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Publicly Available Published by Oldenbourg Wissenschaftsverlag April 22, 2021

Paper2Wire – A Case Study of User-Centred Development of Machine Learning Tools for UX Designers

  • Daniel Buschek

    Daniel Buschek leads a junior research group at the intersection of Human-Computer Interaction and Artificial Intelligence at the University of Bayreuth, Germany. Previously, he worked at LMU Munich, the University of Glasgow, and Aalto University, Helsinki. In his research, he combines HCI and AI to create novel user interfaces that enable people to use digital technology in more effective, efficient and expressive ways. In short, he is interested in both “AI for better UIs” and “better UIs for AI”.

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    , Charlotte Anlauff

    Prior to her current position as a User Experience Designer for logistics applications at BMW, Charlotte Anlauff completed her master’s degree at the Human-Computer Interaction Group at the LMU. In her academic projects and daily work she likes to build up on user-centered design methods by integrating creative technologies and AI-based tools.

    and Florian Lachner

    Florian Lachner currently works as a User Experience Researcher at Google. As part of his prior position at the Department of Informatics, Human-Computer Interaction Group, of the University of Munich (LMU) he conducted research in the fields of machine learning and UX, culturally sensitive design, and method triangulation.

From the journal i-com

Abstract

This paper reflects on a case study of a user-centred concept development process for a Machine Learning (ML) based design tool, conducted at an industry partner. The resulting concept uses ML to match graphical user interface elements in sketches on paper to their digital counterparts to create consistent wireframes. A user study (N=20) with a working prototype shows that this concept is preferred by designers, compared to the previous manual procedure. Reflecting on our process and findings we discuss lessons learned for developing ML tools that respect practitioners’ needs and practices.

1 Introduction

Machine learning (ML) has become a key component of many digital products and services. Despite its successful applications, ML has remained underexplored for supporting the design of such applications in the first place: Reflecting across projects on ML and UX/UI design, Yang [28] concludes that ML is not yet systematically integrated into design patterns, design education, or prototyping tools; uses of ML are often “driven by data availability and leaner performance rather than a deliberate user-centered vision”. This gap motivates our work here: We report and reflect on a user-centred development process for the example case of developing a concrete ML tool for designers at an industry partner.

Integrating ML into design work is challenging since creative practices can clash with automation, uncertainty or loss of control through ML [9]. This hinders the vision of ML leverage for designers. Ideally, ML tools could increase our design capabilities [10] and alleviate repetitive steps, thus freeing time for exploration, user research, and high-level decisions [18]. Promising examples include tools for optimising layouts [25], vectorising visual designs [24], and evaluating GUIs [19].

Conceptually, tools are often developed with a focus on technically enabling new functionality (e. g. [6]) with little reporting on how this is then integrated into concrete work practices. This makes it difficult to build up knowledge in the research community about the designers’ practical perspectives and experiences with such ML tools.

To address this gap we report on lessons learned from designing an ML tool for UI/UX designers in industry. Our goal in this case study is not to innovate ML but to advance our understanding of how to investigate ML opportunities for design tools in practice. We explore two research questions:

  1. How might we identify opportunities for integrating ML into an established design process in industry?

  2. And as a concrete case study for this: How might we support designers in early prototyping stages with ML?

Investigating these questions, our key contribution is a set of insights and lessons learned from an in-depth concept development process with designers in industry. This resulted in a tool concept and prototype, Paper2Wire (Figure 1), which we see as a concrete example output of such a process. Overall, we contribute to an ongoing discourse on how to integrate ML into creative human work practices.

Figure 1 
            From paper sketch to digital wireframe with our concept and prototype: (a) A designer sketches a GUI on paper, (b) then takes a photo of it to (c) import it into a wireframing software (Sketch), for (d) further modification. Based on this example case, we reflect on lessons learned for developing ML tools, not opportunistically, but in a user-centred way that respects practioners’ needs and practices.
Figure 1

From paper sketch to digital wireframe with our concept and prototype: (a) A designer sketches a GUI on paper, (b) then takes a photo of it to (c) import it into a wireframing software (Sketch), for (d) further modification. Based on this example case, we reflect on lessons learned for developing ML tools, not opportunistically, but in a user-centred way that respects practioners’ needs and practices.

2 Related Work

At the intersection of ML and UX/UI design, current research often focuses on studying how ML can improve interactive systems for the users, for example, in recommender systems, affective computing, or intelligent user interfaces [29]. In contrast, in this paper we focus on using ML to support UX/UI design work, in particular in early design stages.

Therefore, in the following sections we relate our work to research on ML-based design tools, considerations on prototyping and early design stages, the use of ML therein, and industry tools to support such design work.

2.1 Research on ML-based Creative Tools

In general, while ML is envisioned to provide tangible benefits for designers, it remains unclear how to integrate it into design practices [28], resulting in unused potential [9]. This fundamentally motivates our investigations in this paper to gain insights into suitable methodology for identifying opportunities and developing concepts for integrating ML into design work practices.

