Tuesday, December 13, 2011

Design and Prototyping - Week 9

What is a prototype?

- Paper-based outline of a screen/sets of screens
- Electronic "picture"
- 3 dimensional paper/cardboard mockup
- Stack of hyperlinked screen shots

Allows stakeholders to:
- Interact with an envisiones product
- Gain experience in realistic setting
- Explore imagines uses

A prototype is a limited presentation that allows users to interacts and explore its usability.

- Aids when discussing ideas with stakeholders
- Communication device among team members
- Effective ways to test ideas

Example:
*Clarify vague requirements
*To do user testing and evaluation
*Check a certain design

Types of prototyping:
- Low-fidelity (does not look very much like the final product; simple)
- High-fidelity (uses material that you would expect to be in the final product)

Low-fidelity:
-Storyboard
  *Ex: Screens of GUI-based software, scene sketches
-Sketches
  *Device own symbol and icons
- Index cards
  *Step through cards
-Wizard of Oz


Compromises in Prototyping:
- Two common compromises:
   *Horizontal prototyping
   *Vertical prototyping

The prototype must be designed and built with the key issues in mind.

Conceptual designs: moving from requirements to first design
- Is concern with transforming needs and requirements into a conceptual model

Key guiding principles:
- Keep an open mind
- Discuss ideas with other stakeholders
- Use low-fidelity prototyping
- Iterate, iterate, iterate

Developing an initial Conceptual Model:
- Some elements in a conceptual model will derive from the requirements of the product

Interaction types:
- Instructing
- Conversing
- Manipulating
- Exploring

Interface types:
- WIMP?GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface

Amirah Farhanah Binti Daud Ahmad
1102700149

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