Storyboards are excellent tools to create a high level specification of an interactive system. Because of the emphasis on graphical depiction they are both an accessible means for communicating the requirements and properties of an interactive system and allow the specification of complex context-aware systems while avoiding the need for technical details. We present a storyboard meta-model that captures the high level information from a storyboard and al- lows relating this information with other models that are common for engineering interactive systems. We show that a storyboard can be used as an entry point for using UsiXML models. Finally, this approach is accompanied by a tool set to make the connection between the storyboard model, UsiXML models and the program code required for maintaining these connections throughout the engineering process.
Posts tagged: Design Processes
Jelly: A multi-device design environment for managing consistency across devices
When creating applications that should be available on multiple computing platforms, designers have to cope with dif- ferent design tools and user interface toolkits. Incompatibilities between these design tools and toolkits make it hard to keep multi-device user interfaces consistent. This paper presents Jelly, a flexible design environment that can target a broad set of computing devices and toolkits. Jelly enables designers to copy parts of a user interface from one device to another and to maintain the different user interfaces in concert using linked editing. Our approach lowers the burden of designing multi-device user interfaces by eliminating the need to switch between different design tools and by providing tool support for keeping the user interfaces consistent across different platforms and toolkits.
Draw me a storyboard: Incorporating principles and techniques of comics to ease communication and artefact creation in user-centred design.
Storyboards are used in user-centred design (UCD) to clarify a scenario that describes the future use of a system. Although there are many styles of storyboarding, the graphical notation and language are very accessible for all team members of a multidisciplinary team. This papers describes how principles and techniques from comics can facilitate storyboarding in our COMuICSer approach and tool. COMuICSer formalises the way that storyboards are created, while preserving creative aspects of storyboarding. In combination with tool support for COMuICSer, this simplifies the relation of storyboards with other artefacts created in UCD such as structured models and UI designs and supports communication in multidisciplinary teams.
D-macs: Building multi-device user interfaces by demonstrating, sharing and replaying design actions
Multi-device user interface design mostly implies creating a suitable interface for each targeted device, using a diverse set of design tools and toolkits. This is a time consuming activity, concerning a lot of repetitive design actions without support for reusing this effort in later designs. In this pa- per, we propose D-Macs: a design tool that allows designers to record their design actions across devices, to share these actions with other designers and to replay their own design actions and those of others. D-Macs lowers the burden in multi-device user interface design and can reduce the neces- sity for manually repeating design actions.
Comparing user interaction with low and high fidelity prototypes of tabletop surfaces
This paper describes a comparative study between the usage of low-fidelity and a high-fidelity prototyping for the creation of multi-user multi-touch interfaces. The multi-touch interface presented in this paper allows users to collaboratively search for existing multimedia content, create new compositions with this content, and finally integrate it in a layout for presenting it. The study we conducted consists of a series of parallel user tests using both low-fidelity and high-fidelity prototypes to inform the design of the multi-touch interface. Based on a comparison of the two test sessions, we found that one should be cautious in generalising high-level user interactions from a low towards a high-fidelity prototype. However, the low-fidelity prototype approach presented proved to be very valuable to generate design ideas concerning both high and low-level user interactions on a multi-touch tabletop.
Supporting multidisciplinary teams and early design stages using storyboards
Current tools for multidisciplinary teams in user-centered software engineering (UCSE) provide little support for the different approaches of the various disciplines in the project team. Although multidisciplinary teams are getting more and more involved in UCSE projects, an efficient approach to communicate clearly and to pass results of a user needs analysis to other team members without loss of information is still missing. Based on previous experiences, we propose storyboards as a key component in such tools. Storyboards contain sketched information of users, activities, devices and the context of a future application. The comprehensible and intuitive notation and accompanying tool support presented in this paper will enhance communication and efficiency within the multidisciplinary team during UCSE projects.
Shortening user interface design iterations through realtime visualisation of design actions on the target device
Get your requirements straight: Storyboarding revisited
Current user-centred software engineering (UCSE) approaches provide many techniques to combine know-how available in multidisciplinary teams. Although the involvement of various disciplines is beneficial for the user experience of the future application, the transition from a user needs analysis to a structured interaction analysis and UI design is not always straightforward. We propose storyboards, enriched by metadata, to specify functional and non-functional requirements. Accompanying tool support should facilitate the creation and use of storyboards. We used a meta-storyboard for the verification of storyboarding approaches.