Today’s interest in supporting creative human work with ML can be traced back to much earlier ideas of technology-assisted creativity, as conceptualised, for example, by Simon’s optimisation-based design [23], Shneiderman’s “creativity support tools” [22] and Horvitz’ “mixed-initiative user interfaces” [11]. These ideas also have been revisited recently in the context of GUI design (using combinatorial optimisation) [18], physiological sensing [21], and (generative) ML/AI [8], [13]. We see our work here as extending such investigations with a focus on a development process that centres around respecting the perspective of industry practitioners.

More specifically, recent related research provides several motivating examples of ML-based GUI design tools: For instance, such tools optimise GUI layouts with formal models to fulfil objective performance criteria [25], automatically vectorise existing digital GUI designs (using computer vision) to quickly transfer them to new projects [24], or enable quantifiable evaluations of given GUIs through a set of models of user perception and attention [19]. Moreover, recent work by Chen et al. [6] targeted the transformation of digital UI mockups into UI code descriptions (e. g. Android layout XML), using deep learning. In contrast, we address the earlier step of going from paper to digital mockups.

Overall, while most prior work has focused on algorithmically enabling such transformations, we address the designers’ perspective and the integration of such tool concepts into the wider design process.

2.2 Prototyping and ML in Early Design Stages

One important question that designers often face early on is whether to focus more on low-fidelity (e. g. paper-based) or high-fidelity (e. g. digital) prototypes: Whereas low-fidelity prototypes foster an efficient and creativity-focused design approach [2], high-fidelity prototypes allow for better understanding of design opportunities, particularly in design processes with high client involvement [16], [26]. Found differences also include, for example, effects on estimations of task completion time and ratings of attractiveness [20]. Consequently, according to Walker et al. [26], designers should choose the medium and fidelity best suitable for the respective design goal and requirements. Taking this design process consideration as an example, how might ML support designers in their work?

Previous design research (e. g. Landay and Myers [14], Kara and Stahovich [12]) and design tools (e. g. Google’s Autodraw[1]), showcase how ML can speed up established design tasks. Returning to the question of prototype fidelity, current efforts are mainly based on designers providing a digital sketch as a basis for the transformation from low to high fidelity (also see tools in next section). This motivates us to identify further possibilities of how ML can support work in early design stages and how it can be integrated into designers’ work processes.

2.3 Existing Industry Tools

There is an abundance of digital tools on the market that support wireframing as a prototyping activity, such as Axure,[2]Figma[3] or Adobe XD.[4] Although not primarily designed for wireframing purposes, Sketch[5] was repeatedly named as one of the most popular UI prototyping tools in the annual surveys conducted by uxtools.co in the past years.[6]Sketch is a vector-based design tool first released in 2010 and supports external plugins which complement the basic functionalities and allow for a variety of uses. Motivated by integrating and studying new ML concepts in designers’ actually used industry tools, our prototype for this paper is implemented as such a plugin for Sketch.

Few design tools support the automatic transition from paper to digital content: Pilot projects by Microsoft [1] and Airbnb [27] convert paper sketches directly into GUI code, skipping large parts of the digital wireframing phase. This may hinder manual modification, creative intervention, and control by designers and motivates our investigation of ML to support the transition to wireframing instead of skipping this step. Other work used deep neural networks to “reverse engineer” UIs by generating UI code from UI screenshots [3], preceding development towards a UIzard tool to turn sketches/wireframes into higher fidelity artboards.[7]

Another approach is used by tools like Marvel,[8] which allows GUI designers to take photos of paper sketches and manually define interaction areas to connect these. In this way, the sketches are directly used to create an interactive prototype on a mobile device. Since the photos are used directly without ML, GUI elements are not detected automatically and no digital modifiable wireframe is created. In contrast, the approach investigated in this paper uses ML to enable designers to automatically create digital wireframes from photos of hand-drawn GUI sketches.

Finally, while the introduction of ML into industry design tools also motivates our research, the employed concept development methods for these tools are not known. As an HCI research community, we are also interested in research methodology for identifying opportunities and investigating and evaluating concepts for ML tools for designers. Next, we thus report on our concept development in detail.

3 Concept Development

At the outset of our research we chose to focus on participatory design workshops, since these present both a novel use-case for ML in early design stages as well as a crucial activity employed by our industry partner (an IT consulting and software development company), so that our case study could address a real need. We followed a user-centred approach with five steps, reported next.

3.1 Step I: Immersion in Existing Practice

As a first step of our investigation, we simply participated in a prototyping workshop conducted by our industry partner to get immersed in the design process that we seeked to support. The goal of such workshops is to learn about requirements from stakeholders, to prototype first ideas, and to work towards a common product vision [4]. This workshop was part of an internal company training scheme and thus involved a fictional client and use case. Consequently, we avoided potential non-disclosure issue with real clients, which might have hindered our research later on. We next describe this scenario and the workshop procedure, before reporting on our observations.

3.1.1 Participants and Procedure

It had five active participants (IT consultants), one UX expert facilitator, and two observers to write a protocol. The workshop scenario and use case was an order software for restaurants.

