Lecture 9 - Prototyping
Lecture 9 - Prototyping
Lecture 9 Design
Prototyping
Introduction
Up until now we have
been developing our
design ideas along
certain themes to get
confidence in some of
the decisions that we
have to take and
agree with the client:
Introduction
The proposal:
We have agreed on the key
aspects of the project
We have checked out the state of
the art and decided what to copy
and avoid
We have scoped the design in
terms of its boundaries
Introduction
The user requirements:
The client is now OK but what
about the users will what we
design be what people want
Use of personas as required for the
development process
Introduction
Story board and mood board:
The philosophy of our design and
an overview of its key style
elements
Specific thoughts perhaps on
interaction styles
Introduction
Site map:
The organisation and structure of
our design
How things link together and flow
Identifying schemes/sections/
themes and looking for simplicity
and efficiency
Introduction
Wireframes:
The spatial structure of our design
Use of space and elements
Crucial for mobile devices to avoid
crowding
Advantages of prototyping
remember?
Early prototypes are quick and
easy to change
Less reluctance to accept mistakes
in the design
Serious problems are found early
But its finished when its
finished project management?
WHEN?
As soon as possible
As often as possible
Of course we are regarding the
story board, mood board and
wireframe as prototypes for this
purpose rather than just the
realistic looking versions to come
HOW MUCH?
At this stage we have decided on
the key visual elements (colours,
fonts and frames etc.) and now the
focus must be on the user
interaction
Need to decide on where to put the
effort early on
HOW MUCH?
Prototype in depth: check flow and
transitions in design. Choice of
route and awareness of location
Prototype in breadth: interaction
schemes. Choices to be made and
methods. Use of style as cue to
location
FIDELITY
People are very forgiving of cheap
and cheerful prototypes
Current tools make the production
of very realistic prototypes quite
easy
We should aim to get some
interaction elements in place if we
can
Wizard of Oz
Sometimes we may want to simulate
some technology that is not yet
available in a suitable form. In this case
a human can pretend to carry out the
functions (perhaps unknown to the
users) e.g. speech recognition
If there are problems using a Wizard
then things can only get worse
WHO?
Early prototypes were seen by the
client to agree the terms of the
contract they are now on board
Users or personas may have been
used to check some key aspect of
the design in the early stages
Now the user drives the
development by evaluation stages
Conclusion
Time now to enter
the final stages of
prototyping and to
start evaluating
our designs as
much as we can