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Mapa mental

11 DESIGN, PROTOTYPING, AND CONSTRUCTION

Alfonso AO dise_ño Español

11 DESIGN, PROTOTYPING, AND CONSTRUCTION

Contenido del mapa

11 DESIGN, PROTOTYPING, AND CONSTRUCTION

  1. Introduction

    • The design emerges iteratively , through repeated design– evaluation–redesign cycles involving users. Broadly speaking, there are two types of design: conceptual and concrete.
  2. Prototyping

    • What Is a Prototype?
      • A prototype can be anything from a paper-based storyboard through to a complex piece of software, and from a cardboard mockup to a molded or pressed piece of metal
      • A prototype is one manifestation of a design that allows stakeholders to interact with it and to explore its suitability; it is limited in that a prototype will usually emphasize one set of product characteristics and de-emphasize others
    • Having established some requirements, the next step is to try out design ideas through prototyping and evaluation cycles
    • Why Prototype?
      • Prototypes are useful when discussing or evaluating ideas with stakeholders
      • they are a communication device among team members
      • and an effective way for designers to explore design ideas
    • Low-Fidelity Prototyping
      • Low-fidelity prototypes are useful because they tend to be simple, cheap, and quick to produce
      • Storyboarding
        • A storyboard consists of a series of sketches showing how a user might progress through a task using the product under development
      • Sketching
        • “Sketching is not about drawing. Rather, it is about design”, Greenberg et al (2012)
      • Prototyping with index cards
        • Using index cards, each card represents a screen or one element of the interaction
        • Wizard of Oz
          • In this technique, the user interacts with the software as though interacting with the product
    • High-Fidelity Prototyping
      • A high-fidelity prototype looks like the final product and/or provides more functionality than a low-fidelity prototype
        • High-fidelity prototypes can be developed by modifying and integrating existing components – both hardware and software
    • Compromises in Prototyping
      • the intention is to produce something quickly to test an aspect of the product
  3. Conceptual Design

    • concerned with transforming requirements into a conceptual model
    • Key guiding principles of conceptual design
      • Keep an open mind but never forget the users and their context
      • Discuss ideas with other stakeholders as much as possible
      • Use prototyping to get rapid feedback
      • Iterate, iterate, and iterate
    • Developing an Initial Conceptual Model
      • Which interface metaphors would be suitable to help users understand the product
        • Interface metaphors
      • Which interaction type(s) would best support the users’ activities?
        • Interaction types
      • Do different interface types suggest alternative design insights or options?
        • Interface types
    • Expanding the Initial Conceptual Model
      • What functions will the product perform?
      • How are the functions related to each other?
      • What information is needed?
  4. Concrete Design

    • Producing a prototype inevitably means making some concrete decisions
    • deals with issues related to user characteristics and context
      • and two aspects that have drawn particular attention for concrete design are accessibility and national culture
  5. Using Scenarios

    • As a basis for the overall design
    • For technical implementation
    • As a means of cooperation within design teams.
    • basis of communication in a multidisciplinary team

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  • 11 DESIGN, PROTOTYPING, AND CONSTRUCTION
  • 11 DESIGN, PROTOTYPING, AND CONSTRUCTION
  • 11 DESIGN, PROTOTYPING, AND CONSTRUCTION
  • 11 DESIGN, PROTOTYPING, AND CONSTRUCTION

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dise_ño Mapa Mental sobre 11 DESIGN, PROTOTYPING, AND CONSTRUCTION, creado por Alfonso AO el 23/10/2017.
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