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Prototyping Intro Need - Why May 2023 (Part 1)

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14 views18 pages

Prototyping Intro Need - Why May 2023 (Part 1)

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Prototyping

Learning Objectives
 Define the term “Prototyping”
 Explain the importance of prototyping in
designing for usability
Prototyping: Difn.
 A limited representation of a design that allows users to interact with it and
to explore its suitability.
 a prototype is an expression of a design intent.
 A visual representation of an idea.
 A prototype is a simulation of how a finished product will look like and work.
It allows product teams to test the usability and feasibility of their designs.
 Prototyping allows designers to present their designs and see them in
action.
 In the context of digital products, a prototype is a simulation of the final
interaction between the user and the interface.
Why we need prototypes

 The primary goal of building a prototype is to test designs (and


product ideas) before creating real products.
 Allows stakeholders to see, hold and interact with the envisioned
product, gain some experience of using it and explore imagined
uses. Unlike documents/drawings
 Your product’s success is directly related to whether you test it or
not. Without any doubt, your design will be tested when the
product becomes available on the market
Importance of
 prototype
Communicate device effectively among team members
 Test out technical feasibility of an idea
 Effective way for real user testing/ evaluation. (smtg) early.
 You can test out your ideas for yourself.
 Clarifying vague requirements
 Save time and money/cost
Recommended in software design, to come before any writing
of code.
Concept of Prototype
 You will never get it right at first time
 If at first you don’t succeed, ……………………..
 Brainstorming process.
 Idea Prototype test Successful, then implement

 Redesign/optimize
Advantages and Disadvantages of Prototyping
 Users can try the system and  Each iteration builds on the previous
products and provide and further refines the solution. This
constructive feedback during makes it difficult to reject the initial
development solution as inappropriate and start
over.
 An operational prototype can be
 Formal end-of=phase reviewes do
produced in weeks
not occur, Thus its is very difficult to
 Users becomes more positive contain the scope of the prototype
about implementing the system  System documentation is often
as they see a solution emerging absent or incomplete, since the
that meet their needs primary focus is on development of
the prototype.
 What is fidelity?
Prototypes don’t necessarily look like final products — they
can have different fidelity.
• The fidelity of a prototype refers to how it conveys the
look-and-feel of the final product (basically, its level of
detail and realism).
Fidelity can vary in the areas of:
 Visual design
 Content
 Interactivity
Types of Prototyping
 1) Low Fidelity Prototyping
 2) Medium Fidelity Prototyping
 3) High Fidelity Prototyping
 4) Rapid Prototyping.

 Product teams choose a prototype’s fidelity based on the


goals of prototyping, completeness of design, and
available resources.
Low-Fidelity
 prototyping
The prototype only retains limited characteristics of the final
product.
 They are cheap and quick to produce-they support the
exploration of alternative designs(multiple iterations), can re-
design at lower cost
 They are particularly good for:
 Considering early design issues, e.g. layout of controls and
display items, sequencing, etc.
 Identifying fundamental problems, i.e. those which lead to
errors, confusions, major dislikes.
Types of Low-fidelity prototyping
(Examples)
 Storyboarding
 Series of sketches showing how a user might progress
through a task using the device being developed
 Often based on scenarios-typical activities
 Involving the product/system in a story form, e.g.
 “a patron wants to purchase Harry Potter movie ticket
from the cinema, he uses his mobile phone to make the
booking while he is on the bus”
Examples of storyboards
Low-fidelity prototyping (Cont.)

 Index Card/Stickies
 Each card/sticky represents an element of a task, one
screen or a screen element
 Used in user evaluations where a member of the design
team “plays the role of the computer”
 Difficulties encountered are observed and / or recorded
Low-fidelity
prototyping
 Advantages  Disadvantages
 Lower cost  Limited errors/ usability
 Evaluate multiple checking
design concepts  Facilitator driven
 Useful communication  Navigational and flow
device limitations
High-fidelity prototyping
 Time consuming and expensive to develop, however:
 Enable a wider range of usability issues/ problems to be
considered/ uncovered
 Enable other quality attributes such as aesthetics to be
evaluated
 Impress management, serve as a good marketing and sales
tool
 A range of materials may be employed
 Very useful when the physical fit/feel of the product is critical,
e.g. a handheld device, a wearable device
High-fidelity prototyping
 Software prototyping
 Computer-based mock-ups of interface enabling
sophisticated user-system interactions
 Variety of prototyping tools exist to support developers with
differing levels of fidelity. E.g.
 MS PowerPoint
 Authorware
 Macromedia flash
 Macromedia Director
High-fidelity prototype

 Advantages  Disadvantages
 Complete functionality,  Expensive to develop
look and feel of final  Time-consuming to
product. create
 Fully interactive
 User-driven
 Marketing/sales tools
 END

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