Week 5 Prototyping Flashcards

1
Q

What is a Prototype?

A

A model of an imagined
entity

It be can be a variety
of things:
* A series of screen sketches
* A storyboard (i.e., comic-like scenes)
* A wireframe
* A piece of software with limited functionality
* A cardboard mock-up

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2
Q

Why Should We Prototype?

A

Help elicit user feedback

Refine requirements and answer
questions

Help choose between alternatives

Encourages reflection

Allows evaluation/testing of
ideas

Facilitates communication with
stakeholders and team
members

Save time and money!

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3
Q

Prototype Fidelity? What are they

A

Low, Medium, High

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4
Q

Low-Fidelity Prototype (Sketches)

A

Uses a medium which is
unlike the final medium
(e.g., paper, cardboard).
* Quick
* Cheap
* Easily changed
Examples:
* Sketches of screens
* Task sequences, etc.
* ‘Post-it” note storyboards

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5
Q

Medium-Fidelity Prototype (Wireframe)

A

Most commonly used
* Still black and white, but supports different shades of grey

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6
Q

High-Fidelity Prototype

A

Used at the advanced stages of the product design cycle
* Provides more realistic look and feel of the final product
* May contain actual contents (e.g., images, logo, etc.) and interactions found in the actual
product
* More appropriate to get user feedback
* Ideal for representing complex concepts such as menus or interactive maps
* Contains clickable controls responsive to user interactions
* Appropriate to validate complex interactions in usability testing

  • Serves as a starting point for the development process
  • May be created on device templates
  • Used to communicate design decisions to the development team and/or clients
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7
Q

High-Fidelity Prototyping – Characteristics and Shortcomings

A

Uses materials expected in
the final product

Aesthetic - more like the
final system

Danger that users think they
have a full system

Danger that users do not
imagine other possibilities

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8
Q

Type of Prototypes ? (NOT FIDELITY)

A

Storyboard
Cardboard
Wizard of Oz

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9
Q

Storyboards

A

Definition
* A series of sketches showing how a user might
progress through a task using the device
Focus
* User’s interaction with the device
in their environment/context
Stage of use
* Used early in the design

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10
Q

Storyboards: Components

A

Persona
Scenario
Visuals
Caption

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11
Q

Why Use Storyboards

A

Visualize an idea
Explore and design the UX
To understand which features are
needed and which are redundant
Empathize with users by visualizing
their workflows
To introduce a new product to
stakeholders

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12
Q

Storyboard Creation: Steps

A

Collect data, Decide level of fidelity, Define persona & scenarios, Plan out the panels, Add visuals and captions, Distribute and iterate

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13
Q

Compromise in Prototyping

A

All prototypes involve
compromises

Two common types of
compromises:
* Horizontal: Broad but shallow (only top level)
* Vertical: Deep but narrow (few functions)

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14
Q

Horizonal vs. vertical prototypes

A
  • Horizontal: Provide a wide range of
    functions, but with little detail
  • Vertical: In-depth functionality of a
    few selected features
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