Prototyping Flashcards

1
Q

What are Prototype examples?

A

a paper-based outline of a screen or set of screens
an electronic ‘picture’
a video simulation of a task
a three-dimensional paper and cardboard mockup of a whole workstation
a simple stack of hyperlinked screen shots

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2
Q

What is a Prototype?

A

A prototype allows participants to interact with a proposed product to gain experience of using it in a realistic setting and explore imagined uses

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3
Q

What is Jeff Hawkin the founder of Palm Pilot do?

A

Carved a piece of wood about the shape of the device and carried it around with him for a week.

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4
Q

Why did Jeff Hawkin carry around the prototype?

A

It allowed him to simulate scenarios of use. For example, What does the size of the device feel like, fit in a pocket, when to use these features (work place, school etc)

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5
Q

What is a Prototype

A

It is a limited representation of a design that allows users to interact with it and explore its uses.

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6
Q

How is a prototype useful?

A

Not designed to fully replicate functionality.
Helps with the design.
Designers can choose between alternative design.

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7
Q

What are the purposes of a prototype?

A

test out the technical feasibility of an idea
clarify some vague requirements
do some user testing and evaluation, using empirical research methods or a more qualitative approach

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8
Q

What is a type of prototype that does not look like the final product?

A

Low Fidelity Prototyping
A low-fidelity prototype is one thatdoes not look very much like the final product
For example, it might use materials that are very different from the intended final version, such as paper and cardboard rather than electronic screens and metal
Low-fidelity prototypes are useful because they tend to be simple, cheap, and quick to produce

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9
Q

What is useful about a low fidelity prototype?

A

they are cheap and quick to produce and also easy and fast to modify. (especially during early development)

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10
Q

What is Storyboarding?

A

Consists of a series of sketches or screenshots showing how a user might progress through a task using the product under development

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11
Q

How is Storyboarding two-fold?

A

First, to produce a storyboard that can be used toget feedback from users and colleagues
Second, to prompt the design team to consider the scenario and the use of the system in more detail

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12
Q

A low Fidelity prototype that is “sketch-like” can do what…?

A

More “sketch-like” art can help remind people that it is an early prototype. But if the art looks “done” people may think it is fully functional.

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13
Q

How should a low fidelity prototype look in a storyboard sketch?

A

Like a sketch. Be simple by using boxes or symbols. Include “things” and draw various icons or dialog boxes.

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14
Q

Can prototypes that are storyboard sketches have labels to what the sketch entails?

A

Yes. Use arrows to point to specific uses of the prototype.

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15
Q

What is a High Fidelity Prototype? And what interfaces are used?

A

It looks a lot more like a finished product.

Interfaces that people may use are software’s like Flash or powerpoint.

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16
Q

What is the downside to low fidelity prototypes?

A

The device usually does not work

The design could accidentally desin something that is no tech feasible.

17
Q

What is the downside to high fidelity prototypes?

A

Take a longer time to build
Reviewers and testers tend to comment on superficial aspects rather than content
Developers are reluctant to change something they have crafted for hours

18
Q

What are the two common compromises that must be traded against each other in prototypes?

A

Breadth of Functionality VS

Depth of Functionality

19
Q

The two kinds of prototyping Breadth of Functionality and Depth of Functionality have two kinds of prototyping… what are they?

A

horizontal prototyping(providing a wide range of functions but with little detail, i.e. breadth) and vertical prototyping(providing a lot of detail for only a few functions, i.e. depth)

20
Q

Examples of Horizontal VS Vertical Prototypes:

A

Slide 28

21
Q

What are some general guidelines to user manuals?

A

Make sure the instructions actually map on to the product in all respects
Include a one-page quick start guide
Present instructions as step-by-step procedures
Tell the user what functions there are, and what they are for, not just how to use them
Write the user manual in sync with the product’s development timeline, not under pressure of shipping deadlines
Consider the needs of disabled users and provide alternative manuals in Braille, large print, audio etc.
User-test the product and the user manual with real users

22
Q

Are first impression of user manuals important? Why or why not?

A

Yes
Many users never actually get as far as the user manual unless they have a problem
When they do use the manual, it can be tossed aside as just too difficult to deal with
When this happens the user’s capacity to interact successfully with your device or system suffers

23
Q

To get a good first impression with a user manual what needs to happen?

A

The manual must make a strong and positive first impression.

24
Q

What are some examples of making positive and strong first impressions?

A

Avoid a text-book look
Make purposeful and effective use of color
Make effective use of pictures and diagrams
Provide lots of white space
Use a clean, readable font

25
Q

What is critical about the instructions of user manuals?

A

That the instructions are very easy to read and that all users understand.

26
Q

What are some examples of user manual guidelines?

A

Provide step-by-step sequences in the correct order
Provide visual stepping stones (e.g. Step 1, Step 2 etc.)
Avoid lengthy paragraphs
Use everyday words and terms
Explain what a function or feature is for (in basic practical terms) as well as “How to” instructions
Check that the instructions match the actual product
Explain symbols, icons and codes early
Do not assume the user has prior experience or product knowledge
Usability test the instructions alongside the product using novice users (not designers or product experts)
Write in the present tense and the active voice

27
Q

What is important when designing individual pages in user manuals?

A

To have effective instruction of the manual the use of color, text, fonts, icons, and graphics can make it an easier experience for the user

28
Q

When designing individual pages of user manuals, what effective guidelines should be used?

A

Ensure that font size is adequate (use at least 12 point font)
Ensure high text-to-background contrast (black on white is best)
Avoid using multiple font styles
Font weight can be used sparingly to denote importance
Use color coding consistently
Provide plenty of white space between sections and around images and paragraphs
Provide a section (or margins) for the users to make their own notes
Use consistent layout from page to page
Consider colorblind users when using color
Avoid using saturated blue for text and small detail
never use blue on a red background