Module 10 Flashcards
1
Q
What is a prototype?
A
- Simulates a product : in order to understand how that product works
- Simulates the interactive experience
- Allows the design to be tested with users
- Communicates the solution to stakeholders
- Prototypes are a work in progress
- The purpose of a prototype is to improve the design
2
Q
Why prototype?
A
- Helps improve the quality of designs
- Identifies issues before the build
- Reduces the risk of building flawed products
- Reduces cost in the medium time
- Helps validate (or invalidate) assumptions
- Helps share ideas with team mates and stakeholders
3
Q
Prototyping helps manage stakeholders
A
- Communicate design ideas clearly
- Reduce ambiguity (creates a clear vision)
- Get executive feedback and buy-in
- Improve decision-making
- Showcase design flair
4
Q
Choosing the right prototype
A
Choosing the level of fidelity depends on:
- Available resources and skills
- Time available
- The audience you are presenting to ( the further the audience is from the design process the higher the fidelity needs to be)
- What needs to be tested
5
Q
Low Fidelity
A
What can you learn from low fidelity prototypes:
- If broad concepts and mental models make sense to users
- Finding out if users “get it”
- Optimising flow (making sure sequence of screens is efficient and makes sense to users)
6
Q
Benefits of low fidelity prototypes
A
- Quick and easy to produce
- Catches potential problems early
- Low skill level required to product
7
Q
Cons of low fidelity prototypes
A
- Limited learning (can only test high level flow and mental models)
- Can’t test interactions, screen states or product experience
3.
8
Q
Medium fidelity prototypes
A
What you can learn from a medium fidelity prototype:
- Learn more detailed concepts and flows (ensure user’s mental models are aligned and concepts are grasped)
- Learn about screen layout and hierarchy
- Basic interactions
- Navigation
- Copy and labelling
9
Q
Medium fidelity prototype benefits
A
- Relatively fast and inexpensive to produce
- Easier to test with users
- Easier to communicate with stakeholders
- Richer data and insights
10
Q
High-fidelity prototypes
A
What you can learn from a high fidelity prototype:
- Assess flows and concepts
- Assess screen design and layout
- Assess performance of form designs
- Test rich interactions such as mapping
11
Q
Benefits of high fidelity prototyping
A
- Richer user testing
- Developer understanding
- Stakeholder buy-in
12
Q
Wireframes
A
The schematic representation of the layout and functionality of a screen
13
Q
What makes an effective wireframe
A
- Limited to key page elements
- Quickly conveys the hierarchy of elements
- Avoids stylistic details