Lecture - 4 Prototyping Techniques
Lecture - 4 Prototyping Techniques
Lecture - 4 Prototyping Techniques
Prototyping techniques
Prototyping and construction
•What is a prototype?
•Why prototype?
• Different kinds of prototyping
- low fidelity
- medium fidelity
- high fidelity
•Compromises in prototyping
•Construction
What is a prototype?
In other design fields a prototype is a
small-scale model:
a miniature car
a miniature building or town
What is a prototype?
In interaction design it can be (among other things):
• a series of screen sketches
• a storyboard, i.e. a cartoon-like series of
scenes a Powerpoint slide show
• a video simulating the use of a system
• a piece of software with limited
functionality written in the target language
or in another language
Why prototype?
•Evaluation and feedback are central to interaction
design
•Technical issues
Order is placed
Storyboarding (4)
Order is placed
Storyboarding (8)
Order is placed
Storyboarding: Alternate Path (6)
Order is placed
Storyboarding: Alternate Path (10)
• Benefits
– It seems more like the completed system so it provides a
clearer idea of how it works
– May be used to elicit feedback from the user when low-
fidelity approaches cannot be used
Medium Fidelity Prototypes
•Tutorials and manuals
–Write them in advance of the system
–What are they?
• Tutorial for step by step description of an interaction
–an interface “walk-through” with directions
• Manual for reference of key concepts
–in-depth technical description of the different parts of the
system
–Does this work?
• People often read manuals of competing products to
check:
–interface, functionality, match to task
• Acts as a design tool
Medium Fidelity Prototypes
System
Incremental Approach To Prototyping
• Build the system as separate modules (component)
•Each module is designed, prototyped and completed
separately before being added to the final system
Evolutionary Approach To Prototyping
• Change the prototype itself in order to incorporate
changes
• Eventually the reworked prototype becomes the final
system
System
Medium Fidelity Prototypes
• Painting/drawing packages
– Draw each storyboard scene on computer
• Neater/easier (?) to change on the fly than paper
Medium Fidelity Prototypes
• Scripted simulations and slide shows
– Encode the storyboard on the computer
• Created with media tools
• Scene transition activated by simple user inputs
Medium Fidelity Prototypes
•Interface builders
– Tools for letting a designer lay out the common widgets
– Construct mode
• Change attributes of objects
– Test mode:
• Objects behave as they would under real situations
Later designs
Screen design
Two aspects:
•How to split across screens
moving around within and between
screens
how much interaction per screen?