ABSTRACT
Iterative prototyping helps designers refine their ideas and discover previously unknown issues and opportunities. However, the time constraints of production schedules can discourage iteration in favor of realization. Is this tradeoff prudent? This paper investigates if - under tight time constraints - iterating multiple times provides more benefit than a single iteration. A between-subjects study manipulates participants' ability to iterate on a design task. Participants in the iteration condition outperformed those in the non-iteration condition. Participants with prior experience with the task performed better. Notably, participants in the iteration condition without prior task experience performed as well as non-iterating participants with prior task experience.
- Aronson, J. M. Improving academic achievement. Academic Press, 2002.Google Scholar
- Athavankar, U. A. Mental Imagery as a Design Tool. Cybernetics and Systems 28, 1 (1997), 25--42.Google ScholarCross Ref
- Austin, R. and Devin, L. Artful Making: What Managers Need to Know About How Artists Work. Financial Times Press, 2003. Google ScholarDigital Library
- Ball, L. J. and Christensen, B. T. Analogical reasoning and mental simulation in design: two strategies linked to uncertainty resolution. Design Studies 30, 2 (2009), 169--186.Google ScholarCross Ref
- Bilda, Z. and Gero, J. S. The impact of working memory limitations on the design process during conceptualization. Design Studies 28, 4 (2007), 343--367.Google ScholarCross Ref
- de Bono, E. Six Thinking Hats. Back Bay Books, 1999.Google Scholar
- Brown, T. Change By Design. HarperCollins, 2009.Google Scholar
- Buchenau, M. and Suri, J. F. Experience prototyping. Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques, ACM (2000), 424--433. Google ScholarDigital Library
- Buxton, B. Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann, 2007. Google ScholarDigital Library
- Christensen, B. T. and Schunn, C. D. The role and impact of mental simulation in design. Applied Cognitive Psychology 23, 3 (2009), 327--344.Google ScholarCross Ref
- Cross, N. Designerly Ways of Knowing. Springer, 2006.Google Scholar
- De Leon, D. Building Thought Into Things. European Conference on Cognitive Science, (1999), 37--47.Google Scholar
- Dodgson, P. and Wood, J. Self-esteem and the cognitive accessibility of strengths and weaknesses after failure. Journal of Personality and Social Psychology 75, 1 (1998), 178--197.Google ScholarCross Ref
- Dweck, C. Mindset: The New Psychology of Success. Ballantine Books, 2007.Google Scholar
- Dym, C. L. and Little, P. Engineering Design: A Project-Based Introduction. Wiley, 1999.Google Scholar
- Erdogmus, H. The Economic Impact of Learning and Flexibility on Process Decisions. IEEE Softw. 22, 6 (2005), 76--83. Google ScholarDigital Library
- Ericsson, K. A., Charness, N., Feltovich, P. J., and Hoffman, R. R. The Cambridge Handbook of Expertise and Expert Performance. Cambridge University Press, 2006.Google ScholarCross Ref
- Finke, R. A. and Slayton, K. Explorations of creative visual synthesis in mental imagery. Memory&Cognition 16, 3 (1988), 252--7.Google Scholar
- Finke, R. A. Creative Imagery. Lawrence Erlbaum Associates, 1990.Google Scholar
- Gentner, D. and Stevens, A. L. Mental Models. 1983.Google Scholar
- Gero, J. S. and Schnier, T. Evolving Representations Of Design Cases And Their Use In Creative Design. in J. S. Gero, M. L. Maher and F. Sudweeks (eds), Pre-prints Computational Models of Creative Design (1995), 343--368.Google Scholar
- Goffman, E. Frame Analysis: An Essay on the Organization of Experience. Northeastern, 1986.Google Scholar
- Hartmann, B., Doorley, S., and Klemmer, S. Hacking, Mashing, Gluing: A Study of Opportunistic Design and Development. Pervasive Computing 7, 3 (2006), 46--54. Google ScholarDigital Library
- Hinds, P. The Curse of Expertise: The Effects of Expertise and Debiasing Methods on Predictions of Novice Performance. Journal of Experimental Applied Psychology 5, (1999), 205--221.Google ScholarCross Ref
- Hollan, J., Hutchins, E., and Kirsh, D. Distributed Cognition: Toward a New Foundation for Human-Computer Interaction Research. ACM Transactions on Computer-Human Interaction 7, 2 (2000), 174--196. Google ScholarDigital Library
- Houde, S. and Hill, C. What Do Prototypes Prototype? Handbook of Human-Computer Interaction, (1997).Google ScholarCross Ref
- Hutchins, E. Cognition in the Wild. The MIT Press, 1996.Google Scholar
- Jansson, D. and Smith, S. Design Fixation. Design Studies 12, 1 (1991), 3--11.Google ScholarCross Ref
- John Paul Jones. Design Methods. Wiley, 1992.Google Scholar
- Karat, C. Cost-Benefit Analysis of Usability Engineering Techniques. Human Factors Society, (1990), 839--843.Google ScholarCross Ref
- Kelley, T. The Art of Innovation. Profile Business, 2002.Google Scholar
- Kershaw, T. C. and Ohlsson, S. Multiple causes of difficulty in insight: the case of the nine-dot problem. Journal of Experimental Psychology. Learning, Memory, and Cognition 30, 1 (2004), 3--13.Google Scholar
- Kirsh, D. and Maglio, P. On Distinguishing Epistemic from Pragmatic Action. Cognitive Science 18, (1994), 513--549.Google ScholarCross Ref
- Kolko, J. Thoughts on Interaction Design. Brown Bear LLC, 2007.Google ScholarDigital Library
