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Tutorial 33
CHI ’90
April 2, 1990
Seattle, Washington
■ 1:30–3:00
Introduction
Overview
Techniques I
Scripts Drawings Screen
Shots
Storyboards
Flipbooks
Exercise 1 & 2
■ 3:00–3:30
Break
■ 3:30–5:00
Exercise 3
Techniques II
Animatics
Puppets
Computer animation
Special effects
Interactive software
Comparison of techniques
Testing tips
Summary and discussion
■ Content
■ Objectives
■ Contents
Agenda .......................................................................2
Abstract .....................................................................3
Instructors ..................................................................4
Contents .....................................................................5
Lecture material
Overview ...................................................................6
Prototyping techniques ..............................................9
1 Scripts .......................................................10
2 Drawings ..................................................12
3 Screen shots ..............................................14
4 Storyboards ...............................................16
5 Flipbooks ..................................................18
6 Animatics ..................................................20
7 Puppets .....................................................22
8 Computer animations ...............................24
9 Special effects ...........................................26
10 Interactive software ..................................28
Documenting prototypes .........................................30
Comparison of techniques .......................................32
Testing tips ...............................................................34
Summary .................................................................35
Exercises ..................................................................36
Glossary ...................................................................38
References ...............................................................41
Reprints ...................................................................42
Notes .........................................................................43
User
Needs
Design
Pprototypes
rototype
Test
Build
User
Interface
Scripts 1
Drawings 2
Screen Shots 3
Storyboards 4
Flipbooks 5
Animatics 6
Puppets 7
Computer Animations 8
Special Effects 9
Interactive Software 10
■ What
■ Why
■ When
■ What
■ Why
■ When
■ What
■ Why
■ When
■ What
■ Why
■ When
■ What
■ Why
■ When
■ What
■ Why
■ When
Zoom In
PAN LEFT
■ What
■ Why
■ When
■ What
■ Why
■ When
■ What
■ Why
■ When
■ What
■ Why
■ When
Graphic
interface
High-level
code
10
■ What
■ Why
■ When
For slides…
1. 35mm camera.
2. 50mm macro lens for copy stand work,
100mm macro to shoot from screen.
3. Lights on copy stand.
4. Hood made of mat board or foamcore to control
reflections on display screen.
5. Slide film ASA 64-100 for daylight or screen. Tungsten
balanced ASA 160 for copy stand shots.
For video…
1. Pick a format—8mm, VHS, Super VHS, 3/4" U-matic,
BetaCam. Pick a camera—tube or chip, 1 element or 3.
Consider…
• Resolution—how much detail do you need to show?
How much post production do you intend to do?
• Compatibility—what other formats do you have
already? What will you need to interchange with?
• Accessibility—will they have this format where your
tape is going? Can you find support equipment?
• Price—what’s your budget? What’s the cost of support
equipment & services?
2. Shoot—
• Use portable lights and tripod for wall-mounted pieces.
• Use copy stand for small flat artwork.
• 3D work can be filmed with either a wall-mount or
copystand setup.
3. Edit— •
Use time code or control-track editors if you have access
to them.
• For minimal system, punch-and-crunch between two
decks. Use record deck or camcorder with ‘backspace
edit’ or ‘flying erase head’ feature.
■ What
ENGAGEMENt
Static Narrative Interactive
Realism
Sketchy Drawings Storyboard Flipbook
■ Why
■ ■ ■
Scripts
■ ■ ■
Drawings
■ ■ ■
Screen shots
■ ■ ■
Storyboards
■ ■ ■
Flipbooks
■ ■ ■
Animatics
■ ■ ■
Puppets
■ ■ ■
Computer animations
■ ■ ■
Special effects
■ ■ ■
Interactive software
Scripts
Drawings
Screen shots
Storyboards
Flipbooks
Animatics
Puppets
Computer animations
Special effects
Interactive software
some a lot
■ Static
■ Narrative
■ Interactive
■ Summary
■ The problem—
■ Exercise 1—
cancel
■ Exercise 3—
erase
Develop a storyboard that describes the interaction
go back between the user and the pump terminal during a typical
Go on
transaction at this new service station. Work with your
group to describe in sketch form the key features of the
start over interaction.
execute Put them into a sequence that enables someone to follow
help a complete transaction and understand what happens.
Refer to the ‘How’ section of Storyboards in these notes.
Call attendant
■ Exercise 4—(optional)
animatic: Often called kinestasis, an cut: The abrupt end of a scene or action. The
animation method that pans or zooms the following scene is abutted to the end of
camera during photography of still the previous scene.
photographs or artwork to add motion to direct animation (under the camera): The
static images. process of frame-by-frame animation
animation: The technique of creating the which is achieved during the filming
illusion of motion of a stationary object or process. It is often known as animating
drawings by means of single frame “under the camera,” because the creation
exposures. and manipulation from frame by frame
animation stand: An assembly that holds the occurs as the camera is shooting frame by
camera securely while the artwork is being frame. Examples are object animation
shot frame by frame. and puppet animation.
drawings: Drawings are free hand sketches
cel animation: The use of layered objects or
drawings to create animation. When only or simple visual representations of user
part of a scene is to be animated and the interface concepts. They help to develop
rest of it remains still, it is unnecessary to a shared representation of what the
redraw objects that remain constant from interface will look like and are used
one frame to the next. (In film animation, throughout the design cycle.
objects were drawn on transparent acetate drawn animation: Animation created from
‘cels’ so that they could be reused from one successive drawings that change
scene to the next.) minutely from one to the next.
