Prototyping

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Last updated 9:16 PM on 4/21/24
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14 Terms

1
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What is a prototype?

A model of something that allows testing assumptions and improving design, can be non-physical like a use case.

2
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What does prototyping allow us to do?

Validate user interface design, evaluate if design fits user’s mental model, communicate effectively, inspire ownership and foster co-designing

3
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What should a prototype do?

Use user vocabulary, allow iterative refinement, help design team communicate with user/client.

4
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What are the two types of prototypes mentioned?

Low Fidelity (Lo-Fi) and High Fidelity (High-Fi).

5
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Describe Low Fidelity (Lo-Fi) prototypes

Cheap & quick, easy to change, invites users/clients to be co-designers, focuses on process rather than aesthetics, high feature creep.

6
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Describe High Fidelity (High-Fi) prototypes.

Not as cheap or quick, not as easy to change/update, still invites users/clients to be co-designers but with less effect, focuses on both process and aesthetics, low feature creep.

7
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What is storyboard used for?

Helps understand basic navigation and process flow, helps team understand overall project, could be used as precursor to paper prototype.

8
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What is paper prototyping?

Prototype made with paper, pencils, pens, sticky notes, etc., allows testing usability of design in a rough manner, can be used at any stage of development.

9
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What is wireframing?

Closer to final product, users/clients focus more on aesthetics and location of elements, less on flow.

10
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What is the purpose of using a storyboard?

Helps understand basic navigation and process flow, helps team understand overall project, could be used as precursor to paper prototype.

11
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What role does storytelling play in the creation of storyboards?

Storytelling helps convey the sequence of events and interactions in a design, aiding in understanding basic navigation and process flow, and providing context for the overall project.

12
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How does wireframing contribute to the prototyping process?

Wireframing provides a visual representation closer to the final product, allowing users/clients to focus more on aesthetics and element placement, but it may also limit focus on the overall flow of the design.

13
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Explain the concept of feature creep in the context of prototyping.

Feature creep refers to the tendency for additional features to be added to a prototype beyond the initial scope, potentially leading to complexity and delays in the design process.

14
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How does the use of low-fidelity prototypes differ from high-fidelity prototypes?

Low-fidelity prototypes focus more on process than aesthetics and are cheap and quick to create, while high-fidelity prototypes are closer to the final product and focus on both process and aesthetics but are not as easy to change.