The procedure combined participatory design and parallel design [17]: First, in a parallel step, participants sketch ideas for a design challenge in about three minutes (e. g. “How to add an order to the system”). Second, each participant has one minute to present his or her idea. Third, participants collectively discuss and prioritise the ideas. This process is repeated three to four times to iterate on the designs by enabling participants to build on each others’ ideas.

3.1.2 Results

Regarding the workshop itself, we observed that it produced many ideas for the presented scenario, including contributions from all participants, and iterations of earlier ideas in the later rounds. The prioritisation step helped to democratically extract the most promising ideas and designs, for example, to test as paper prototypes with others beyond the workshop.

We found that the workshop was well-organised with the described structure, strict timeframes, and clear facilitator instructions. However, a crucial observation for us was that the process of moving on with the ideas from the workshop remained rather fuzzy. In particular, meaningfully making use of the many sketches beyond ideation in the workshop seemed like a daunting task.

In the wider context of our research approach, this finding highlights the lesson learned that immersion in design practices is important for developing ML-based design tools: While we had initially expected to potentially employ ML to support activities during the workshop, this observation was a first hint at a possible other direction and integration opportunity, namely using ML to support the use of workshop outcomes for further design steps.

However, to go further, we required a deeper understanding of designers’ use of and interest in these workshops and the results. We thus conducted expert interviews, as described next.

3.2 Step II: Understanding Practitioners’ Views

3.2.1 Participants

We conducted semi-structured 30 minute interviews with four (senior) UI/UX consultants (two female, age 26–30) working at our industry partner. They had 1–6 years of industry experience in UI/UX work, and backgrounds in HCI, computer science, and psychology.

3.2.2 Procedure

Each interview lasted for about 30 minutes. We asked about the role and embedding of the participatory design workshops in their work process. We recorded the interviews for later analysis. The interviews were analyzed following Corbin and Strauss [7]: First, we labelled relevant phrases in the transcripts, regarding concepts, activities, opinions, difficulties, and roles. Second, we coded and described sub-themes by grouping the labelled statements. Third, we created overarching themes by grouping these codes. In this report we focus on the results most relevant to the final concept and our later discussion.

Figure 2 
                Overview of the studied participatory design workshop procedure as conducted at our industry partner, with a summary of main results of our in-situ observations and expert interviews: In particular, the identified challenges are annotated in red (referenced by their numbers in the text).
Figure 2

Overview of the studied participatory design workshop procedure as conducted at our industry partner, with a summary of main results of our in-situ observations and expert interviews: In particular, the identified challenges are annotated in red (referenced by their numbers in the text).

3.2.3 Results

Benefits and Difficulties

The interviews revealed rich insights into benefits and difficulties of participatory design workshops. The experts said the workshops helped them to learn about user needs (P1, P2, P3), to help extract pain points in users’ old systems (P2, P4), to foster positive team dynamics (P2, P3) and communication among stakeholders (P1, P3, P4), to value stakeholder opinions (P4), and to build common understanding (P3, P4), and to strengthen identification with the product (P1, P3, P4). The workshops prove to be especially helpful when developing solutions from scratch with few (known) initial requirements (P2, P3, P4).

Downsides were the time and effort required to prepare, run, and evaluate workshops (P1), as well as difficulties when developing extensions for existing systems, which restrict ideation (P3, P4).

When to Run a Workshop

Experts further commented on when to run a workshop – some saw it as a flexible tool (P1, P2), or highlighted detecting additional requirements and user needs early on (P4). They particularly valued these workshops when developing solutions from scratch with few (known) initial requirements (P2, P3, P4).

User Contributions and Feelings

The experts also reflected on user contributions and feelings in the process: All described the atmosphere among participants as important, highlighting aspects such as excitement and “flow” (P1), deferral of judgement (P4), and encouragement of sceptical participants or people worrying about drawing skills (P3). Warm-up drawing exercises were recommended as well. Experts further mentioned encouraging participants to build on each others’ ideas in the workshop (P1, P2, P3), since in people’s known work settings this often tends to be considered negatively as “copying”.

Experts’ Role and Responsibilities

The experts talked about their role and responsibilities. They should come prepared and understand the topic (P2, P3). During the workshop, the experts should be attentive, lead the activities, and manage time (P1, P2, P3, P4). More specific comments included taking notes (P4), and allocating an UI expert to help overcome bias towards known solutions (P2, P3) and to inspire new UI ideas (P3). New directions can also be encouraged by providing “cheatsheets” with UI elements (P1, P2) or activation cards (P1, P3, P4), asking, say, “How would Facebook solve this problem?”.

Near the end of the workshop, facilitators should manage participants’ expectations (P3, P4), such as clarifying that their ideas inform the product but may not be implemented exactly as sketched in the workshop (P2, P4).

Further Use of Workshop Outcomes

The interviews shed light on the evolution of workshop outcomes: The experts merge resulting sketches into paper prototypes, which they value for early testing, honest feedback, and avoiding aesthetic focus (P1, P4).

