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Lecture notes from university.
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     30     <span id="name">Alex Balgavy</span>
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     34     
     35 <div id="Prototypes"><h2 id="Prototypes" class="header"><a href="#Prototypes">Prototypes</a></h2></div>
     36 <p>
     37 Prototype: representation of design before final version exists.
     38 Can be low fidelity to high fidelity media.
     39 </p>
     40 
     41 <p>
     42 options for prototypes: sketches, diagrams, frameworks, hand made models, graphics, virtual models, role play, video, etc.
     43 </p>
     44 
     45 <p>
     46 why?
     47 to evoke reactions from stakeholders (find out what to add/change), to test feasibility, choose between alternatives, etc.
     48 it's faster than changing the real thing.
     49 </p>
     50 
     51 <p>
     52 Waterfall model
     53 </p>
     54 <ul>
     55 <li>
     56 long lifecycle, step by step
     57 
     58 <li>
     59 does not work
     60 
     61 </ul>
     62 
     63 <p>
     64 Iterative prototyping
     65 </p>
     66 <ul>
     67 <li>
     68 more like an agile method
     69 
     70 <li>
     71 each iteration is short (2-6 weeks)
     72 
     73 <li>
     74 do minimum necessary
     75 
     76 <li>
     77 after every iteration you get feedback
     78 
     79 <li>
     80 system grows incrementally
     81 
     82 </ul>
     83 
     84 <p>
     85 quality is a function of num of iterations &amp; refinements before production.
     86 fail early and often.
     87 </p>
     88 
     89 <p>
     90 3 stages of prototyping:
     91 </p>
     92 
     93 <p>
     94 <img src="img/3-stages-prototyping.png" alt="3 stages of prototyping graph" />
     95 </p>
     96 
     97 <div id="Prototypes-Designing the prototype"><h3 id="Designing the prototype" class="header"><a href="#Prototypes-Designing the prototype">Designing the prototype</a></h3></div>
     98 <p>
     99 choose what to prototype for, identify measurable design goals
    100 </p>
    101 
    102 <p>
    103 Describe the user's journey:
    104 </p>
    105 <ul>
    106 <li>
    107 Who is the user?
    108 
    109 <li>
    110 How do they discover the app/site?
    111 
    112 <ul>
    113 <li>
    114 let's assume for our project that they were recommended our app
    115 
    116 </ul>
    117 <li>
    118 How do they use it?
    119 
    120 <li>
    121 How do they benefit from it?
    122 
    123 </ul>
    124 
    125 <p>
    126 Aim to show why the app/site will work.
    127 </p>
    128 
    129 <p>
    130 Prototyping:
    131 </p>
    132 <ul>
    133 <li>
    134 Low fi (early stage)
    135 
    136 <ul>
    137 <li>
    138 Use whatever works (paper and pen, photo, video, whatever)
    139 
    140 <li>
    141 Paper prototypes: when you have many ideas, parts are unclear, basically if you're gonna throw away stuff
    142 
    143 </ul>
    144 <li>
    145 Medium fi
    146 
    147 <ul>
    148 <li>
    149 Don't add filler text
    150 
    151 <li>
    152 Wireframing: idea needs more detail than on paper, colors, clients need to see major design options
    153 
    154 <li>
    155 Mockups with wood, play doh, whatever. Just fake the design
    156 
    157 <li>
    158 Wizard of Oz: some aspects of interface are implemented, operation needs processing that's actually done by a human for now
    159 
    160 </ul>
    161 <li>
    162 High fi
    163 
    164 <ul>
    165 <li>
    166 Screen mockups (illustrator, photoshop, whatever)
    167 
    168 <li>
    169 Clickthroughs (slideshow type stuff)
    170 
    171 <li>
    172 Web tools (like Bootstrap)
    173 
    174 <li>
    175 Web prototypes
    176 
    177 <ul>
    178 <li>
    179 plain HTML/CSS
    180 
    181 <li>
    182 use when systems is intended to run on the web
    183 
    184 </ul>
    185 <li>
    186 Small screen prototypes
    187 
    188 <ul>
    189 <li>
    190 JS (all phones have a browser, JS has a lot of functionality)
    191 
    192 <li>
    193 can add events, interactions, etc.
    194 
    195 <li>
    196 you can use mobile emulators on desktop
    197 
    198 <li>
    199 but it's hard to prototype touch gestures (JS works decently)
    200 
    201 </ul>
    202 </ul>
    203 </ul>
    204 
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