Module 10 Flashcards

1
Q

What is a prototype?

A
  1. Simulates a product : in order to understand how that product works
  2. Simulates the interactive experience
  3. Allows the design to be tested with users
  4. Communicates the solution to stakeholders
  5. Prototypes are a work in progress
  6. The purpose of a prototype is to improve the design
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Why prototype?

A
  1. Helps improve the quality of designs
  2. Identifies issues before the build
  3. Reduces the risk of building flawed products
  4. Reduces cost in the medium time
  5. Helps validate (or invalidate) assumptions
  6. Helps share ideas with team mates and stakeholders
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Prototyping helps manage stakeholders

A
  1. Communicate design ideas clearly
  2. Reduce ambiguity (creates a clear vision)
  3. Get executive feedback and buy-in
  4. Improve decision-making
  5. Showcase design flair
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Choosing the right prototype

A

Choosing the level of fidelity depends on:

  1. Available resources and skills
  2. Time available
  3. The audience you are presenting to ( the further the audience is from the design process the higher the fidelity needs to be)
  4. What needs to be tested
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Low Fidelity

A

What can you learn from low fidelity prototypes:

  1. If broad concepts and mental models make sense to users
  2. Finding out if users “get it”
  3. Optimising flow (making sure sequence of screens is efficient and makes sense to users)
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Benefits of low fidelity prototypes

A
  1. Quick and easy to produce
  2. Catches potential problems early
  3. Low skill level required to product
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Cons of low fidelity prototypes

A
  1. Limited learning (can only test high level flow and mental models)
  2. Can’t test interactions, screen states or product experience
    3.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Medium fidelity prototypes

A

What you can learn from a medium fidelity prototype:

  1. Learn more detailed concepts and flows (ensure user’s mental models are aligned and concepts are grasped)
  2. Learn about screen layout and hierarchy
  3. Basic interactions
  4. Navigation
  5. Copy and labelling
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Medium fidelity prototype benefits

A
  1. Relatively fast and inexpensive to produce
  2. Easier to test with users
  3. Easier to communicate with stakeholders
  4. Richer data and insights
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

High-fidelity prototypes

A

What you can learn from a high fidelity prototype:

  1. Assess flows and concepts
  2. Assess screen design and layout
  3. Assess performance of form designs
  4. Test rich interactions such as mapping
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Benefits of high fidelity prototyping

A
  1. Richer user testing
  2. Developer understanding
  3. Stakeholder buy-in
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Wireframes

A

The schematic representation of the layout and functionality of a screen

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

What makes an effective wireframe

A
  1. Limited to key page elements
  2. Quickly conveys the hierarchy of elements
  3. Avoids stylistic details
How well did you know this?
1
Not at all
2
3
4
5
Perfectly