The goal of a novel design: will be better at meeting the needs of the users than the existing design
Prototype: an early model of the novel design; manage resources; iterate on the design
Low fidelity prototypes- bear little similarity to the final design in either form or function
High fidelity prototypes - are very similar to the final design in form and function
What will be prototyped?
Horizontal prototype
To model breadth of design features (How all features are being featured in the interface)
vertical prototype
To model a few features in-depth (Two of the most important features)
Low fidelity prototyping
It is quick and easy and helps verify design objectives (for ourselves, colleagues, and stakeholders)
Paper prototyping
Sketching
Storyboarding (how the users are going to interact with the design in the given scenario)
Card-based (look at the sequences of interactions; 5 cards of the steps/interfaces/interactions)
High fidelity prototyping
Use HFP when low fidelity prototyping no longer supports our design objectives
Designer
General software
User interface prototyping tools
Build out the 5 screens/interfaces designed in the card-based exercise
Go to the play store of your choice and look up a similar app and consider what to do to incorporate the design features into the preexisting app
Other prototyping techniques
Wizard of Oz
Mimic functionality of a product by having a human performing the task usually performed by the computer
The user is not aware that the product is not functioning
Has advantages to save time and money when compared to building a functional system/product
Disadvantages as considerable time is required for this to work appropriately; always requires multiple people to operate including a well-trained "wizard"; users may have unrealistic expectations for the system.
Proof of concept video
A fictional video that shows a working system in a variety of scenarios
Metaphor development
Help user build a mental model of how a new design functions
Communications the functionality of the novel design by comparing to artifacts or systems the user knows