Quiz 8 Flashcards
allows stakeholders to
interact with an envisioned product,
to gain some experience of using it in
a realistic setting, and to explore
imagined uses
A prototype
can be anything from a
paper-based storyboard through to a
complex piece of software, and from
a cardboard mockup to a molded or
pressed piece of metal.
A prototype
a useful aid when discussing ideas with stakeholders; they are a
communication device among team members, and are an effective way to test out
ideas for yourself
Prototypes
one that
does not look very much like the final
product.
Low fidelity prototypes
consists of a series of
sketches showing how a user might
progress through a task using the
device being developed. It can be a
series of sketched screens for a GUI
based software system, or a series of
scene sketches showing how a user
can perform a task using the device.
Storyboarding is one example of
low-fidelity prototyping that is I
often used in conjunction with
scenario
Storyboarding
a
successful and simple way to
prototype an interaction, and is used
quite commonly when developing
websites. Each card represents one
screen or one element of a task.
Prototyping with index cards
the user
sits at a computer screen and
interacts with the software as
though interacting with the product.
In fact, however, the computer is
connected to another machine where
a human operator sits and simulates
the software’s response to the user
Wizard of oz
uses
materials that you would expect to be
in the final product and produces a
prototype that looks much more like
the final thing. For example, a
prototype of a software system
developed in Visual Basic is higher
fidelity than a paper-based mockup; a
molded piece of plastic with a
dummy keyboard is a higher-fidelity
prototype than the lump of wood.
High fidelity protoyping
concerned with transforming the user requirements and needs into a
conceptual model.
Conceptual design
Guidelines for physical design
Strive for consistency
Enable frequent users to use shortcuts
Offer informative feedback
Design dialogues to yield closure
Offer error prevention and simple error handling
Permit easy reversal of actions
Support internal locus of control
Reduce short term memory load