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Prototyping
A tangible representation of a design to explore usability
Purpose of prototyping
Test ideas/early/cheaply, Gather user feedback, Fail fast to refine designs
Low-Fidelity (Lo-Fi) prototypes
Sketches, wireframes, storyboards, index cards
Pros and Cons of Lo-Fi
Pros: fast, cheap, iterative; Cons: hard to test/visualise fine details
High-Fidelity (Hi-Fi) prototypes
Interactive Digital Prototypes (Figma, Adobe), Physical Kits (Arduino)
Pros and Cons of Hi-Fi
Pros: near-final look/feel (realistic); Cons: costly, users may hesitate to critique
Other prototypes
Rapid prototyping: 3D-printed models (expensive but functional), Vertical: Deep dive into few features (database proof-of-concept), Horizontal: Broad but shallow (full UI mock up), Chauffeured: Designer manually demonstrates paper interface, Wizard of Oz: Human simulates system responses (chatbots)
Usability Testing
Observing real users performing tasks to evaluate ease of user
Usability Testing process
Assign tasks, Record behaviour/feedback, Identify pain points