ITEC 3230 - L5: Design Process: Prototyping

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178 Terms

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Prototyping

Creating preliminary models of user interfaces.

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Conceptual Model

High-level description of system organization.

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Metaphors

Familiar concepts used to explain interfaces.

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Interaction Types

Different methods of user-system interaction.

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Instructing

Issuing commands and selecting options.

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Conversing

Interacting as if having a conversation.

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Manipulating

Interacting with objects by manipulation.

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Exploring

Moving through virtual or physical environments.

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Interface Styles

Various methods for user interaction with systems.

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Command Language

User types commands in an artificial language.

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Direct Manipulation

Physical actions replace complex command syntax.

<p>Physical actions replace complex command syntax.</p>
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Menus and Forms

Structured options for user selection.

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Voice Interaction

Using voice commands for system interaction.

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Graphical User Interface (GUI)

Visual interface allowing user interaction.

<p>Visual interface allowing user interaction.</p>
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Augmented Reality

Overlaying digital information on the real world.

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Gesture Interaction

Using body movements to control interfaces.

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Undo Functionality

Allows users to reverse actions taken.

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Recycle Bin

Temporary storage for deleted items.

<p>Temporary storage for deleted items.</p>
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Wizards

Guided interfaces for user tasks.

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Chat Bots

Automated systems for conversational interaction.

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Recognition vs Recall

Recognition aids memory; recall requires retrieval.

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Prototyping

Creating preliminary models for design evaluation.

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Interaction styles

Different ways users interact with systems.

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Speech dialog

Natural language communication between user and system.

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User involvement

Engaging users in the design process.

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Participatory design

Collaborative design approach with user participation.

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Usability testing

Evaluating a product by testing it with users.

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Field testing

Testing in real-world environments.

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High fidelity prototyping

Detailed and functional prototypes resembling final product.

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Low fidelity prototyping

Basic prototypes using simple materials for concepts.

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Task-centered system design

Design focused on user tasks and goals.

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Heuristic evaluation

Expert review of usability based on principles.

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User-centered design

Design approach prioritizing user needs and experiences.

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Iterative test and redesign

Repeated testing and refining of designs.

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Mockups

Visual representations of design concepts.

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Needs analysis

Identifying user requirements for effective design.

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Task analysis

Breaking down user tasks for better understanding.

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Function allocation

Deciding which tasks are performed by users or systems.

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System layout

Organizing components for optimal user interaction.

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Graphical screen design

Visual layout of user interface elements.

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Acceptance testing

Final evaluation to ensure user satisfaction.

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Evaluation stages

Assessing design effectiveness at various phases.

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Psychology of everyday things

Understanding user behavior and expectations in design.

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Throw-away paper prototypes

Temporary models used for quick feedback.

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Sketching

Low-fidelity representation of design ideas.

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Low-fidelity prototype

Basic mock-up for early design concepts.

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Medium-fidelity prototype

Computer-based simulation with limited features.

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High-fidelity prototype

Detailed and functional representation of final design.

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Vertical prototyping

Focus on specific features in isolation.

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Horizontal prototyping

Broad overview of multiple features at once.

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Scenario prototyping

Simulates user interaction in specific contexts.

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Storyboarding

Series of sketches illustrating user interaction.

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PICTIVE

Collaborative design using sticky notes and overlays.

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Task-centered walkthrough

Evaluates user tasks through interface exploration.

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Heuristic evaluation

Expert review to identify usability issues.

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Usability testing

User testing to assess interface effectiveness.

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Alpha test

Initial testing phase with limited users.

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Beta test

Testing phase with broader user group.

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Attributes of sketches

Quick, disposable, and exploratory design tools.

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Crude sketches

Focus on high-level concepts rather than details.

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Interface style

Visual design elements of a user interface.

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Screen design

Arrangement of visual elements on a display.

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User reactions

Feedback from users on design concepts.

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Design modifications

Changes made based on user feedback.

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Limited field testing

Testing in real-world conditions with constraints.

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Interaction demonstration

Showcasing how users interact with prototypes.

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Management perception

Risk of stakeholders believing prototypes are final.

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Vertical Prototype

Focuses on in-depth functionality of few features.

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Horizontal Prototype

Simulates full interface without underlying functionality.

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Throw-away Prototype

Rapidly created to elicit user feedback.

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Incremental Prototype

Built as separate components, tested individually.

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Evolutionary Prototype

Iteratively altered to incorporate design changes.

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Scripted Simulation

User follows a tight script for interaction.

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Interface Builders

Tools for designing layouts of common widgets.

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Figma

Design tool for creating user interfaces.

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Axure

Prototyping tool for interactive wireframes.

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Balsamiq

Rapid wireframing tool for low-fidelity prototypes.

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Invision

Platform for creating interactive prototypes from designs.

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Proto.io

Mobile prototyping platform for interactive designs.

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Wizard of Oz

Testing method simulating a non-existent system.

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Storyboard

Visual sequence illustrating user interaction scenarios.

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Media Tools

Software used to create interactive storyboards.

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Control Panel

Interface for managing system operations and settings.

<p>Interface for managing system operations and settings.</p>
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User Inputs

Actions taken by users to interact with prototypes.

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Simulation

Imitation of real system behavior for testing.

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Rich Graphical Interfaces

Complex interfaces with advanced visual elements.

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Fixed Uses

Predefined scenarios with no allowed deviations.

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Coolant Flow

Measurement of coolant percentage in a system.

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Retardant

Substance used to slow down a process.

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Wizard of Oz

Human simulates system response for testing.

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Human Wizard

Interprets user input via an algorithm.

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Mock Interface

Simulated interface used in testing scenarios.

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Vertical Functionality

Simulated features for complex system testing.

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Design Principles

Guidelines for creating effective user interfaces.

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Simplicity

Design should be straightforward and clear.

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Learnability

Ease with which users can learn the system.

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Affordances

Design elements suggesting their usage.

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Mapping

Relationship between controls and their effects.

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Feedback

User responses indicating system status or actions.

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Visibility

Clarity of available actions in the interface.