lectures.alex.balgavy.eu

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