However, paper prototypes can grow complex and are hard to adapt (P1, P2, P3) and not suitable for dynamic interaction (P4), for example due to redrawing efforts for changes, and difficulties with sharing them with colleagues and resulting inconsistencies (P2). Drawbacks of paper for dynamic interactions were mentioned as well (P4). Many clients also request digital prototypes (P3).

These issues motivate our experts to transition to digital prototypes: Here, they highlighted time and effort spent on transferring sketches to wireframes (P2, P3, P4). For instance, P4 said: “It is a lot of work and you start from zero again.”

The experts disagreed on whether this transition is part of the creative process: P1 thought that the resulting wireframe depends on the person who transferred the sketch, whereas P3 said that “[...] the transition is one to one. It’s not really complicated work.” Overall, all experts valued wireframes, for example for their adaptability (P2), portability (P4), consistency (P2), professional appearance (P3), and easy distribution (P1, P3).

3.2.4 Conclusion

Figure 2 presents an overview of our findings: This was created by structuring challenges identified from comments in the interviews and workshop observations and locating them in the procedure of the participatory design workshops.

A major finding is that crucial benefits of the design workshops can be related to interpersonal communication. Reviewing the problems in Figure 2, many are anchored in the workshop phase and tied to human factors. For example, many details and desires can be derived from statements and actions during the workshops – and these are not always evident from sketches (challenge 13). The facilitators thus try to catch “live” if a requirement was talked about and if it was important enough for a person to make it into their drawings. This presents a challenge for integrating ML: If such human activities and communication were to be replaced by a machine, it is questionable if the workshops could still serve their role in the design process as valued by the experts.

However, several problems are connected to a lack of time, such as high effort (challenge 7), time-consuming transformation (challenge 19), undefined merging process (challenge 16), and users’ expectations to see a clear workshop outcome soon (challenge 17). Moreover, although participants of such workshops generate ideas and designs, it should not be expected that such results can be directly used (challenge 18). Users often lack knowledge of UI elements (challenge 9), so designers still have to transfer the idea to suitable UI components for the application context. In addition, the resulting workshop notes are hard to pass on to colleagues as they contain mainly subjective observations.

Overall, many post-workshops activities are thus necessary to analyse and transfer knowledge from the workshop, and to merge ideas into one paper prototype and eventually into digital wireframes. All experts described such activities as time consuming (challenges 6 and 19).

In conclusion, while ML might not suitably substitute any of the “social factors” mentioned above, it could reduce such time-related issues, in particular by automating post-workshop activities. This in turn might potentially increase the overall attractiveness and cost-effectiveness of running such workshops as part of the larger design process in the first place. We thus decided to focus on this aspect – using ML for post-workshop processing.

3.3 Step III: Concept & Prototype

With these insights, we summarised our focus and goals in two “How might we?” questions [5]:

  1. How might we minimise the effort of translating a paper prototype into a digital version?

  2. How might we quickly provide participants of prototyping workshops with a presentation of their results?

We conducted a brainstorming session to address these questions and arrive at a concrete concept – Paper2Wire. In this section, we describe this concept and our prototype tool implementing it.

3.4 Concept Overview

In short, Paper2Wire uses machine learning to support GUI designers in transitioning from paper prototypes to digital prototypes (“wireframes”). This minimises manual efforts for this part of the post-workshop activities and thus aims to increase the attractiveness of running such workshops in early design stages in the first place. While this transition is not necessarily always an early design phase, automating it (partly) could also help to easily showcase higher fidelity mockups early one without further work.

In particular, in the context of our industry partner’s design process, designers apply Paper2Wire to the paper prototype design(s) from the workshop to turn them into wireframes that can be further worked on and sent to participants to document their workshop outcomes.

3.4.1 User Flow and Conceptual Requirements

As an overview, consider the following user flow:

  1. Take photo of prototype: Designers take a snapshot of the paper prototype(s) with their phones after the workshop.

  2. Receive digital prototype: The Paper2Wire tool automatically transforms the photo into a wireframe. It detects GUI element types and layout/positioning (e. g. Button at x, y) to create a wireframe with the corresponding digital GUI components.

  3. Modify digital prototype: The designers can further work with the wireframe as usual (e. g. making adjustments, working towards an interactive prototype).

  4. Further design steps: The designers use the digital prototype(s) in further design steps (e. g. sharing with team and/or stakeholders, user testing, etc.).

From this, we derived basic requirements for a functional prototype: These included, for example, functionality for uploading and importing photos, automatic detection of GUI element types and positioning, integration into the designers’ familiar wireframing environment, and so on.

3.4.2 Tool Integration

We aimed for integration into an actually used tool and thus implemented our prototype as a plugin for the popular Sketch software. Figure 3 compares the steps of the manual process in Sketch and the automated process with out plugin.

Figure 3 
                Comparison for adding (and potentially modifying) GUI elements in Sketch with (a) the manual tools, or (b) our Paper2Wire plugin.
Figure 3

Comparison for adding (and potentially modifying) GUI elements in Sketch with (a) the manual tools, or (b) our Paper2Wire plugin.

