Reveals problemsprevents mistakes interface

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Reveals problems/prevents mistakes
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Interface Prototyping In HCI Prototypes are Full-size or to scale Fully or partially functioning Limited representation of an idea Virtual or physical
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Prototype Compromises Examples of compromises in software-based prototyping: Slow reaction time Limited functionality Use “placeholder” images: clipart, stock icons Simulate data or input Two common types of compromise: horizontal (broad) and vertical (deep) functionality
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Horizontal vs. Vertical Prototypes Horizontal or “thin” prototype Vertical or “thick” prototype
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Horizontal vs. Vertical Prototypes Horizontal Designs First level of user interface is fully present No, or limited, functionality (but looks complete) Fast implementation Full extent of interface can be tested, but not in a real-use context Often does not capture the interaction “feel” Vertical Designs Restricted to a subset of the system This subset offers the interface and functionality Can undertake realistic testing
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Prototyping: When/How? Brainstorm different representations Choose a representation Rough out interface Style Task centered walkthrough and redesign Fine tune interface, screen design Heuristic evaluation and redesign Usability testing and redesign Limited field testing Alpha/Beta tests Low fidelity paper prototypes Medium fidelity prototypes High fidelity prototypes Working Systems Early Design Late Design
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Fidelity in Prototyping Low Fidelity Quickly made representations of interface, interaction is imagined Medium Fidelity Prototypes that are more finalized than low fidelity, simulate interaction High Fidelity Prototypes that look like the final product, build interaction elements
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Fidelity in Prototyping
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Lo-Fi Prototyping
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Low Fidelity Advantages Can “build” entire site quickly No expensive equipment required Can simulate almost anything Anyone can implement prototypes Anyone can participate in your design process! Fast iterations: # iterations has positive impact on quality of final design. Always want to explore multiple ideas, so you don’t fall into “Local Maximum”
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Low Fidelity Disadvantages Not detailed enough to implement from Need to be facilitated when presented to users Does not address issues that arise from implementation Some interactions are hard to simulate with paper dragging, pull down menus, selections system speed/latency Form is not always clear device size ergonomics appearance Can be a barrier to spend the effort to create prototypes
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  • Fall '08
  • Koru,G
  • Usability, User experience

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