Lesson 5 Flashcards
(23 cards)
Is a primitive representation or version of a product that a design team or front-end-development team typically creates during the design process. It is useful when discussing or evaluating ideas with stakeholders
Prototype
THE ADVANTAGES OF PROTOTYPING ARE THAT YOU:
• Have a solid foundation
• Can adapt changes early
• Show the prototype to your users
• Have a tool to experiment
• Provide a sense of ownership
• Improve time-to-market
Refers to how close a prototype is to the final product. A sketched prototype is a low-fidelity prototype, while a coded, HTML/CSS prototype has very high _.
Fidelity
Prototyping is a quick, simple way of evolving a design idea into a somewhat more tangible representation of a software product.
Low-fidelity
Examples of low-fidelity prototypes include
• sketches
• paper prototypes
• click-through prototypes
The key benefits of low-fidelity prototypes are that they are _ to create and strongly support collaboration.
fast, easy, and affordable
However, on the flip side, most low-fidelity prototypes are _, and those that are have limitations.
not clickable
Fast and cheap; disposable; easy to make changes and test new iterations; allow a quick overall view of the product; anyone can produce them; encourage design thinking since prototypes are visibly not finalized.
Pros of low fidelity
Lack of realism, so users might have a hard time giving feedback; hard to apply results from crude early versions; may be too basic to reflect the user experience of the finished product; can oversimplify complex issues; lack of interactivity deprives users of direct control; users must imagine how they would use the product.
Cons of low fidelity
Prototypes are more advanced than their low-fidelity counterparts.
High-fidelity
LOW-FIDELITY PROTOTYPING
A. Sketching
B. Paper Prototypes
C. Click-Through Prototypes
D. Wizard of Oz
prototypes are often free-form, pen-and-pencil drawings that map out an initial idea—similar to those shown in following figure.
A. Sketching
Are not the same thing as sketches. The structure of _ prototypes is more defined than that of set of sketches.
B. Paper prototypes
Depict the elements on the pages of a Web site or the screens of an app.
C. Click-through prototypes
Assumes that you have a software based prototype. With this technique, the user interacts with the software as though interacting with the product.
D. Wizard of Oz
Are more advanced than their low-fidelity counterparts. They are more aesthetically pleasing, and their function is closer to that of the final product.
High-fidelity prototypes
Examples of high-fidelity prototypes include
• digital prototypes
• interactive prototypes
• coded prototypes
Engaging—all stakeholders have the vision realized in their hands and can judge how well it matches users’ needs and solves their problems;
Pros of high-fidelity
Longer/costlier to create; users are more likely to comment on superficial details than on content;
Cons of high-fidelity
HIGH-FIDELITY PROTOTYPING
A. Digital Prototypes
B. Interactive Prototypes
C. Coded, HTML/CSS Prototypes
The most common type of high-fidelity prototype is a _ prototype that is developed using prototyping software (ex. Adobe Photoshop) that lets UX designers create aesthetically rich, interactive and even animated product prototypes of a user interface that is almost ready for implementation.
A. Digital Prototypes
Are more advanced versions of click-through prototypes that you can create using a prototyping application that supports interactivity, but only medium-fidelity visual design.
B. Interactive Prototypes
Creating a _ prototype is more complex because it requires the UX designer or prototype to know how to code.
C. Coded, HTML/CSS Prototypes