

Depending on its complexity, a level of routine interaction will only be reached after significant amounts of practice with the user interface.
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Predicting the time for the routine performance of users dealing with relevant key scenarios, for example, is severely limited when a novel interface is presented in a usability test: participants first need to learn how to operate the new interface. While usability testing of interactive prototypes in a usability lab allows for the elicitation of valuable feedback from prospective users, several restrictions need to be considered-especially when being interested in quantitative performance indicators of an interface.

A particularly important application of A ntetype prototypes is their use in empirical usability tests involving representative participants.Įmpirical usability testing is regarded as a hallmark of human-centered design approaches. Over the course of a project, A ntetype is typically used to iteratively explore and evaluate ongoing design work with stakeholders. The definition of state- dependant, hierarchically nested widgets finally enables the creation of powerful, reusable interface elements to meet the challenges of complex prototypes.
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Differentiating local and global elements, A ntetype’s widget concept allows the automatic propagation of changes to the visual appearance and behavior of an interface widget-relieving designers from the tedious manual updating of all instances of the widget spread over potentially numerous screens of a prototype. Iteratively modifying and refining a prototype can become a very time-consuming task. Enhancing A ntetype prototypes with transitions and animations guide users in understanding the consequences of their actions without requiring designers to switch to another tool.

Complementing the layout engine, elaborated visual design functionality enables designers to work with A ntetype from early conceptual wireframes to comprehensive high-fidelity prototypes. Requirements for designing interactive prototypes have become increasingly complex: A ntetype’s layout engine supports the creation of responsive designs that fluidly adapt to different screen dimensions and provide helpful layout declarations for development. Its layout engine, advanced features for visual design and elaborated functionality for defining interactions, transitions and animations make A ntetype a highly flexible and powerful tool for developing sophisticated interactive prototypes. A ntetype was designed to support a seamless transition from early wireframes defining the layout of an interface, over the creation of visual design alternatives to the creation of complex interactive prototypes. 1.1 User Interface Prototyping with A ntetypeĪ ntetype is a sophisticated design tool to create interactive prototypes for desktop, mobile and web-based applications. Finally, we illustrate the use of our integrated tool, A ntetype-P m, and present an example for its application in a real-world task. Given that our approach is based on the cognitive architecture A ct-R, we provide a brief overview of this framework and compare related models to model-based evaluation. After first introducing the prototyping tool A ntetype, we discuss some limitations of empirical usability testing to motivate the use of model-based evaluation. In this paper we report our progress on an integrated approach to model-based evaluation combining an advanced prototyping tool with a state-of-the-art cognitive architecture to derive quantitative performance predictions for interactive tasks.
