lectures.alex.balgavy.eu

Lecture notes from university.
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      1 +++
      2 title = 'Prototypes'
      3 +++
      4 
      5 ## Prototypes
      6 Prototype: representation of design before final version exists.
      7 Can be low fidelity to high fidelity media.
      8 
      9 options for prototypes: sketches, diagrams, frameworks, hand made models, graphics, virtual models, role play, video, etc.
     10 
     11 why?
     12 to evoke reactions from stakeholders (find out what to add/change), to test feasibility, choose between alternatives, etc.
     13 it's faster than changing the real thing.
     14 
     15 Waterfall model
     16 * long lifecycle, step by step
     17 * does not work
     18 
     19 Iterative prototyping
     20 * more like an agile method
     21 * each iteration is short (2-6 weeks)
     22 * do minimum necessary
     23 * after every iteration you get feedback
     24 * system grows incrementally
     25 
     26 quality is a function of num of iterations & refinements before production.
     27 fail early and often.
     28 
     29 3 stages of prototyping:
     30 
     31 ![3 stages of prototyping graph](3-stages-prototyping.png)
     32 
     33 ### Designing the prototype
     34 choose what to prototype for, identify measurable design goals
     35 
     36 Describe the user's journey:
     37 * Who is the user?
     38 * How do they discover the app/site?
     39     * let's assume for our project that they were recommended our app
     40 * How do they use it?
     41 * How do they benefit from it?
     42 
     43 Aim to show why the app/site will work.
     44 
     45 Prototyping:
     46 * Low fi (early stage)
     47     * Use whatever works (paper and pen, photo, video, whatever)
     48     * Paper prototypes: when you have many ideas, parts are unclear, basically if you're gonna throw away stuff
     49 * Medium fi
     50     * Don't add filler text
     51     * Wireframing: idea needs more detail than on paper, colors, clients need to see major design options
     52     * Mockups with wood, play doh, whatever. Just fake the design
     53     * Wizard of Oz: some aspects of interface are implemented, operation needs processing that's actually done by a human for now
     54 * High fi
     55     * Screen mockups (illustrator, photoshop, whatever)
     56     * Clickthroughs (slideshow type stuff)
     57     * Web tools (like Bootstrap)
     58     * Web prototypes
     59         * plain HTML/CSS
     60         * use when systems is intended to run on the web
     61     * Small screen prototypes
     62         * JS (all phones have a browser, JS has a lot of functionality)
     63         * can add events, interactions, etc.
     64         * you can use mobile emulators on desktop
     65         * but it's hard to prototype touch gestures (JS works decently)
     66