This document provides an introduction to prototyping. It defines prototyping as creating draft versions of a product to explore ideas and communicate designs before development. It discusses different types of prototypes including paper, low-fidelity and high-fidelity. The prototyping process generally involves planning, implementation, testing, and learning phases. Low-fidelity prototypes can be created quickly using tools like Balsamiq, while high-fidelity prototypes use tools like InVision to create interactive clickable prototypes. The goal is to learn about problems and gather user feedback before investing in development.
2. Learning Objectives
? Understand the different types of prototypes (paper,
low-?delity, high-?delity)
? Identify and describe tools for prototyping and
prototyping phases
4. Prototyping!
/pr┃t?,t┤p,iNG/!
!
A prototype is a draft version of a
product that allows you to explore
your ideas and show the intention
behind a feature or the overall
design concept to users before
investing time and money into
development.
5. CTodd Zaki Warfel
^Prototypes are about show and tell. They¨re a
visual way of communicating the design of a
system. First and foremost, they communicate
your design. ̄
6. ^People think it¨s this veneer-
that the designers are handed
this box and told, `MAKE IT
LOOK GOOD!¨ That¨s not what
we think design is. It¨s not just
what it looks like and feels like.
DESIGN IS HOW IT WORKS."
- Steve Jobs
7. ^Prototypes are different from
mockups. They don¨t focus on
the solution, but on
understanding the problem.
They ask the question, ^What
happens when we try this? ̄
Maybe we learn it¨s the right
idea, but more likely we learn
something about the problem
we didn¨t know before. ̄
-Jared Spool
11. Set Expectations
Be speci?c: !
State exactly what the prototype needs to
accomplish. What are you aiming to test or validate?
!
Build something actionable:!
We want to build something that matches our goals,
budget, and time frame.
14. 3
Measurement Phase. !
!
The design team collects useful information
from usability testing. It can be quantitative
or qualitative. The team is collecting
information to help guide future decisions.
15. 4
Learning Phase !
!
The team takes a step back and asks, ^What
have we learned from this prototype? ̄ It¨s here
that they talk about how the new information
will guide what they do going forward.