3.4.3 ML Model Integration

Note that our focus was on testing the concept, not on innovating underlying ML techniques. Thus, we chose an established ML platform, Microsoft Custom Vision,[9] as a trade-off between efficiently prototyping an ML-based application and accurate predictions. We used this platform to train and run a model for detecting GUI elements in photos of paper sketches.

Microsoft Custom Vision already provides a high-quality base model trained on extensive general image data. For additional training for our specific case, we created a set of photos of GUI sketches, plus manual labels. Figure 4 shows the training interface. We trained the model on sketches similar to the ones used in the study (see User Study section) to ensure high performance in the study without the need for more extensive data collection. This was motivated by our focus on the designer’s perspective, not on evaluating Microsoft Custom Vision. Nevertheless, it is a limitation of the current prototype that it would not readily generalise for real practical use.

In terms of the architecture, our prototype is flexible and could be extended for a real deployment in the future. This would require training/testing on more (and more diverse) examples, which suitable represent a much richer variety of potential input sketches, as expected in practice.

Figure 4 
                Training UI in Microsoft Custom Vision, with examples (left), and a closeup (right) with labelled GUI element types (colours), and locations (bounding boxes). The trained model learns to distinguish these types and detect these locations.
Figure 4

Training UI in Microsoft Custom Vision, with examples (left), and a closeup (right) with labelled GUI element types (colours), and locations (bounding boxes). The trained model learns to distinguish these types and detect these locations.

Our Sketch plugin calls this model to detect GUI element types and their locations and then generates the digital wireframe by finding the corresponding GUI components provided in Sketch (e. g. placing a Sketch button widget at the location of a drawn button detected in the paper sketch). Interactivity is not added automatically (cf. click dummies), since this is not clearly defined in the hand-drawn sketches. Figure 5 visualises the overall process.

Figure 5 
                Overview of our Paper2Wire plugin for the Sketch wireframing software: 1) The designer opens an image of a paper prototype in Sketch, 2) which is then sent to an object detection API (Microsoft Custom Vision). 3) The API reports detected objects to our plugin, 4) which composes the resulting GUI in Sketch. The designer can then further work on this wireframe.
Figure 5

Overview of our Paper2Wire plugin for the Sketch wireframing software: 1) The designer opens an image of a paper prototype in Sketch, 2) which is then sent to an object detection API (Microsoft Custom Vision). 3) The API reports detected objects to our plugin, 4) which composes the resulting GUI in Sketch. The designer can then further work on this wireframe.

3.5 Step IV: Iteration

3.5.1 Participants

We evaluated the functional prototype with five designers (2 female, age 25–44). These designers were employees of our industry partner and had not been involved in this research project before.

3.5.2 Procedure

They were given five prepared hand-drawn sketches, introduced as results from a participatory design workshop, which would now have to be translated into digital wireframes. These sketches were created by us since our goal was not to evaluate the robustness of the model prototype but rather to focus on use by the designers. First, they were asked to translate one of the hand-drawn sketches manually, using the tools in Sketch. They were encouraged to “think aloud” while doing so. In particular, Sketch allows users to choose GUI components (e. g. a button) from a drop-down menu and place them directly onto the canvas. Second, participants translated another sketch using our Paper2Wire plugin: They imported a photo and ran the plugin, followed by manual modification of the wireframe, if desired. Figure 6 shows example results.

We asked open questions (e. g. What did you like/dislike about the manual process? Would you implement it into your design routine? How?). During the tasks, we asked the participants to think aloud about what they are seeing and what they are doing. To get some additional insights, a set of open questions helped to get the conversation going.

3.5.3 Results

Based on the feedback and insights we made several changes:

First, in the first prototype version, the imported image of the hand-drawn sketch had been replaced by the automatically created wireframe. However, the designers wanted to see both versions in parallel. Thus, the revised prototype shows the original sketch and the created wireframe side-to-side.

Second, we added a progress indicator (text message and spinning gear icon) at the bottom of the screen. This indicator is shown while the system processes the imported sketch image. It addresses observed confusion for one designer, who was not sure whether the system had registered the imported sketch.

Third, as the biggest change, we introduced a basic automatic alignment correction. This was motivated by the designers’ feedback on GUI element alignment: The hand-sketched GUI elements are obviously not aligned pixel-perfectly and the prototype originally had placed GUI elements in the wireframe at the same detected locations. However, the designers expected pixel-perfectly aligned elements in the wireframe. We realised this by adding a basic grid system to the automatic translation procedure. In particular, our grid uses a default of (up to) seven rows and horizontally centred alignment, plus default padding values. Note that these are simplified choices for our prototype. Alignment could be further addressed in future work, for example, by inferring layout parameters based on the overall sketch.

Figure 6 
                Example result from the prestudy, comparing an input sketch (left) with the manually created wireframe (centre) and the automatically created wireframe (right).
Figure 6

Example result from the prestudy, comparing an input sketch (left) with the manually created wireframe (centre) and the automatically created wireframe (right).

4 User Study

Following the prestudy, we evaluated user perception and performance with the improved Paper2Wire prototype in a user study.

