Prototyping - PowerPoint PPT Presentation

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Title:

Prototyping

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... simulate or animate some but not all features of the intended system ... Early visualization of product. Crisp definition of requirements. Early user testing ... – PowerPoint PPT presentation

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Title: Prototyping


1
Prototyping
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Definition - Prototype
  • Artifacts that simulate or animate some but not
    all features of the intended system
  • Iterative design

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How?
  • Director
  • Web Interface/Flash
  • Java
  • Denim http//guir.berkeley.edu/projects/denim/
  • Powerpoint http//www.jansfreeware.com/articles/mi
    sc-prototyping.html

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Three main approaches
  • Revolutionary
  • Throw-away
  • Actual prototype is discarded

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Three main approaches
  • Incremental
  • Product built one component at a time

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Three main approaches
  • Evolutionary
  • Basis for iterative design system evolves

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Rapid Prototyping
  • Fast cycles, little or no code development
  • Early visualization of product
  • Crisp definition of requirements
  • Early user testing
  • Enhanced feedback to the user

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A technique not a tool
  • Low-fidelity paper, scissors, pens or crayons,
    manual animation
  • High-fidelity mimics the actual interface as
    closely as possible

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Content Sample Technique
  • Select functionality
  • Parts all users will use
  • New features with high visibility
  • Features with mission critical outcomes
  • Parts of interface that might be problematic

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Content Approach - Scaling down
  • Horizontal
  • shallow and wide
  • usability eval. less realistic, but covers
    functionality
  • Vertical
  • deep and narrow
  • usability eval. realistic, but few functions
  • details in functions included

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Content Approach
  • Global
  • wide and deep
  • much of entire system
  • get a feel for the final product
  • Local
  • narrow and shallow
  • pick a single important detail
  • stand-alone, not connected to rest of sys.

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Advantages
  • easier to learn and use
  • less affected by deadline pressures
  • higher level of satisfaction
  • common baseline or reference point
  • users more enthusiastic
  • enhanced communication of requirements
  • effects the paradigm shift for users

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Pitfalls
  • need buy in to be used in development
  • difficulty in planning and scheduling
  • reduction in programmer discipline
  • view early prototype as final product
  • limited accuracy in representing real system
  • over-promising or misleading
  • choice of tool and platform

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  • trap of over-design
  • if throw-away, revolutionary
  • developers love their prototype
  • make it good enough

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What to put into prototype
  • Early
  • needs to be testable
  • test overall interaction metaphor
  • some screens with format and content
  • big picture
  • Medium fidelity - fidelity to the final design
    may be low
  • key details, critical features, metaphor
  • guess at icon images, button and menu labels
  • develop some functions user will perform
    frequently

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  • Early, contd
  • choose few important functions (I.e., critical
    task scenarios)
  • prototype them fairly completely

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Conclusions
  • Horizontal - best for early prototypes
  • Vertical - best for later prototypes
  • Global - useful throughout prototype cycle
  • Local - limited time, for specific detail being
    worked out
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