TY - JOUR
T1 - Rapid development of tangible interactive appliances
T2 - Achieving the fidelity/time balance
AU - Gill, Steve
AU - Loudon, Gareth
AU - Woolley, Alex
AU - Hare, Jo
AU - Walker, Darren
AU - Dix, Alan
AU - Ramduny-Ellis, Devina
PY - 2009/1/6
Y1 - 2009/1/6
N2 - For some years, the global research community has been developing techniques to rapidly design and develop information appliances. Despite significant advances, many industrial and user interface designers still rely on 2D, software only interactive prototypes, particularly early in the design process when many key decisions are made. A core assumption of many of those tackling this issue is that designers need to be able to make 'quick and dirty' 3D prototypes to evaluate their concepts properly. Some attempts have been made to examine how quick or how dirty the prototyping process can be for software only applications, but to date no one has carried out a similar exercise for 3D information appliance prototypes. This article presents the results of three experiments, presenting empirical data that determines whether tangible prototypes are better than software prototypes and how 'quick and dirty' designers should be prototyping.
AB - For some years, the global research community has been developing techniques to rapidly design and develop information appliances. Despite significant advances, many industrial and user interface designers still rely on 2D, software only interactive prototypes, particularly early in the design process when many key decisions are made. A core assumption of many of those tackling this issue is that designers need to be able to make 'quick and dirty' 3D prototypes to evaluate their concepts properly. Some attempts have been made to examine how quick or how dirty the prototyping process can be for software only applications, but to date no one has carried out a similar exercise for 3D information appliance prototypes. This article presents the results of three experiments, presenting empirical data that determines whether tangible prototypes are better than software prototypes and how 'quick and dirty' designers should be prototyping.
KW - Fidelity
KW - Interactive appliances
KW - Interface design
KW - Physicality
KW - Rapid development
KW - Tangible appliances
KW - Tangible prototype
KW - Time
UR - http://www.scopus.com/inward/record.url?scp=70350615701&partnerID=8YFLogxK
U2 - 10.1504/IJART.2008.022365
DO - 10.1504/IJART.2008.022365
M3 - Article
AN - SCOPUS:70350615701
SN - 1754-8853
VL - 1
SP - 309
EP - 331
JO - International Journal of Arts and Technology
JF - International Journal of Arts and Technology
IS - 3-4
ER -