4.1 Study Design

The study overall followed the design of the prestudy. We used a within subject design with the independent variable method (manual vs Paper2Wire). Since our focus was on the pracitioners’ user experience we favoured qualitative/subjective measures to gain rich insights into the potential integration of the concept in a practical setting.

4.2 Apparatus

Participants used the Sketch software on a provided laptop with mouse, while sitting at a desk. In the manual condition, they had access to the full Sketch tools, but not to our Paper2Wire plugin. In the tool condition, they had also access to our final prototype as a plugin in Sketch.

We used the User Experience Questionnaire (UEQ) to assess subjective ratings for both manual process and our tool [15]. The UEQ covers aspects such as speed, transparency, ease of use, creativity, usage in practice, and quality of results.

4.3 Participants and Procedure

We recruited 20 people with backgrounds in design, development, and business from our industry partner and working students (nine female, age 19–54). We invited them to our lab and explained the study procedure. Participants were given five GUI sketches on paper (e. g. see Figure 6 left) and were first asked to translate these into digital wireframes in Sketch. They then repeated the task using our Paper2Wire plugin. Participants were encouraged to “think aloud”. This order was motivated by building on the long known process from our industry partner, which participants were used to. We recorded their comments during and after the task as well as their ratings on the UEQ. Finally, we asked them for further comments and feedback.

5 Results

We structure the following report of the results by themes that emerged from the comments, combined with the UEQ categories. For all measures and statistical analyses we used the analysis tools provided directly by the UEQ authors.[10] As a first overview, Figure 7 summarises the quantitative UEQ results. In addition, the UEQ results also distinguish pragmatic quality (PQ, task related qualities) and hedonic quality (HQ, non-task related qualities), which both were in favour of Paper2Wire: PQ manual 1.14, tool 2.05; HQ manual −0.26, tool 1.78.

We found statistically significant differences in favour of Paper2Wire for all categories/scales (p<0.05), except for dependability. Overall, following the benchmark comparison provided by the authors of the UEQ test, our Paper2Wire prototype reached “excellent” in all scales, except for dependability (“above average”).

Figure 7 
            Comparison of UEQ scores (scale level) for the manual process and our Paper2Wire prototype plugin.
Figure 7

Comparison of UEQ scores (scale level) for the manual process and our Paper2Wire prototype plugin.

5.1 Speed/Efficiency

Our tool received highest ratings on speed with a mean of 2.9 on the UEQ scale from −3 to 3. In comparison, the manual process was rated at 0.3. In related comments, some participants found our tool “efficient”, others perceived the speed to be advantageous “to present something easily and without effort to clients” (P10). Further, they found that the tool saves effort and allows to get early feedback (P10, P13). However, one professional Sketch user claimed that “I am already very quick at positioning it manually, so it would not really be that beneficial for me” (P9).

5.2 Perspicuity and Ease of Use

Our tool also scored very highly on the item easy to learn, with a mean rating of 2.8, compared to 1.8 for the manual process. The overarching scale, perspicuity, reached a high mean value of 2.4 for our tool (vs 1.4 for the manual process). As revealed by our study observations, especially people without a dedicated background in UI design had difficulties with finding the right elements (e. g. mixing up two variations of input fields). Also, depending on the complexity of the GUI, the process becomes rather repetitive, until all GUI elements have been added. This was also criticised by the participants. For instance, two stated that it is annoying to select the elements “one by one” (P1, P8). Another participant described it as “double work” (P14). These two issues – finding the right elements and the repetitive process – were eliminated by Paper2Wire, explaining the significantly better ratings.

5.3 Novelty and Creativity

For the novelty scale, Paper2Wire received a mean rating of 1.8, compared to −0.6 for the manual process. Looking at items in this scale, participants found the tool to be very innovative (mean 2.7). For the item on creativity, Paper2Wire achieved a mean of 0.3. According to the UEQ questionnaire guidelines, values between −0.8 and 0.8 should be treated as neutral. Some participants commented on the reason for their neutral assessment, such as: “The process is not really creative because it’s automated.” (P5).

However, participants still considered Paper2Wire as more creative than the manual process, which achieved a mean of −0.7 on this item. Comments help to explain this: For instance, one person stated: “Designers are creative people and don’t like doing such manual tasks. The tool would allow me to spend more time on creative tasks” (P2). Similarly, another said: “I can spend more time on thinking about the arrangement of the elements” (P13). In contrast, one participant stated that “the manual process helps me to think about a design. I think it’s quite relaxing” (P10).

5.4 Dependability and Transparency of the Algorithm

On the one hand, some participants without IT background described our tool’s effect as “magic” (P6) or said that they did not exactly know what to expect (P3). On the other hand, in particular those participants with a strong IT background seemed to be interested in what is happening “in the black box”. One person with knowledge in both UX design and IT wished for more indication on which elements had been detected and which not (P13). The feeling of not being able to understand what is happening in the background is also reflected in the UEQ test: The dependability scale reached the lowest result for the tool with an overall 1.42 (1.46 for the manual process). Looking at specific items in this scale, participants found the new process to be not very secure or predictable (both 0.8). However, they rated it as very supportive (2.6).

