Chapter+11

toc =Prototyping=

1.1 Types of Prototyping

 * Prototyping is a concrete but partial representation of implementation of a system design. They are used extensively in most design and construction domains.
 * A prototype may be made of something as simple as paper, cardboard or other suitable material.
 * Prototypes are interactive.
 * The appropriateness of a prototype will depend on a number of factors such as whom the prototype is aimed, the stage of the design process and what features the designer is looking to explore.
 * Prototypes for clients and end-users is crucial for capturing the outcomes of the envisioning techniques.
 * 2 main kinds of prototypes: **low fidelity (lo-fi) and high fidelity (hi-fi)**

**High fidelity (hi-fi)**
Similar in look and feel, if not necessarily in functionality, to the anticipated final product.

- useful for detailed evaluation of the main design elements (content, visuals, interactivity, functionality, and media) - it often constitutes a critical stage in the client acceptance (client must first agree before the final implementation) - generally developed well into the project when ideas are beginning to firm up.

Problem with developing HI-FI prototypes:


 * People believe them. Therefore if the designer has not checked the details it can ruin the prototype because the users or clients will become confused. (Accurate detail is vital)
 * It suggests such a system can be implemented. (sometimes it can’t)

**Low fidelity (lo-fi)**
Often termed paper prototypes, since that is what they are usually made from.

- They are more focused on the broad underlying design idea such as content, form and structure, the ‘tone’ of the design, key functionality requirements and navigational system. - Designed to be produced quickly, and thrown away quickly - They capture very early design thinking and should aid, not hinder, the process of generating and evaluating many possible design solutions.

Practical issues with designing paper prototypes are:


 * Robustness—if the paper prototype is to be handled by lost of people it needs to be durable
 * Scope—focus on broad issues and key elements
 * Instructions—there is a trade-off between adding enough detail for someone to be able to use the prototype without the designers help.
 * Flexibility—have parts of the paper prototype adjustable so that people viewing it can redesign it. (ex. Using sticky notes to represent parts of the screen where the user can move elements around or add new items.)

Working through the prototype with users: n people find it difficult to react to a prototype if it is just placed in front of them devoid of any context. (structuring narrative is required) n most common strategy is to have users step through a scenario using the new application or to try carrying out one of their current task’s if the application is to place an earlier system.

11.2 Prototypes and participatory design (PD)
-Lo-fi prototypes are essential part of PD because people cannot always understand formal models, buy they can explore and evaluate ideas through engaging with prototype systems.

11.3 Different approaches to functionality in prototypes
- there are several types of prototypes it is useful to distinguish - a full prototype provides full functionality, but at a lower performance than the target system. - Horizontal prototype aims to go across the whole system, but deals only with top-level functions. - Vertical prototype implements the full range of features, from top to bottom, but only applied to a small number of functions of the overall system. - Creators consider the PACT analysis when creating a prototype.

Prototyping is used throughout the design process:

n Requirements animation, is a term used to describe the use of prototyping to illustrate requirements. Used at an early stage to receive feedback on the general design n Rapid prototyping (also known as ‘throw-it away’ prototyping is common in user interface design where software such as Power Point or Macromedia Director us used to illustrate a concept.

Prototyping and design documentation: - one of the purposes of prototyping is to clarify or verify requirements which will usually need adjustment once clients and users have a realistic design to review and/or explore.

11.4 Prototyping Tools
A good tool should:
 * Allow easy, rapid modification or interface details or functionality
 * For designers who are not programmers, allow direct manipulation of the prototype components
 * For incremental and evolutionary prototypes, facilitate reuse of code
 * Not constrain the designer to default styles for interface objects

11.5 Presenting Designs:
 * presenting a design clearly is key to a designer
 * if presentation is aimed at the client then one would expect a bit more detail and some idea of how it works
 * if aimed at end-users it is important to beware of misconceptions about current activity. It is very easy for people to lose creditability with such an audience if an unrealistic scenario or example is used.

**Summary and Key Points**
- Prototyping brings designing to life for both designers and users. - The point is to explore ideas, not to build an entire parallel system or product - Never a substitute for a good requirement analysis, but if used properly is at the heart of the human-centred design process.

n May focus on a vertical or horizontal slice through the system, or cover the whole system, and may evolve into a final product or be thrown away and re-engineered. n The presentation ideas is a key aspect of design. The form of the presentation and content need to be considered given the audience and the stage of the products development. n Different techniques for envisionment will suit different types and scales of project. n Lo-fi prototyping explores initial concepts and broad ideas; hi-fi prototyping is more suitable for detailed evaluation of ‘look and feel’ and functionality. n One of the main purposes of prototyping is to evaluate designs with users.