Prototype Reflection and Evaluation
The âfinalâ prototype, made in Keynote to demonstrate UI:
Pre-final prototype, where users were asked to select surfaces to be used in a simulated mating pool to generate more iterations via a basic evolutionary algorithm:
Reflecting on last semesterâs development and prototyping process, I have come to following conclusions regarding the questions:
What was the strongest component of your prototype?
It was ambitious, maybe too much so. I had planned for it to be more or less functional, at least in terms of an interface prototype, with full drag and drop functions and animations. I used Adobe Flash, which was a debatable direction, but more on that choice in the next section. My hope was to simulate the user-facing parts of the ideas I was working with, and leave the backend intelligence for a later iteration. I also put together a pretty good random coffee cup generator using Rhino.
The earlier prototype was, I feel, more successful. It lacked a coherent purpose, as I was asking users to choose between utterly abstract surface variations, but the lineage and selection pool were more clear. It also workedâin its way.
What was the weakest component of your prototype?
That the final failed to actually function, and I was forced to cobble together a last minute sketch in Keynote. In retrospect, I should not have tried to build as working a version, and should have avoided Flash altogether (it really does suck). The prototype I presented was not a clear explanation of my thinking and it absolutely lacked any vestige of good design. I need to explore some of those screen-based interfaces as static or minimally moving components, and make a better effort at getting a design language in place. But that is an area I always struggle with.
What are the areas in your thesis concept to further explore for: a) interaction, b) design, c) technical?
Interaction - I want to play with contexts for interaction. I am starting to think about systems for mass-customization as existing along various spectra. Iâd like to explore various points along that spectrum. Right now, it looks a bit like a 2-axis graph, with active involvement in the creation process plotted against time to deliver. I plan to try at least one iteration in each of these quadrants, as well as exploring new structures for organizing my ideas. Specific explorations may exist in screen-based, physical, or hybrid interaction spaces. I will determine these details as further research dictates.
Design - Not sure yet, though it is not a portion I want to ignore for long. As I explore my ideas and flesh out a few directions, I imagine design directions will emerge as context does. But I am ultimately thinking in terms of broad frameworks, so specific aesthetic details may not be necessary to explore.
Technical - I very much want this to work. I am presently learning some of the core computer science topics centered around 3d object creation and manipulation. I plan to develop primarily with a web context in mind, so I am looking at Three.js in particular. I enjoy writing Python, and it has great list comprehension, so I will likely use that for any server-side scripting I do. If necessary, I will explore C++, probably via openFrameworks, or Objective-C and iOS development as well. But once the core mathematical understanding is establishedâspecifically around 4x4 matrix manipulation, much of the work is done.
What are existing attributes to further refine and iterate for your thesis concept?
I primarily want to explore the breadth of the interaction space available for mass-customization. I specific prototypes Iâd like to build within a few of these spaces. I plan to iterate in each space over the next 6-8 weeks.
What new areas have you not yet explored?
I have been looking mostly at systems that involve some conscious choice, coupled with an evolutionary algorithm to produce each successive iteration. I would like to play with using larger sets of user data, possibly recording information over time and using it to establish new designs. I would also like to explore game-like systems, encouraging the user to actively create a design over time with indirect controls. I am also curious to see what interactions in physical space look like compared to screen-based ones. And I need to further investigate my original idea of coupling user choice with algorithmic iteration.
In thinking about the userâs experience what phases have you overly focused on? What parts of the experience have gone unexplored?
Interestingly, on both counts, the choice mechanism.