5.5 Attractiveness and Stimulation

In the UEQ test, our prototype reached a mean of 1.67 in the stimulation scale, compared to 0.08 for the manual process. Concerning the item boring (mean rating of 1.3 for the prototype) in this scale, one UX designer said: “Well, it’s boring because you cannot influence the outcome” (P12) – referring to the initial outcome since the wireframe could be further adapted manually. For the scale of attractiveness, our prototype reached a mean score of 2.2, compared to 0.54 for the manual process. However, note that this scale usually points towards the design of a product, which in our case was heavily influenced by direct integration into the graphical user interface of Sketch. Nevertheless, both manual and prototype conditions happened within Sketch, so the score difference clearly indicates higher attractiveness for our tool.

5.6 Further Feedback and Ideas

The study revealed further feedback and ideas on integrating and extending Paper2Wire. For instance, one designer pointed out that Paper2Wire would help them to build better products, because it required the team to use the same GUI patterns and GUI elements: “It’s great to keep consistency. Within a team, it is very important to speak the same language. This could be enhanced through such a tool by avoiding that everyone would just build their own [GUI] components” (P10). Some participants also commented on how they would integrate Paper2Wire into their workflow: For example, one person envisioned it to be especially helpful in combination with an existing library of GUI elements and patterns (e. g. Google’s Material Design) to which the tool maps the sketches. This promises consistency in GUI element selection when working on extending existing products (P10).

Another participant (P18) suggested to extend our tool to detect if a GUI pattern has been used for the wrong purpose: For example, if in a paper sketch several radio buttons are selected, the tool could replace them with check boxes.

The participants did not explicitly comment on the positioning and alignment of the GUI elements, suggesting that the changes after the prestudy improved the prototype. However, one designer suggested to implement an adaptable grid: “I would need a grid, ideally according to the styleguide for the platform I am designing for” (P9).

One visual designer and an IT expert found that results looked too high fidelity for a prototype (P9, P11). They would have preferred a less “finished” look. The IT expert said it is hard to explain to the client that this is not the final design but a step inbetween – therefore such a design could raise wrong expectations. This is easily addressed by switching to a more sketch-like look for the digital wireframe components.

6 Limitations

The ML model for our prototype was trained on a limited set of sketches tailored towards our study tasks, since our focus was on the concept and designers’ feedback and perception. Real applications require more extensive training on a larger variety of sketches and more complex UI designs. Our system is flexible to support this, for example, in future work by extending the training data submitted to the Microsoft Custom Vision “backend”. While our prototype worked well for the limited set of sketches in our study, for models trained for productive use a dedicated performance evaluation should also be conducted.

We used observations and interviews to inform our concept, and evaluated and iterated our prototype in a prestudy and study. Next, long-term impact needs to be investigated as well, for instance, regarding effects on collaboration with clients.

Related, so far we see our tool as suitable in post-workshop phases and our study focused on this step, yet did not go further. In future work we plan to study the impact on the wider design process as well (i. e. idea-to-final-product).

Finally, we focused on design activities as conducted at our industry partner, limiting context and participant sample. Design practices might differ for other companies and practitioners. For example, our initial research interest involved targeting early design stages, yet for other practitioners the transition from paper to digital prototypes might occur later in the design process. Nevertheless, we expect the concept developed here to be relevant and useful for such sketch-to-digital transition points beyond our specific project. Crucially, our collaboration in this work enabled us to develop and study a concept and prototype for integration of ML into design activities within a practical work context addressing a real need.

7 Discussion

As advocated through our research approach in this case study, we argue that ML tools should not just be “thrown at creative people” because it is technically possible to build them. They should rather be informed and developed with close investigation of existing design processes.

In this regard, we expect several lessons learned to be useful more generally for integrating ML tools into creative (design) work:

7.1 Using ML as “Glue” Between Process Steps

Via immersion into the processes at our industry partner we identified early on that what designers valued about our target activity (participatory design workshops) was interpersonal communication and relationship-building and thus not suitable for automation. We learned that we could rather leverage ML to make it easier to integrate these workshops into the wider work process. This indicates that ML can support creative practices not (only) by targeting a main activity, but by alleviating follow-up repetitive work. In other words, ML in this role serves as a “glue” between (manual) steps in the design process.

7.2 Respecting Designers’ Knowledge and Tools

Many comments point towards keeping designers in control and not skipping steps in their process: For instance, they liked that they could manually modify the automatically generated wireframe in their known software. Due to the spontaneous nature of paper drawings, necessary adaptations sometimes only become visible once transferred to a digital format. This would not have been possible, for example, with ML-based tools that directly output UI code instead of generating a draft on a canvas in a wireframing tool.

In turn, the introduction of new tools might also change how designers think about and move through their process. For instance, more easily switching from paper to digital prototypes might tempt designers to make this transition earlier. This should be investigated in the future.

7.3 Supporting “Thinking by Doing”

We found potentially unexpected benefits of manually doing repetitive work: For example, one person found that manual transfer to wireframes helped them to think about the design. Thus, as another aspect of control, ML tools that support design steps should not replace them without a choice: Designers should still be able to do (parts of) the work manually if they desire to do so, since it might play a role for their creative process that goes beyond simply getting the output.

