Title: Lo-Fidelity Prototyping
1Lo-Fidelity Prototyping
- HCDE 518 INDE 545
- Winter 2012
With credit to Jake Wobbrock, Dave Hendry, Andy
Ko, Jennifer Turns, Mark Zachry
2Agenda
- Announcements
- Lecture Discussion Prototyping
- Break 5 mins
- Activity LoFi prototyping
- Next class
3Announcements
- P2 due Wednesday
- No class next Monday (Presidents Day)
- R7 due Wednesday, Feb 22nd
- Questions?
4LECTURE LO-FI PROTOTYPING
5Sketches vs. Prototypes
- Sketches are about exploring ideas
- Prototypes are about testing ideas
6Sketch vs. Prototype
Sketch Prototype
Invite Attend
Suggest Describe
Explore Refine
Question Answer
Propose Test
Provoke Resolve
Tentative, non committal Specific Depiction
The primary differences are in the intent
7Prototype vs. System Development
- In engineering, prototyping is system
development building the first example of a
system by hand - In user interface design, the effort on the
functionality of the system is minimized for the
prototype - Focus on the "visible" parts of the system
- Still a range, in terms of fidelity and level of
activity, in relation to the final product
8What does a prototype look like?
- In designing interactive systems, it can be
- a series of screen designs (e.g., from photoshop)
- a storyboard, i.e. a cartoon-like series of
scenes - a PowerPoint slide show or HTML pages
- a video simulating the use of a system
- a lump of wood (e.g. to represent a cell phone)
- a cardboard mock-up
- a piece of software with limited functionality
written in the target language or in another
language
9Why should we prototype?
- Evaluation and feedback are central to
interaction design - Users can see, hold, interact with a prototype
more easily than a document or a drawing - You can test out ideas for yourself
- It encourages reflection important aspect of
design - Prototypes answer questions, and support
designers in choosing between alternatives
10Who is the audience for prototypes?
- End users
- Designers
- Organizations
11What do prototypes prototype?
(Houde Hill)
12Low-Fidelity Prototyping (Lo-Fi)
- Very far from the final product, e.g. paper,
cardboard, abstract - Examplessketches of screens, task sequences,
etc. Post-it notes Storyboards Scenarios
-
13High-Fidelity Prototyping (Hi-Fi)
- Prototype looks more like the final system than a
low-fidelity version - Common hi-fi prototyping tools
- Photoshop, Axure, Flash, PowerPoint
14Hi-Fi vs. Lo-Fi
Lo Fi Hi Fi
Advantages
Disadvantages
15Hi-Fi vs. Lo-Fi How'd we do?
Lo Fi Hi Fi
Advantages Fast Cheap Easy kindergarten skills! Can simulate actual product Better sense of finished product Can judge aesthetic appeal More realistic experience Can evaluate experience
Disadvantages Slow response time Cant get feedback about aesthetics User may question design quality Users may focus on unnecessary details Takes a lot of time to make Users may lose track of big picture
16Horizontal vs. Vertical
- How much to represent?
- Deep or vertical prototyping
- provide a lot of detail for only a few functions
- Broad or horizontal prototyping
- provide a wide range of functions, but with
little detail
17Horizontal vs. Vertical
18Paper Prototyping
- Easy and fast to do
- Helps you think of specifics
- Usually good as a first roundprototype
- Can still do usability testing, even with paper
- Thoughts on Nielsen video?
19Experience Prototypes w/ Paper
- Spotlight an interactive foam core and paper
sketch/storyboard Credit Sue-Tze Tan, Dept
Industrial Design, University of Washington
20Prototypes vs. Wireframes
- Prototypes are usually intended to be shown to
the end user rather than kept within the design
team - Wireframes are usually more of a design document
to go from design to actual system - Usually contain annotations specific to the
design team and are not intended for end-user
consumption - Wireframes can be used as a lo-fidelity prototype
to save time - Remove annotations, make it interactive
21Example Wireframe
- http//www.smashingmagazine.com/2009/09/01/35-exce
llent-wireframing-resources/
22Prototyping Recommendations
- Make it clear what is intended for final product
and what isnt - Avoid evolutionary prototypes
- Temptation is too great to stick with bad ideas
- Start with idealistic (rather than realistic)
prototypes - Level of polish should reflect maturity of the
prototype
23BREAK 5 MINUTES
24Design Exercise Lo-Fi Prototyping
- A vending machine allows you to buy the following
drinks - Coffee drip coffee, mocha, latte, or cappuccino
- Tea Breakfast, Earl Grey, Green Tea
- Other Hot chocolate, hot cider
- Sugar and/or milk may be added to any drink at no
extra charge. Drinks come in 3 sizes (12oz, 16oz,
and 20oz, for 2, 3, and 3.50 respectively).
Payment is by cash or credit card. Change is
provided for cash transactions. - In groups of 2-3, create a horizontal paper
prototype. Use the techniques illustrated in the
Nielsen paper prototype video
25P3 Lo-Fi Prototyping
- Due February 27th
- Design a paper or other lo-fi prototype for one
or more of your 3 design ideas from P2 - Use techniques described in Nielsen paper
prototyping video - Identify a list of tasks that could be performed
in a usability test (help with this next week)
and conduct an evaluation with 2-3 potential users
26Next Class Topics
- Wednesday, February 15th
- Lo-Fi Prototyping
- Discussant John
- Monday, February 20th
- No class (Presidents Day)
- Upcoming Work
- R7, P2
27Group Project time