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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


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.


# 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.