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09_Prototyping_Hi_Fi

The document discusses various aspects of prototyping in design, including low-fidelity and high-fidelity prototypes, their purposes, and the tools used for each. It emphasizes the importance of feedback over the artifact itself and outlines design guidelines for user interfaces. Additionally, it explores different prototyping methods and when to transition from prototype to product.

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sammietickets
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
5 views

09_Prototyping_Hi_Fi

The document discusses various aspects of prototyping in design, including low-fidelity and high-fidelity prototypes, their purposes, and the tools used for each. It emphasizes the importance of feedback over the artifact itself and outlines design guidelines for user interfaces. Additionally, it explores different prototyping methods and when to transition from prototype to product.

Uploaded by

sammietickets
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Prototyping

Low-Fidelity Prototyping
High-Fidelity Prototyping
Prototyping Dimensions
What is a Prototype?

▪ In other design fields a prototype is a small-scale model:


- a miniature car
- a miniature building or town
- a juicer

Prototyping 2
What is a Prototype?

▪ In interaction design it can be (among other things):


- a series of screen sketches, i.e. not necessarily
related
- a storyboard, i.e. a cartoon-like series of scenes
- a Powerpoint slide show, e.g., simulation
- a video simulating the use of a system
- a cardboard mock-up
- a piece of software with limited functionality
written in a language

▪ Key point:
- Goal is to NOT the artifact, but the feedback

Image source: Nintendo

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

▪ Use hi-fi prototypes, when you have


- test the details of your products in terms of UI elements,
colour schemes
- when you want to test the transitions, animations, and effects
of them on the user and user behaviour
- want to know how your target users feel about your product
and you want to get their opinions on your designs.

Prototyping 5
High-Fidelity Prototypes

• Prototyping with a computer


• interactive representation
of the product
• closest resemblance to the
final design in terms of
details and functionality
• simulate some but not all
features of the intended
system

Prototyping 6
What You Can Learn From High-Fidelity Prototypes

▪ Everything you learn from a paper prototype, plus:

▪ Screen layout
- Is it clear, overwhelming, distracting, complicated?

▪ Colors, fonts, icons, other elements


- Well-chosen?

▪ Interactive feedback
- Do users notice & respond to status bar messages or cursor
changes

▪ Efficiency issues
- Scrolling list is too long?

Prototyping 7
Popular Techniques

▪ Program it directly in a language


▪ Use a prototyping tool
- Proto.io
- InVision
- Axure
- Principle
- Framer
- Adobe XD
- Sketch

Prototyping 8
Prototyping Tools

▪ Axure (https://www.axure.com/)
▪ Free for students (https://www.axure.com/edu)

Prototyping 9
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

▪ Top App bar

▪ Dialogs One Line Lists

Prototyping 13
Colors and Icons

https://color.adobe.com/create/color-wheel/ https://www.flaticon.com/

Prototyping 14
Design Guidelines

▪ iOS design Pattern: https://developer.apple.com/design/human-interface-guidelines/designing-for-ios

▪ Web UI Design Patterns


- https://www.uxpin.com/studio/ebooks/web-ui-design-patterns-2016-volume-1/
- https://www.uxpin.com/studio/ebooks/web-ui-design-patterns-2016-volume-2/

▪ User Interface Design pattern


- http://ui-patterns.com/
Prototyping 15
Limiting Functionality: How Much to Represent?

▪ 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

▪ Use video to illustrate how people might interact with a future


technology in a realistic setting

▪ Describes relevant motivations and their activities over time

▪ The characters in the video prototype are represented as


personas or characters drawn from interviews and observations

▪ Characters placed are in a particular situation at a particular


place and time

Prototyping 18
Walkabout Project

▪ https://www.youtube.com/watch?v=kWsBvUnvCmg

Prototyping 19
Benefits of Video Prototype

▪ Cheap and fast


▪ Great communication tools
- Help achieve common ground
- Ideally, portable and self-explanatory

▪ Can server as a ‘spec’ for developers

Image source:
https://i.pinimg.com/originals/f5/a8/22/f5a822f14b9307578adf191141c11fb5.jpg
Prototyping 20
‘Wizard-of-Oz’ Prototyping

▪ It’s difficult to prototype some piece of functionality

▪ Need: test whether it is actually good before building it!!!

▪ Solution: fake it! Make the interaction as authentic as possible

▪ Key: user has no idea that the interaction is being faked

Prototyping 21
Seinfeld - Movie Phone

▪ https://www.youtube.com/watch?v=uAb3TcSWu7Q

Prototyping 22
Example

▪ https://www.youtube.com/watch?v=s9fQxzojS7E

Prototyping 23
‘Wizard-of-Oz’ Prototyping

▪ The user thinks they are interacting with a computer, but a


developer is responding to output rather than the system.
▪ “wizard” (sometimes hidden):
interprets subjects input according to an algorithm
has computer/screen behave in appropriate manner
▪ Good for:
adding simulated and complex functionality
testing futuristic ideas
▪ Some issues
- need some means of controlling system
- may need ways to perform hard computations quickly
- must be realistic if simulating error-prone technology (e.g.,
speech recognition)

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

- Rich functionality - More expensive to develop


- Interactive - More time-consuming
High - User-driven
Fidelity - Clearly defines navigational scheme
- Look and feel of product
- Marketing and sales tool

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.

▪ Alternately, maybe you are at different stages in the design. Early


on, use techniques that are cheap and quick; later on, use
techniques that give a stronger sense of finished idea.

Prototyping 26
Protype to Product

▪ When do you discard your prototype and move to the product?

▪ What should be your internal software life cycle vis-à-vis


prototype→product

Prototyping 27
What Did We Cover
• Low-fidelity prototyping
– Storyboards
– Paper prototyping

• High-fidelity prototyping
– Purpose
– Types

• Vertical (depth) vs. Horizontal (breadth) prototyping

• Low-Fidelity vs. High-Fidelity

Prototyping 28

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