- Kolodner, J. L. and Wills, L. M. Powers of observation in creative design. Design Studies 17, 4 (1996), 385--416.Google ScholarCross Ref
- Larkin, J. and Simon, H. Why a Diagram is (Sometimes) Worth Ten Thousand Words. Cognitive Science 11, 1 (1987), 65--100.Google ScholarCross Ref
- Laurel, B. Design Research: Methods and Perspectives. The MIT Press, 2003. Google ScholarDigital Library
- Lave, J. Cognition in practice. Cambridge University Press, 1988.Google ScholarCross Ref
- Lim, Y., Stolterman, E., and Tenenberg, J. The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. ACM Transactions on Computer-Human Interaction 15, 2 (2008), 1--27. Google ScholarDigital Library
- Lim, Y., Pangam, A., Periyasami, S., and Aneja, S. Comparative analysis of high- and low-fidelity prototypes for more valid usability evaluations of mobile devices. Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles, ACM (2006), 291--300. Google ScholarDigital Library
- Maglio, P., Matlock, T., Raphaely, D., Chernicky, B., and Kirsh, D. Interactive Skill in Scrabble. Lawrence Erlbaum (1999).Google Scholar
- Maglio, P. P. and Kirsh, D. Epistemic Action Increases With Skill. In Proceedings of the Eighteenth Annual Conference of the Cognitive Science Society 16, (1996), 391--396.Google Scholar
- Martin, R. L. Creativity That Goes Deep. Business Week, 2005. http://www.businessweek.com/innovate/content/aug2005/di20050803_823317.htm.Google Scholar
- Merholz, P., Wilkens, T., Schauer, B., and Verba, D. Subject To Change: Creating Great Products&Services for an Uncertain World: Adaptive Path on Design. O'Reilly Media, Inc., 2008. Google ScholarDigital Library
- Michalko, M. Thinkertoys: A Handbook of Creative-Thinking Techniques. Ten Speed Press, 2006.Google Scholar
- Miller, G. A. The magical number seven, plus or minus two: some limits on our capacity for processing information. Psychological Review 63, 2 (1956), 81--97.Google ScholarCross Ref
- Osborn, A. F. Applied Imagination: Principles and Procedures of Creative Problem Solving. Charles Scribner's Sons, 1963.Google Scholar
- Schon, D. A. The Reflective Practitioner: How Professionals Think in Action. Ashgate Publishing, 1995.Google Scholar
- Schrage, M. Cultures of prototyping. In Bringing design to software book contents. 1996, 191--213. Google ScholarDigital Library
- Schrage, M. Serious Play: How the World's Best Companies Simulate to Innovate. Harvard Business School Press, 1999.Google Scholar
- Sutton, R. and Hargadon, A. Brainstorming groups in context: effectiveness in a product design firm. Administrative Science Quarterly, (1996).Google ScholarCross Ref
- Suwa, M., Gero, J., and Purcell, T. Unexpected discoveries and S-invention of design requirements: Important vehicles for a design process. Design Studies 21, (2000), 539--567.Google ScholarCross Ref
- Suwa, M. and Tversky, B. External Representations Contribute to the Dynamic Construction of Ideas. Proceedings of the Second International Conference on Diagrammatic Representation and Inference, Springer-Verlag (2002), 341--343. Google ScholarDigital Library
- Thompson, L., Gentner, D., and Loewenstein, J. Avoiding Missed Opportunities in Managerial Life: Analogical Training More Powerful Than Individual Case Training. Organizational Behavior and Human Decision Processes 82, 1 (2000), 60--75.Google ScholarCross Ref
- Torrance, E. P. Torrance tests of creative thinking. Personnel Press, Ginn and Co., Xerox Education Co, 1974.Google Scholar
- Warr, A. and O'Neill, E. Understanding design as a social creative process. Proceedings of the 5th conference on Creativity&Cognition, ACM (2005), 118--127. Google ScholarDigital Library
- Ylirisku, S., Halttunen, V., Nuojua, J., and Juustila, A. Framing design in the third paradigm. Proceedings of the 27th international conference on Human factors in computing systems, ACM (2009), 1131--1140. Google ScholarDigital Library
- Zhang, J. and Norman, D. Representations in distributed cognitive tasks. Cognitive Science 18, 1 (1994), 87--122.Google ScholarCross Ref
Index Terms
- The efficacy of prototyping under time constraints
Recommendations
Superlinearly convergent approximate Newton methods for LC1 optimization problems
In the literature, the proof of superlinear convergence of approximate Newton or SQP methods for solving nonlinear programming problems requires twice smoothness of the objective and constraint functions. Sometimes, the second-order derivatives of those ...
Prototyping and Prototype use in Participatory Design with older adults: A systematic literature review
PDC '22: Proceedings of the Participatory Design Conference 2022 - Volume 1This systematic literature review examines the role of prototyping and prototype use in Participatory Design (PD) with older adults. Through text analysis of 68 studies, ten descriptive categories of forms of prototyping and prototype use were ...
Prototyping TV and Tablet Facebook Interfaces for Older Adults
Human-Computer Interaction – INTERACT 2015AbstractWith the daily problem of social isolation comes an aggravation of older adults’ general health. Social Network Services like Facebook have the potential to ameliorate the social connectivity of this segment of the population. However, they are ...
Comments