- 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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