Prototyping
Prototyping
Paper Prototypes
•Useful.
•Cheap and fast.
•Start testing immediately.
•"low-fidelity" prototypes
o do not necessarily look much like the final product
o have simulated functionality.
4
People who should be involved in the prototype
study.
• It is important for everyone having design
responsibilities to be part of any testing.
• Designers
• Developers
• Graphics designers
• Manual writers
• Often it is useful to have other stakeholders
such as executives and marketing people to
show them how users react to the system.
(May be shown highlights later.)
5
Paper prototypes can often find many of the design flaws in a system,
but not all of them.
Situations conducive to using paper prototypes Early in the design
process.
• Screen layout is of high importance. Low fidelity is not a problem
with deciding overall layout.
• Terminology is an issue. Are buttons, labels, etc. phrased correctly
and do they use terminology familiar to the users?
• Functionality is an issue. What can the system do and how do you
get it to do it?
• Navigation is an issue. In this case you probably need a prototype
with a fair amount of breadth and depth so there are options that
users must decide between.
• Look and feel are of primary interest.
• Desire many prototypes to afford several runs through the design -
test - update cycle.
• There are issues that come up and the group spends much time
giving opinions of how to design something. A simple prototype of
incorporating versions of the issue can give answers in less time
than arguing can and it helps get the entire team behind the
decision that was made. (Data trounces opinion.)
6
Situations not conducive to paper prototyping
• Need to test system response time. (Does computer get
the task done within 7 seconds?)
• Near to final delivery, low-fidelity may not be adequate.
• The system must be tested with a large amount of real
content.
• Testing to see if users notice small changes to a screen.
With a paper prototype the "computer" explicitly
changes something thus drawing attention to the fact
that is has changed.
• Mouse click and keyboarding errors. Paper does not use
a mouse or a keyboard. The user points with a finger
and writes input into text boxes in a paper prototype.
e.g. Clicking the wrong link or choice because they are
positioned to closely on the actual interface. Mouse
problems due to small controls.
• Mouse vs. keyboard preference. Can't tell which user's
prefer because they are always using their hands. 7
Internal walk throughs
Members of the design team and other
members of the product team try out the
system before it is tested by users.
1.The first level of this is just a presentation of
the design to the larger group. We will do this
in class.
2.A team member tries to use the prototype to
get some sort of job done.
12
Advantages of others designing before we program
13