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Prototyping
What is a prototype?
prototype
noun
a first or preliminary model of something from which other
forms are developed or copied
Webster Dictionary
Prototypes are not the final system, merely
representations of that system
Why prototyping?
Identifying user interface and
other requirements.
Putting together a prototype
will force you to think through
the details and user experience
of your product ideas.
Once you have a prototype,
you'll be able to show it to
people and collect detailed
continuos feedback.
Keep in mind:
 It doesnt need to be
computer based
 It doesnt need to be
fully functional
 we can rely on
tools...
Prototyping iterations
As the Prototyping refines, the Fidelity of the prototype increases.
low fidelity high fidelity
start design end design
Prototyping iterations
As the Prototyping refines, the Fidelity of the prototype increases.
low fidelity high fidelity
start design end design
Prototyping iterations
As the Prototyping refines, the Fidelity of the prototype increases.
low fidelity high fidelity
start design end design
Prototyping iterations
As the Prototyping refines, the Fidelity of the prototype increases.
low fidelity high fidelity
start design end design
Prototyping iterations
As the Prototyping refines, the Fidelity of the prototype increases.
low fidelity high fidelity
start design end design
Prototyping iterations
As the Prototyping refines, the Fidelity of the prototype increases.
low fidelity high fidelity
start design end design
Testing
Test scenarios against the prototypes and get feedback on
the interaction
Scenarios can represent the workflow (storyboard) of the
concept
Participants of a test session:
Facilitator
Observer
Application or Human Computer
User
Low-Fi Prototyping
Takes only a few
hours
Can test multiple
alternatives
Can change the design
as you test
Allows designers &
users to work
together
 Observe how users are interacting with
the interface  go with what they think!
Adapt!
Example
Your turn!
Make a paper prototype of a
concept that you have analyzed in
your project
Have someone else test it
Make a video!
40 mins
Hi-fi prototypes
Are similar in look and feel to final product
It is useful for detailed evaluation of the main design
elements (content, visuals, interactivity,
functionality and media)
It often constitutes a crucial stage in client
acceptance (final design document)
Developed an stage of the project when ideas are
beginning to firm up
Wizard of Oz prototyping
User thinks having
interacting with a
computer, but a
developer is
responding to output
rather than the
system.
Usually done early in
design to understand
users expectations
(requirements)
Trade-offs in prototyping
High-quality graphics and
animation can be used to
create convincing and
exciting prototypes but
may also lead to
premature commitment to
some design decision.
Detailed special-purpose
prototypes help to answer
specific questions about a
design, but building a
meaningful prototype for
each issue is expensive.
Realistic prototypes
increase the validity of
user test data, but may
postpone testing, or
require construction of
throw-away prototypes.
Iterative refinement of an
implementation enables
continual testing and
feedback, but may
discourage consideration
of radical
transformations.
Prototyping tools
Lo-fi: Hi-fi:
Paper,Pen,Post-it,Scisors,etc.
* Paid tools, some have trial versions available
Mockingbird*
Balsamiq*
popApp
MakeyMakey
LittleBits
Arduino
RAW
PowerPoint/Keynote
Illustrator/Photoshop/Visio
invisio
All!
Websites
Mobile apps
Hardware (interfaces, games, sensors)
Data Visualization
3D modeling
Tinkercad
Prototyping tools
Lo-fi: Hi-fi:
Paper,Pen,Post-it,Scisors,etc.
All!
Prototyping tools
Lo-fi: Hi-fi:
Illustrator/Photoshop/Visio
Websites Mobile appsData Visualization
Prototyping tools
Lo-fi: Hi-fi:PowerPoint/Keynote
Websites Mobile appsData Visualization
Prototyping tools
Lo-fi: Hi-fi:
* Paid tools, some have trial versions available
Mockingbird*
Balsamiq*
Websites Mobile apps
Prototyping tools
Lo-fi: Hi-fi:
* Paid tools, some have trial versions available
popApp
invision
Websites Mobile apps
Prototyping tools
Lo-fi: Hi-fi:
MakeyMakey
Hardware (interfaces, games, sensors)
Prototyping tools
Lo-fi: Hi-fi:
LittleBits
Hardware (interfaces, games, sensors)
Prototyping tools
Lo-fi: Hi-fi:
3D modeling
Tinkercad
Prototyping tools
Lo-fi: Hi-fi:
Arduino
Hardware (interfaces, games, sensors)
Prototyping tools
Lo-fi: Hi-fi:
RAW
Data Visualization
Prototyping tools
Lo-fi: Hi-fi:
Paper,Pen,Post-it,Scisors,etc.
* Paid tools, some have trial versions available
Mockingbird*
Balsamiq*
popApp
MakeyMakey
LittleBits
Arduino
RAW
PowerPoint/Keynote
Illustrator/Photoshop/Visio
invisio
All!
Websites
Mobile apps
Hardware (interfaces, games, sensors)
Data Visualization
3D modeling
Tinkercad
Prototyping Timeframe
Brainstorm
Rough ideas of interface style
Tasks workflow and redesign
Fine tune interface, screen design
Usability testing and redesign
Low fidelity paper prototypes
Medium fidelity prototypes
High fidelity prototypes / restricted systems
Working systems
Early Stage
Final Stage
Ask yourself
Who is the prototype
aimed at?
What is the designer (you)
trying to achieve with the
prototype?
What stage of the project
are things at and what is
the context for the use of
the prototype?
What technologies (hi-fi
or lo-fi) are appropriate?
How easy is it to learn
them?
The point is to explore ideas,
not to build an entire
system or product

