Prototyping Flashcards

1
Q

prototyping
- difference to sketch
- functionality
- flexibility

A
  • difference to sketch: sketch is used to propose an idea and to make questions, provoke ideia. Prototipe on other hands is used to test and specifically describe a solution.
  • functionality: prototypes are functional. They need to allow users to comunicate/interact with the systems
  • flexibility: flexible, modifications require minimal effort
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1
Q

Dimensions of Prototypes
* Low vs High-Fidelity
* Horizontal vs Vertical
* Evolutionary vs Thow-away

A
  • Low vs High-Fidelity: cheap and quick to implement but not real functionality, so difficult to identify errors and to extend | look and behave like the final product for set of tasks but can be time-consuming to implements and induce wrong expectations on when the product gets ready.
  • Horizontal vs Vertical: shows and allow navigation to broad spectrum of features withouth implementing them | Complete implement functionality for a specificy feature or feature path
  • Evolutionary vs Thow-away: aims to develop a working system gradually, evolving the prototype into the final product | not constained by the need for long term maintainability, offers great flexibility for making changes
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2
Q

Paper Prototyping
* advantages
* index cards

A
  • great starting point, fast, cheap, easily allows user feedback
  • used to test user interaction by stepping through each card. Each card is one element of interaction
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3
Q

Slide-based

A

Slides as a digital version of the index cards

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4
Q

Click Prototypes (click dummies)

A
  • set of elements are clickable
  • supported by various software tools
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5
Q

Wizard of Oz Prototyping
* main idea:
* examples:
* disadvantages:
* advantages:

A
  • main idea: user acts as if they are interacting with a computer but a human is responding to output rather than the system
  • examples: user test chatbox but human acting as the chatbox
  • disadvantages: unclear if operators performance can even be reached rechnically
  • advantages: receive early feedback
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6
Q

Testing with (low-fidelity) prototypes
Definitions
* Formative evaluation
* Summative evaluation

A
  • Formative evaluation: Conducted as part of an iterative design process
  • Summative evaluation: Test of a completed product
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7
Q

User Feedback: What to look out for

A
  • Names: Do UI labels make sense to user
  • Organisation: is the UI grouped into meaningful views, sections
  • First-time use and discoverability: Can new users find their way? Are intructions necessary/clear?
  • Effectiveness: Can users complete their task? How often are they taking wrong steps
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