants. Prototype one interaction for taking an action that affects the plant’s state.
3 Ghostly Museum Guide: Friendly ghosts guide visitors via AR projections. Prototype one interaction for a visitor to communicate or elicit a response from the ghost.
4 Intergalactic Grocery Store: Shopping in zero gravity with floating items. Prototype one interaction for selecting or moving a floating item.
5 Robo-Barista: Robot makes drinks based on user input. Prototype one interaction for specifying or changing a drink order.
6 Secret Spy Office: Hide/reveal documents using a smart desk. Prototype one interaction for revealing or moving a confidential file.
7 Pet Translator: Device translates pet sounds into messages. Prototype one interaction for capturing a pet signal and generating a readable output.
10 Mini-Magic Keyboard: Typing triggers tiny illusions. Prototype one interaction for creating an effect based on user input.

Here’s the activity:

  1. In your group, identify the key interaction you want to focus on testing.
  2. Sketch and build a testable prototype based on that key interaction.
  3. Build your prototype!
  4. Assess whether your prototype is interactive, clear, evaluative, and focused (you can use the mapping table below to help structure your responses). If it isn’t, change it until it is!

A few prototyping notes:

Mapping Table

Scenario Key Interaction Interactive (User Action) Clear (Feedback) Evaluative (Observable Success) Focused (Essential Elements)

Task 3: Prototype Showcase & Peer Feedback (30 mins)

Groups will present and demonstrate their testable prototypes to the class, allowing peers to interact and provide feedback. The focus is on observing real user interactions, not just explaining how the prototype works. Follow these steps:

  1. Group Demo (1–2 min per group)
  2. Peer Interaction (2–3 min per group)
  3. Group Reflection (1–2 min per group)

Resources

References

Houde, S., & Hill, C. (1997). What do prototypes prototype? In M. G. Helander, T. K. Landauer, & P. V. Prabhu (Eds.), Handbook of human-computer interaction (pp. 367–381). North-Holland. https://doi.org/10.1016/B978-044481862-1.50082-0
Lim, Y.-K., Stolterman, E., & Tenenberg, J. (2008). The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. ACM Trans. Comput.-Hum. Interact., 15(2). https://doi.org/10.1145/1375761.1375762
Odom, W., Wakkary, R., Lim, Y., Desjardins, A., Hengeveld, B., & Banks, R. (2016). From research prototype to research product. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2549–2561. https://doi.org/10.1145/2858036.2858447
Porcheron, M., Fischer, J. E., & Reeves, S. (2021). Pulling back the curtain on the wizards of oz. Proc. ACM Hum.-Comput. Interact., 4(CSCW3). https://doi.org/10.1145/3432942