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