Podcast
Questions and Answers
What is the purpose of including 'decoy' user interface objects in prototypes for UX evaluation?
What is the purpose of including 'decoy' user interface objects in prototypes for UX evaluation?
What is the responsibility of a UX professional after handing off the design to software engineers for implementation?
What is the responsibility of a UX professional after handing off the design to software engineers for implementation?
What should a prototype demonstrate in addition to acting as a guide for implementation?
What should a prototype demonstrate in addition to acting as a guide for implementation?
Why is it advised to make a visually high fidelity prototype for UX evaluation?
Why is it advised to make a visually high fidelity prototype for UX evaluation?
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What should be done by designers to ensure that users don't have to decide which objects to use in a prototype?
What should be done by designers to ensure that users don't have to decide which objects to use in a prototype?
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Why is it important for a UX professional to check the implementation against their design after hand-off?
Why is it important for a UX professional to check the implementation against their design after hand-off?
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What is one of the purposes of including annotations in sketches of a prototype?
What is one of the purposes of including annotations in sketches of a prototype?
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Why should a 'This feature not yet implemented' message be included in prototypes?
Why should a 'This feature not yet implemented' message be included in prototypes?
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What role does a physical mockup play in prototyping?
What role does a physical mockup play in prototyping?
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What should be done by UX professionals after their work is handed off for implementation?
What should be done by UX professionals after their work is handed off for implementation?
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Study Notes
Introduction to Prototyping
- Prototyping affords a way to evaluate design before it's too late to change it without great expense.
- Prototyping occurs right from the start of design creation in the form of sketches and continues to occur as wireframes and other forms throughout much of the remaining design process.
Types of Prototypes
- Horizontal Prototype: A breadth-wise slice of features with more features and less detail per feature. Good for demoing product concepts and top-down UX evaluation.
- Vertical Prototype: A depth-wise slice of features with fewer features and more detail per feature. Can connect to some real functionality, and UX evaluation can be more realistic.
- Local Prototype: A narrow slice of features, intersecting with horizontal and vertical slices. Used to evaluate design alternatives, focusing on localized interaction design issues.
- "T" Prototype: Combines horizontal and vertical prototypes, offering a balance between breadth and depth.
Fidelity of Prototypes
- Low-Fidelity Prototypes: Faster, less costly, and more flexible. Not faithful representations of details of look, feel, and behavior. Give high-level, abstract impressions of intended design.
- Medium-Fidelity Prototypes: Somewhere in between low and high fidelity. Good for intermediate design and early detailed design, showing layout, breadth of user interface objects, and some workflow.
- High-Fidelity Prototypes: Required to demonstrate concept, include details of appearance and interaction behavior, and evaluate design details.
Interactivity of Prototypes
- Scripted and Click-Through Prototypes: Some ability to respond to user actions, showing interaction flow and some kinds of behavior.
- Fully Programmed Prototype: Expensive, used for evaluating local aspects, such as how transitions work for a particular app state.
Specialized Types of Prototypes
- Physical Mockups: A three-dimensional sketch, like sketches, made quickly, highly disposable, and tangible.
- Paper-in-Device Mockup Prototype: For mobile applications, drawing prototype screens on paper, scanning, and loading into a device.
- Animated Prototypes: Video animations, usually based on a series of sketches, engaging and stimulating discussion.
- "Wizard of Oz" Prototypes: Simulate behavior, deceivingly simple, with a high degree of interactivity, and highly flexible.
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Description
Test your knowledge on user experience (UX) prototyping using wireframes and the difference between wireframes and wireflows. Explore topics such as agile UX design techniques, generative design, and two-dimensional drawings in prototyping.