Lesson 5 Flashcards

1
Q

Is a primitive representation or version of a product that a design team or front-end-development team typically creates during the design process. It is useful when discussing or evaluating ideas with stakeholders

A

Prototype

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2
Q

THE ADVANTAGES OF PROTOTYPING ARE THAT YOU:

A

• Have a solid foundation
• Can adapt changes early
• Show the prototype to your users
• Have a tool to experiment
• Provide a sense of ownership
• Improve time-to-market

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3
Q

Refers to how close a prototype is to the final product. A sketched prototype is a low-fidelity prototype, while a coded, HTML/CSS prototype has very high _.

A

Fidelity

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4
Q

Prototyping is a quick, simple way of evolving a design idea into a somewhat more tangible representation of a software product.

A

Low-fidelity

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5
Q

Examples of low-fidelity prototypes include

A

• sketches
• paper prototypes
• click-through prototypes

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6
Q

The key benefits of low-fidelity prototypes are that they are _ to create and strongly support collaboration.

A

fast, easy, and affordable

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7
Q

However, on the flip side, most low-fidelity prototypes are _, and those that are have limitations.

A

not clickable

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8
Q

Fast and cheap; disposable; easy to make changes and test new iterations; allow a quick overall view of the product; anyone can produce them; encourage design thinking since prototypes are visibly not finalized.

A

Pros of low fidelity

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9
Q

Lack of realism, so users might have a hard time giving feedback; hard to apply results from crude early versions; may be too basic to reflect the user experience of the finished product; can oversimplify complex issues; lack of interactivity deprives users of direct control; users must imagine how they would use the product.

A

Cons of low fidelity

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10
Q

Prototypes are more advanced than their low-fidelity counterparts.

A

High-fidelity

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11
Q

LOW-FIDELITY PROTOTYPING

A

A. Sketching
B. Paper Prototypes
C. Click-Through Prototypes
D. Wizard of Oz

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12
Q

prototypes are often free-form, pen-and-pencil drawings that map out an initial idea—similar to those shown in following figure.

A

A. Sketching

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13
Q

Are not the same thing as sketches. The structure of _ prototypes is more defined than that of set of sketches.

A

B. Paper prototypes

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14
Q

Depict the elements on the pages of a Web site or the screens of an app.

A

C. Click-through prototypes

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15
Q

Assumes that you have a software based prototype. With this technique, the user interacts with the software as though interacting with the product.

A

D. Wizard of Oz

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16
Q

Are more advanced than their low-fidelity counterparts. They are more aesthetically pleasing, and their function is closer to that of the final product.

A

High-fidelity prototypes

17
Q

Examples of high-fidelity prototypes include

A

• digital prototypes
• interactive prototypes
• coded prototypes

18
Q

Engaging—all stakeholders have the vision realized in their hands and can judge how well it matches users’ needs and solves their problems;

A

Pros of high-fidelity

19
Q

Longer/costlier to create; users are more likely to comment on superficial details than on content;

A

Cons of high-fidelity

20
Q

HIGH-FIDELITY PROTOTYPING

A

A. Digital Prototypes
B. Interactive Prototypes
C. Coded, HTML/CSS Prototypes

21
Q

The most common type of high-fidelity prototype is a _ prototype that is developed using prototyping software (ex. Adobe Photoshop) that lets UX designers create aesthetically rich, interactive and even animated product prototypes of a user interface that is almost ready for implementation.

A

A. Digital Prototypes

22
Q

Are more advanced versions of click-through prototypes that you can create using a prototyping application that supports interactivity, but only medium-fidelity visual design.

A

B. Interactive Prototypes

23
Q

Creating a _ prototype is more complex because it requires the UX designer or prototype to know how to code.

A

C. Coded, HTML/CSS Prototypes