In week 9, lecturer teach us about Prototype. What is a prototype?
- paper-based outline of a screen/ sets of screen
- Electronic "picture"
- 3 dimensional paper/ cardboard mockup
- stacked of hyperlinked screen shots
Prototype allows stakeholders to:
- interact with an envisioned product
- gain experience in realistic setting
- explore imagined uses
Prototype aid when discussing ideas with stackholders, communication device among team members, effective way to test ideas. For example, clarify vague requirements; To do user testing and evaluation; Check a certain design direction is compatible with the rest of the system development.
There are two types of prototyping, which are low-fidelity prototyping and high-fidelity prototyping.
Low-fidelity prototyping:
- does not look like the final product (eg. uses materials very different from final product such as paper/cardboard)
- simple, cheap, easy to produce
- for exploration only; important for conceptual design but not intended to be kept and integrated into final product
- Storyboard
* series of sketches to show how a user can interact with the product
* for example, screens of a GUI-based software, scene sketches showing how a user can perform tasks using an interactive device.
High-fidelity prototyping:
- uses materials expected to be in the final product and looks very much like the real thing (eg. using Visual Basic)
- useful for selling ideas and testing out technical issues
- users may be faced with the following problems:
* a long time is needed to build a high-fidelity prototype
* reviewers and critics may focus too much on the superficial aspects of the prototype rather than the content
* developers would be less willing to do any alterations when they have spent a lot of time and energy on the prototype
* software prototypes are prone to setting high expectations
* a high-fidelity prototype of great scales can bring the entire testing and development stage to a halt
The Advantages
Low- fidelity prototype
- lower development cost
- evaluate multiple design concepts
- useful communication device
- address screen layout issues
- useful for identifying market requirements
- proof-of-concept
High- fidelity prototype
- complete functionality
- fully interactive
- user driven
-clearly defines navigational scheme
- use for exploration and test
- look and feel of final product
- serves as a living specification
- marketing and sales tool
The Disadvantages
Low- fidelity prototype
- limited error checking
- poor detailed specification to code to
- facilitator-driven
- limited utility after requirement established
- limited usefulness for usability tests
- navigational and flow limitation
High- fidelity prototype
- more expensive to develop
- time-consuming to create
- inefficient for proof-of-concept designs
- not effective for requirements gathering
Conceptual Design: moving from requirements to first design
- is concerned with transforming needs and requirements into a conceptual model
- concept model: an outline of what people can do with a product and what concepts are needed to understand how to interact with it.
- key guiding principles of conceptual design are:
* keep an open mind but never forget the users and their context
* discuss ideas with other stakeholders as much as possible
* use low-fidelity prototyping to get rapid feedback
* iterate, iterate and iterate
Developing an initial Conceptual Model
- some elements in a conceptual model will derive from the requirements for the product.
- some consideration to create initial conceptual model:
* which interface metaphors would be suitable to help users understand the product?
* which interaction type(s) would best support the user's activities.
Interface Metaphors:
- Combine familiar knowledge with new knowledge in a way that will help the user understand the system.
- Choosing suitable metaphors and combining new and familiar concepts requires a careful balance between utility and fun and based on a sound understanding of the users and their context.
- Ex: Teaching math to 6 year-old children.
- 3 steps in choosing a good interface metaphors:
* understand what the system will do
* understand which bits of the system are likely to cause users problems
* generate metaphors
Interaction Types:
- 4 types of interaction: instructing, conversing, manipulating and exploring.
- Which is best suited to your current design depends on the application domain and the kind of product being developed.
- Ex: Computer game: manipulating, Drawing packages: instructing, conversing.
- Different interface types prompt and support different perspective on the product under development and suggest different possible behaviours.
- WIMP/ GUI interface
- Sharable interface
- Tangible interface
- Advanced graphical interface