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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Iterative design and prototyping
    HCI & Computer GraphicsTopic 28 of 73

    Iterative design and prototyping

    2 minread
    391words
    Beginnerlevel

    1. What is Iterative Design?

    Definition: Iterative design is a repetitive process of designing, testing, analyzing, and refining a system until it meets usability, functionality, and user satisfaction goals.

    Key Idea: Instead of designing the system perfectly in one attempt, designers continuously improve the design based on feedback and evaluation.

    Purpose:

    • Reduce usability problems
    • Incorporate real user feedback
    • Adapt to changing requirements and constraints

    2. What is Prototyping?

    Definition: Prototyping is the creation of a preliminary model of a system that allows users and designers to visualize, explore, and test ideas before final development.

    Key Idea: A prototype is a working or visual representation of the system, which can be low-fidelity (sketches) or high-fidelity (interactive software).


    3. Relationship Between Iterative Design and Prototyping

    • Prototypes are tools for iterative design.
    • Iterative design is the process that guides the repeated creation, testing, and refinement of prototypes.
    • Together, they ensure the final system aligns with user needs, tasks, and usability goals.

    Iterative Prototyping Cycle:

    1. Plan: Identify design goals and target user tasks
    2. Design: Create a prototype (low or high fidelity)
    3. Test: Conduct usability testing with users
    4. Analyze: Collect feedback and identify problems
    5. Refine: Improve design based on feedback
    6. Repeat: Cycle continues until usability goals are met

    4. Types of Prototypes

    Type Fidelity Purpose Example
    Paper Prototype Low Test layout and navigation Hand-drawn sketches of screens
    Wireframe Low-Medium Test structure and flow Digital layout without styling
    Interactive Prototype Medium-High Test interaction and navigation Figma, Adobe XD, or InVision clickable screens
    Functional Prototype High Test real system functionality Beta version of software

    5. Benefits of Iterative Design and Prototyping

    • Early Detection of Problems: Identify usability issues before full-scale development
    • Cost-Effective: Reduces cost of fixing errors after deployment
    • User-Centered: Involves real users in evaluating and improving the design
    • Encourages Creativity: Allows experimentation without high risk
    • Continuous Improvement: Leads to a more usable, efficient, and satisfying system

    6. Best Practices

    • Start with low-fidelity prototypes to quickly test ideas
    • Include real users in testing as early as possible
    • Focus on key tasks and user goals first
    • Iterate frequently and incrementally
    • Document feedback, changes, and rationale for design decisions

    Key Takeaways

    • Iterative design emphasizes continuous improvement based on user feedback and testing.
    • Prototyping provides a tangible way to explore and validate design ideas.
    • Together, they create a user-centered, efficient, and effective interaction design process.
    Previous topic 27
    Usability engineering
    Next topic 29
    Design rationale

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      DifficultyBeginner