7.4 Meeting Process Assumptions vs ML Accuracy

Through developing and testing our functional prototype we learned that, in a way, ML can be “too accurate” in some cases: For example, placing GUI elements at the precise locations detected in the hand-drawn sketch was not what the designers expected and needed, since it meant that GUI elements were not pixel-perfectly aligned in the resulting wireframe. Instead of accurately translating the sketch, the ML tool thus needs to be informed with designers’ assumptions and expectations – in this case, our revised prototype interpreted the sketched locations more abstractly (e. g. along an assumed grid).

7.5 Fostering Design Consistency with ML

We found potential for ML to help designers adhere to standards: UI design increasingly relies on predefined pattern libraries with many different elements. Using automated detection of GUI elements in sketches, designers no longer need to search and distinguish between certain GUI elements manually. Several participants positively commented on this aspect when engaging with our tool. However, consistency might also be negatively influenced by error cases introduced by an ML tool (e. g. incorrectly detected element types). Future studies could investigate this further, ideally also with regard to the tool’s impact on subsequent steps in the design process.

7.6 Reflections on Methodology

Observation and interviews revealed the workshops’ value for designers for client understanding and relationships. We thus recommend to study practices with a focus on interpersonal factors that cannot or should not be automated.

Moreover, our first study showed that GUI element detection was too accurate for designers’ expectations (hand-drawn elements should not be placed exactly as detected but need to be aligned). This is an example of an insight only obtainable from studying ML output in practice – not typical performance metrics (e. g. detection accuracy). Related, prototyping with an actual model (here: Microsoft Custom Vision) is useful, as feedback such as this seems unlikely to surface in a “Wizard-of-Oz” study.

Finally, our user studies revealed challenges of prototyping and testing ML tools in a design context: Few people questioned the ML system, for example, with regard to the limits of detection. This might be explained by factors such as novelty, the “black box” nature of ML, and the study situation. For future studies we thus recommend to consider including tasks that explicitly motivate designers to try and “break” an ML tool. We expect this to reveal further interesting feedback, for example, regarding understandability, error recovery, and fallback strategies in the context of design work.

8 Conclusion

Machine learning has remained underexplored for supporting designers and lacks proper integration into design patterns, education, and prototyping tools [28]. To address this challenge, we investigated integrating ML into early GUI design stages within the context of a concrete design process employed by an industry partner:

We reported on an in-depth development process for an ML-based tool concept for UI/UX designers. The current implementation is limited to a prototype level, yet integrated into a known tool (Sketch), which enabled us to investigate the perspective of practitioners within the context of a concrete design process employed by an industry partner. This involved immersion in target design activities (participatory design workshops), expert interviews with designers, and several concept and prototype iterations with experts from design, machine learning, and business.

In the broader context of integrating ML into design work, our case study highlight aspects such as respecting designers’ knowledge and tools, creative “thinking by doing” in the age of automation, and meeting designers’ expectations in practice instead of purely optimising for raw ML measures.

Our case study serves as evidence that design activities in industry practice are crucially valued (also) for their role in human communication and relationship-building, and thus may sometimes present a difficult target for automation. However, as a key finding, ML may still support these design practices by making them more attractive and viable through reduction of repetitive manual follow-up work. ML then serves as a “glue” between manual design steps.

We see this work as a case-based demonstration to support the vision that ML tools are not developed opportunistically but in cooperation with practitioners, respecting their processes. This can be seen as a concrete instance of the wider perspective of not replacing humans with automation but enabling them to dedicate more time for valued work.


Article note

Florian Lachner is now at Google.


Funding statement: This project is funded by the Bavarian State Ministry of Science and the Arts and coordinated by the Bavarian Research Institute for Digital Transformation (bidt).

About the authors

Daniel Buschek

Daniel Buschek leads a junior research group at the intersection of Human-Computer Interaction and Artificial Intelligence at the University of Bayreuth, Germany. Previously, he worked at LMU Munich, the University of Glasgow, and Aalto University, Helsinki. In his research, he combines HCI and AI to create novel user interfaces that enable people to use digital technology in more effective, efficient and expressive ways. In short, he is interested in both “AI for better UIs” and “better UIs for AI”.

Charlotte Anlauff

Prior to her current position as a User Experience Designer for logistics applications at BMW, Charlotte Anlauff completed her master’s degree at the Human-Computer Interaction Group at the LMU. In her academic projects and daily work she likes to build up on user-centered design methods by integrating creative technologies and AI-based tools.

Florian Lachner

Florian Lachner currently works as a User Experience Researcher at Google. As part of his prior position at the Department of Informatics, Human-Computer Interaction Group, of the University of Munich (LMU) he conducted research in the fields of machine learning and UX, culturally sensitive design, and method triangulation.

Acknowledgment

We thank MaibornWolff for the support, for participating in interviews on the prototyping practice and for testing.

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Published Online: 2021-04-22
Published in Print: 2021-04-27

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