Tldr

Just prototype from easy to hard

prototyping

  • Approximate (quick) version of the design so that you can quickly get feedback.

  • Design Hypothesis

  • Feedback iteration

    1. Build prototypes
    2. Evaluation
    3. Learn for the next design
  • Explore multiple prototypes rather than arguing with one specific version

  • From low fidelity → High fidelity

  • Some goals often conflict with each other.

    • Prioritize them using feedback (from users)
  • Interactivity

    1. Fixed prototype:Watch only
    2. Partially interactive: Fixed scenario prototype
    3. Fully interactive: Open prototype

Fidelity

  1. Low: Rough design, Feedback is broader
  2. High: Close to final design, feedbacks more detailed

Prototyping technique order by fidelity

  1. Lowest: Storyboards
  2. Paper Prototype
  3. Wireframing
  4. Highest: Digital mock-ups

Storyboard

  • is this the right idea?
  • Does it solve a problem?
  • Does it meet a user’s need?

Paper Prototype

  • Rough idea of UI

  • Reusable widgets

  • High-level question

    • Does our design address the problem you want to solve?
  • not low-level question

    • Is a button size slightly bigger?

Wireframing

  • more concrete digital UI

Digital mock-ups

  • high-level feedback

Wizard of Oz prototyping

  • users interact with a system that is fully functional but actually a human is performing the system’s functions.

Video prototyping

  • can be any fidelity
  • effective in showing the context of usage

Footnotes