Prototyping

A prototype is a model of something that allows us to test out assumptions, and improve design. It does not need to be a physical thing, it could for example be a paragraph that describes an interaction between a user and a system (I.E. A use case)

Prototyping allows us to:

  • Validate our user interface design

  • Evaluate if our design fits the user’s mental model

  • communicate more effectively

  • inspire “ownership” and foster co-designing

A Prototype should:

  • Use the vocabaulary of the user

  • Allow for iterative refinement

  • Help the design team better communicate with the user/client

There are two types of prototypes:

  • Low Fidelity (Lo-Fi) - This includes storyboards & paper prototypes

    • Cheap & quick

    • Easy to change

    • invite users/clients to be co-designers

    • about the process not the “pretty”

    • Feature creep is high

  • High Fidelity (High-Fi)- this includes wireframes

    • Not as cheap and not as quick

    • Not as easy to change/update can also invite users/clients to be co-designers but their input as less effect as they are closer to completion

    • About the process but also the “pretty”

    • Feature creep is low

Storyboarding

Think of comic strips or graphic novels, images are presented in the order they take place.

  • Helps us understand basic navigation and process flow

  • Great tool to help the team understand the overall project

  • Could be used as a precursor to a paper prototype

Paper Prototyping

  • A prototype made with paper, pencils, pens, sticky notes, markers, etc

  • Can be used at any time of development, allows us to test usability of the design very “rough”

Wireframing

  • looks closer to the final product

  • means users/clients typically focus more on the aesthetics and location of things, less on the flow