Prototyping InContext: Exploring New Paradigms in User Experience Tools

A. R. L. Carter, M. Sturdee, Alan J. Dix
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Abstract

The technologies we use in everyday contexts are designed and tested, using existing standards of usability. As technology advances standards are still based on planar displays and simple screen-based interactions. End-user digital devices need to consider context and physicality as additional influences on design. Additionally, accessibility and multi-modal interaction must be considered as we build technologies with interactions such as soundscapes to support user experience. When considering the tools we use to design existing interactions, we can evaluate new ways of working with software to support the development of the changing face of interactive devices. This paper presents two prototypes which explore the space of user experience design tools, first in the space of contextual cues when looking at multi device interaction, and second, in the space of physical prototyping. These prototypes are starting points for a wider discussion around the changing face of usability. We also discuss extending the scope of existing user experience design tools and rethinking what ”user experience” means when the devices we own are becoming ’aware’ of their surroundings, context, and have increasing agency.
情境中的原型:探索用户体验工具的新范例
我们在日常环境中使用的技术是根据现有的可用性标准设计和测试的。随着技术的进步,标准仍然基于平面显示和简单的基于屏幕的交互。终端用户数字设备需要考虑环境和物理特性对设计的额外影响。此外,当我们构建带有声音场景等交互的技术以支持用户体验时,必须考虑可访问性和多模态交互。在考虑我们用来设计现有交互的工具时,我们可以评估与软件一起工作的新方法,以支持交互设备不断变化的面貌的开发。本文展示了两个原型,它们探索了用户体验设计工具的空间,第一个是在多设备交互时的上下文线索空间,第二个是在物理原型空间。这些原型是围绕可用性不断变化的面貌展开更广泛讨论的起点。我们还讨论了扩展现有用户体验设计工具的范围,并重新思考当我们拥有的设备变得“意识到”周围环境、背景并具有越来越多的代理时,“用户体验”意味着什么。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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