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Lo-Fidelity Prototyping

Lo-Fidelity Prototyping. HCDE 518 & INDE 545 Winter 2012. With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry. Agenda. Announcements Lecture & Discussion – Prototyping Break – 5 mins Activity – LoFi prototyping Next class. Announcements. P2 due Wednesday

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Lo-Fidelity Prototyping

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  1. Lo-Fidelity Prototyping HCDE 518 & INDE 545 Winter 2012 With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry

  2. Agenda • Announcements • Lecture & Discussion – Prototyping • Break – 5 mins • Activity – LoFi prototyping • Next class

  3. Announcements • P2 due Wednesday • No class next Monday (President’s Day) • R7 due Wednesday, Feb 22nd • Questions?

  4. LECTURE – LO-FI PROTOTYPING

  5. Sketches vs. Prototypes • Sketches are about exploring ideas • Prototypes are about testing ideas

  6. Sketch vs. Prototype The primary differences are in the intent

  7. Prototype vs. System Development • In engineering, prototyping is system development: building the first example of a system by hand • In user interface design, the effort on the functionality of the system is minimized for the prototype • Focus on the "visible" parts of the system • Still a range, in terms of fidelity and level of activity, in relation to the final product

  8. What does a prototype look like? In designing interactive systems, it can be: • a series of screen designs (e.g., from photoshop) • a storyboard, i.e. a cartoon-like series of scenes • a PowerPoint slide show or HTML pages • a video simulating the use of a system • a lump of wood (e.g. to represent a cell phone) • a cardboard mock-up • a piece of software with limited functionality written in the target language or in another language

  9. Why should we prototype? • Evaluation and feedback are central to interaction design • Users can see, hold, interact with a prototype more easily than a document or a drawing • You can test out ideas for yourself • It encourages reflection: important aspect of design • Prototypes answer questions, and support designers in choosing between alternatives

  10. Who is the audience for prototypes? • End users • Designers • Organizations

  11. What do prototypes prototype? (Houde & Hill)

  12. Low-Fidelity Prototyping (Lo-Fi) • Very far from the final product, e.g. paper, cardboard, abstract • Examples:sketches of screens, task sequences, etc.‘Post-it’ notes Storyboards Scenarios

  13. High-Fidelity Prototyping (Hi-Fi) • Prototype looks more like the final system than a low-fidelity version • Common hi-fi prototyping tools: • Photoshop, Axure, Flash, PowerPoint

  14. Hi-Fi vs. Lo-Fi

  15. Hi-Fi vs. Lo-Fi – How'd we do?

  16. Horizontal vs. Vertical • How much to represent? • “Deep” or “vertical” prototyping • provide a lot of detail for only a few functions • “Broad” or “horizontal” prototyping • provide a wide range of functions, but with little detail

  17. Horizontal prototype (e.g., paper prototype) Scenario Full interface Vertical prototype (e.g., photoshop mock up) Horizontal vs. Vertical

  18. Paper Prototyping • Easy and fast to do • Helps you think of specifics • Usually good as a first roundprototype • Can still do usability testing, even with paper • Thoughts on Nielsen video?

  19. Experience Prototypes w/ Paper • Spotlight: an interactive foam core and paper sketch/storyboard Credit: Sue-Tze Tan, Dept Industrial Design, University of Washington

  20. Prototypes vs. Wireframes • Prototypes are usually intended to be shown to the end user rather than kept within the design team • Wireframes are usually more of a design document to go from design to actual system • Usually contain annotations specific to the design team and are not intended for end-user consumption • Wireframes can be used as a lo-fidelity prototype to save time • Remove annotations, make it interactive

  21. Example Wireframe • http://www.smashingmagazine.com/2009/09/01/35-excellent-wireframing-resources/

  22. Prototyping Recommendations • Make it clear what is intended for final product and what isn’t • Avoid evolutionary prototypes • Temptation is too great to stick with bad ideas • Start with idealistic (rather than realistic) prototypes • Level of polish should reflect maturity of the prototype

  23. BREAK – 5 MINUTES

  24. Design Exercise: Lo-Fi Prototyping • A vending machine allows you to buy the following drinks: • Coffee: drip coffee, mocha, latte, or cappuccino • Tea: Breakfast, Earl Grey, Green Tea • Other: Hot chocolate, hot cider • Sugar and/or milk may be added to any drink at no extra charge. Drinks come in 3 sizes (12oz, 16oz, and 20oz, for $2, $3, and $3.50 respectively). Payment is by cash or credit card. Change is provided for cash transactions. • In groups of 2-3, create a horizontal paper prototype. Use the techniques illustrated in the Nielsen paper prototype video

  25. P3: Lo-Fi Prototyping • Due February 27th • Design a paper or other lo-fi prototype for one or more of your 3 design ideas from P2 • Use techniques described in Nielsen paper prototyping video • Identify a list of tasks that could be performed in a usability test (help with this next week) and conduct an evaluation with 2-3 potential users

  26. Next Class Topics • Wednesday, February 15th • Lo-Fi Prototyping • Discussant: John • Monday, February 20th • No class (President’s Day) • Upcoming Work • R7, P2

  27. Group Project time

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