collage/cut out animation: The use of cutout, editing: The sorting, assembly, synchroniz-
collaged shapes to create animation. The ing, and general preparation of various
animation may consist of a wide variety of film elements into a smooth flow of
graphic elements, including photographs, picture and sound information. The
drawings, screen printouts or abstract activity of assembling all of the elements
materials. of the film into one animation.
computer animation: A computer graphic tool fade: An optical transition effect of a gradual
that generates and animates graphics. A lightening of the scene from full black
general term for sequential images (fade-in) or a gradual darkening to full
produced by a computer and usually black (fade-out).
displayed on a video screen to simulate flipbook: A stack of separate images flipped
2-D or 3-D animation effects. by hand to create the illusion of move-
cross dissolve: A film effect in which one ment and transformation. A form of
image fades out as a new image fades in camera-less animation.
simultaneously. The overlapping of a frame: The single picture that describes an
fade-in and fade-out for a scene transition. instance of an animation.
screen shot: A static reproduction of any image connect one scene or action to another scene
created or manifest on a display screen. or action.
script: A short manuscript that fills in some of user interface: Those parts of a device or
the details left out in the scenario. Often system, particularly a computer system,
sets the context of the story as well. The which the human user might encounter
written instructions that contain all dia- or interact with.
logue, action, and camera directions used to video prototype: The use of video to create
guide the film production. Scripts are used the illusion of a working user interface.
in interface design to help define the They are often used to prototype
interaction between the user and the interfaces to future technologies.
machine.
visualization: Any tangible, visible
special effects: The combination of many manifestation of a concept, especially a
video and computer effects into one design concept.
prototype. They are used to simulate
zoom: A shift in focal length of the camera
interfaces to future technologies.
lens, between close-up and wide-angle
stop motion: A photographic process in which views, giving the impression of moving
the subject matter is exposed on successive toward or away from the subject.
frames of film on a frame-by-frame basis
rather than continuously, as in standard
motion-picture photography. Between
exposures, the subject matter is moved
incrementally to create the illusion of
movement.
storyboard: Preliminary sketches of action in
sequential order. The storyboard serves as
the initial description of the user interface
and is necessary in discussion and planning
of the production.
A camera movement caused by tipping the
tilt:
camera body up or down.
transitional effect: An effect, such as a
cross-dissolve or wipe, designed to create a
smooth flow of visual continuity between
scenes. Transitional effects help
■ References
Blair, Preston. Animation (Book #190) Rubin, Susan. Animation, The Art of the
How to Animate Film Cartoons. Walter Industry. Prentice-Hall, Inc,
Foster Art Books, Tustin, CA. Englewood Cliffs, NJ., 1984.
Blair, Preston. Animation (Book #26) Sibbet, David, I See What You Mean—A
Learn How to Draw Animated Workbook/Guidebook to Group
Cartoons. Walter Foster Art Books, Graphics. Sibbet & Associates, San
Tustin, CA. Francisco, CA. 1981.
Fox, David and Waite, Mitchell. Tufte, Edward. The Visual Display of
Computer Animation Primer. Quantitative Information. Graphics
McGraw-Hill, New York, 1984. Press, Cheshire, CN, 1983.
Hanks, Kurt and Belliston, L, DRAW! A
Visual Approach to Thinking, Learning,
and Communicating. William
Kaufmann, Inc., Los Altos, CA. 1977.
Hanks, Kurt and Belliston, L, Rapid Viz—
A New Method for the Rapid
Vizualization of Ideas. William
Kaufmann, Inc., Los Altos, CA. 1980.
Imes Jr, Jack. Special Visual Effects, A
Guide to Special Effects
Cinematography. Van Nostrand
Reinhold Company, New York, 1984.
Kerlow, Isaac and Rosebush, Judson.
Computer Graphics for Designers and
Artists. Van Nostrand Reinhold, New
York, 1986.
Laybourne, Kit. The Animation Book: a
Complete Guide to Animated
Filmmaking-from Filpbook to Sound
Cartoons. Crown Publishers, New
York, 1979.
Lockwood, Arthur. Diagrams: a Visual
Survey of Graphics, Maps, Charts, and
Diagrams for the Graphic Designer.
Watson-Guptil, New York, 1969.
■ Reprinted articles
Booker, S. and Vertelney, L. Designing
the Whole-Product User Interface.
The Art Of Human Computer
Interface Design. Addison Wesley,
San Francisco CA, 1990.
Bauersfeld, P., Gomoll, K., Mountford,
SJ., and Vertelney, L. Designers:
Meet Your Users. Proceedings of The
Conference on Human Factors in
Computing Systems. (Seattle, WA,
April 1990).
Buxton, B., Krueger, M., Laurel, B.,
Mountford, SJ., and Vertelney, L.
Drama and Personality in User
Interface Design. Proceedings of The
Conference on Human Factors in
Computing Systems. (Austin, TX,
April 1989), 105-108.
Gomoll, K. Some Techniques for
Observing Users. The Art of Human
Computer Interface Design. Addison
Wesley, San Francisco, CA, 1990.
Salomon, G., Designing Casual-Use
Hypertext: The CHI '89 InfoBooth.
Proceedings of The Conference on
Human Factors in Computing
Systems. (Seattle, WA, April 1990).
Vertelney, L. Using video to prototype
user interfaces. SIGCHI Bulletin, Vol
21, number 2, (October 1989),
57-61.