More Related Content

Prototyping Workshop

  • 2. What is a prototype? prototype noun a first or preliminary model of something from which other forms are developed or copied Webster Dictionary Prototypes are not the final system, merely representations of that system
  • 3. Why prototyping? Identifying user interface and other requirements. Putting together a prototype will force you to think through the details and user experience of your product ideas. Once you have a prototype, you'll be able to show it to people and collect detailed continuos feedback. Keep in mind: It doesnt need to be computer based It doesnt need to be fully functional we can rely on tools...
  • 4. Prototyping iterations As the Prototyping refines, the Fidelity of the prototype increases. low fidelity high fidelity start design end design
  • 5. Prototyping iterations As the Prototyping refines, the Fidelity of the prototype increases. low fidelity high fidelity start design end design
  • 6. Prototyping iterations As the Prototyping refines, the Fidelity of the prototype increases. low fidelity high fidelity start design end design
  • 7. Prototyping iterations As the Prototyping refines, the Fidelity of the prototype increases. low fidelity high fidelity start design end design
  • 8. Prototyping iterations As the Prototyping refines, the Fidelity of the prototype increases. low fidelity high fidelity start design end design
  • 9. Prototyping iterations As the Prototyping refines, the Fidelity of the prototype increases. low fidelity high fidelity start design end design
  • 10. Testing Test scenarios against the prototypes and get feedback on the interaction Scenarios can represent the workflow (storyboard) of the concept Participants of a test session: Facilitator Observer Application or Human Computer User
  • 11. Low-Fi Prototyping Takes only a few hours Can test multiple alternatives Can change the design as you test Allows designers & users to work together Observe how users are interacting with the interface go with what they think! Adapt!
  • 13. Your turn! Make a paper prototype of a concept that you have analyzed in your project Have someone else test it Make a video! 40 mins
  • 14. Hi-fi prototypes Are similar in look and feel to final product It is useful for detailed evaluation of the main design elements (content, visuals, interactivity, functionality and media) It often constitutes a crucial stage in client acceptance (final design document) Developed an stage of the project when ideas are beginning to firm up
  • 15. Wizard of Oz prototyping User thinks having interacting with a computer, but a developer is responding to output rather than the system. Usually done early in design to understand users expectations (requirements)
  • 16. Trade-offs in prototyping High-quality graphics and animation can be used to create convincing and exciting prototypes but may also lead to premature commitment to some design decision. Detailed special-purpose prototypes help to answer specific questions about a design, but building a meaningful prototype for each issue is expensive. Realistic prototypes increase the validity of user test data, but may postpone testing, or require construction of throw-away prototypes. Iterative refinement of an implementation enables continual testing and feedback, but may discourage consideration of radical transformations.
  • 17. Prototyping tools Lo-fi: Hi-fi: Paper,Pen,Post-it,Scisors,etc. * Paid tools, some have trial versions available Mockingbird* Balsamiq* popApp MakeyMakey LittleBits Arduino RAW PowerPoint/Keynote Illustrator/Photoshop/Visio invisio All! Websites Mobile apps Hardware (interfaces, games, sensors) Data Visualization 3D modeling Tinkercad
  • 21. Prototyping tools Lo-fi: Hi-fi: * Paid tools, some have trial versions available Mockingbird* Balsamiq* Websites Mobile apps
  • 22. Prototyping tools Lo-fi: Hi-fi: * Paid tools, some have trial versions available popApp invision Websites Mobile apps
  • 26. Prototyping tools Lo-fi: Hi-fi: Arduino Hardware (interfaces, games, sensors)
  • 28. Prototyping tools Lo-fi: Hi-fi: Paper,Pen,Post-it,Scisors,etc. * Paid tools, some have trial versions available Mockingbird* Balsamiq* popApp MakeyMakey LittleBits Arduino RAW PowerPoint/Keynote Illustrator/Photoshop/Visio invisio All! Websites Mobile apps Hardware (interfaces, games, sensors) Data Visualization 3D modeling Tinkercad
  • 29. Prototyping Timeframe Brainstorm Rough ideas of interface style Tasks workflow and redesign Fine tune interface, screen design Usability testing and redesign Low fidelity paper prototypes Medium fidelity prototypes High fidelity prototypes / restricted systems Working systems Early Stage Final Stage
  • 30. Ask yourself Who is the prototype aimed at? What is the designer (you) trying to achieve with the prototype? What stage of the project are things at and what is the context for the use of the prototype? What technologies (hi-fi or lo-fi) are appropriate? How easy is it to learn them?
  • 31. The point is to explore ideas, not to build an entire system or product