09_Prototyping_Hi_Fi
09_Prototyping_Hi_Fi
Low-Fidelity Prototyping
High-Fidelity Prototyping
Prototyping Dimensions
What is a Prototype?
Prototyping 2
What is a Prototype?
▪ Key point:
- Goal is to NOT the artifact, but the feedback
Prototyping 3
Prototype Fidelity
Fidelity
Time
Higher fidelity resembles final product more closely in look and feel, as well as
functionality Prototyping 4
High-Fidelity Prototypes
Prototyping 5
High-Fidelity Prototypes
Prototyping 6
What You Can Learn From High-Fidelity Prototypes
▪ Screen layout
- Is it clear, overwhelming, distracting, complicated?
▪ Interactive feedback
- Do users notice & respond to status bar messages or cursor
changes
▪ Efficiency issues
- Scrolling list is too long?
Prototyping 7
Popular Techniques
Prototyping 8
Prototyping Tools
▪ Axure (https://www.axure.com/)
▪ Free for students (https://www.axure.com/edu)
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Design Guidelines
https://developer.android.com/design Prototyping 10
Material Design Guidelines
▪ Buttons (https://m3.material.io/components/all-buttons)
- Buttons communicate actions that users can take
Nine types: elevated, filled, filled tonal, outlined, text, icon,
segmented, FAB, extended FAB
Each button has either high, medium, or low emphasis
Prototyping 11
Design Guidelines
▪ Touch targets
- Touch target minimum of 48 x 48 density independent pixel (dp)
- The recommended target size for touchscreen elements is 7-
10mm.
- An icon may appear to be 24 x 24 dp, but the padding
surrounding it comprises the full 48 x 48 dp touch target.
- In most cases, touch targets separated by 8dp of space or more
promote balanced information density and usability.
▪ Pointer targets (e.g., mouse pointer)
- Consider making pointer targets at least 44 x 44 dp.
Prototyping 12
Design Guidelines
Prototyping 13
Colors and Icons
https://color.adobe.com/create/color-wheel/ https://www.flaticon.com/
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Design Guidelines
▪ Vertical prototypes
- includes in-depth functionality for
only a few selected features
- common design ideas can be tested
in depth
▪ Horizontal prototypes
- surface layers includes the entire
user interface with limited
underlying functionality
Prototyping 16
Limiting Functionality: How Much to Represent?
Prototyping 17
Video Prototypes
Prototyping 18
Walkabout Project
▪ https://www.youtube.com/watch?v=kWsBvUnvCmg
Prototyping 19
Benefits of Video Prototype
Image source:
https://i.pinimg.com/originals/f5/a8/22/f5a822f14b9307578adf191141c11fb5.jpg
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‘Wizard-of-Oz’ Prototyping
Prototyping 21
Seinfeld - Movie Phone
▪ https://www.youtube.com/watch?v=uAb3TcSWu7Q
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Example
▪ https://www.youtube.com/watch?v=s9fQxzojS7E
Prototyping 23
‘Wizard-of-Oz’ Prototyping
Prototyping 24
Low vs. high Fidelity Prototypes
Advantages Disadvantages
- Fast, low development costs - Facilitator-driven
- Evaluate multiple designs - Limited error checking
- Useful communication device - Poor detailed specifications
Low
Fidelity - Useful for identifying requirements - Limited use for usability
- Quick proof-of-concept tests
Prototyping 25
Which Prototyping Method is Best?
▪ Choose the method that works best for what you are trying to
achieve
- user flow » storyboard
- evaluate multiple design » paper prototypes
- overall experience » video prototype
- functionality » high fed, software/tool
- … etc.
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Protype to Product
Prototyping 27
What Did We Cover
• Low-fidelity prototyping
– Storyboards
– Paper prototyping
• High-fidelity prototyping
– Purpose
– Types
Prototyping 28