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Prototyping

Last updated Dec 12, 2021 Edit Source

The point is to make ideas real. They are (limited) representations of conceptual designs for users to interact with.

Sketching for interaction design

# Why prototype?

# Before prototyping

Identify:

Acquiring mental models

  1. Using the system (hands-on learning)
  2. Observing others using the system
  3. Reading about a system (documentation)

# Interaction Types

Deciding upon which of the interaction types to use, and why, can help designers formulate a conceptual model before committing to a particular interface

  1. Instructing: users issue instructions to a system
  2. Conversing: users have a dialog with a system
  3. Manipulating: users interact with objects in a virtual or physical space by manipulating them
  4. Exploring: users move through a virtual environment or a physical space
  5. Responding: system initiates the interaction and the user chooses whether to respond

# Fidelity

Fidelity is partly a matter of completeness. As you get more hi-fi it become more close to the actual deployment platform

6 dimensions to fidelity → fidelity is a spectrum. It is complicated to prototype multiple dimensions at once, so don’t!

# Lo-fi

Rough (but flexible) proof-of-concept of interface design. Useful for generating or narrowing down requirements.

Benefits

# Mid/hi-fi

Increasing in completeness and detail

# Vertical vs Horizontal

Vertical prototype:

Horizontal prototype

# Wizard of Oz

Method of testing a system that does not yet exist

Possible downside is that the human can over-/under-estimate the quality of the actual technology being simulated.