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Lecture 5a: Design Prototyping
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Lecture 5a: Design Prototyping
prototyping
- low fidelity
- quick, cheap, easily change
- storyboards (eg: sketching
- card-based prototypes (1 card = 1 screen; website development)
- 'Wizard-of-Oz' prototyping (developer send screen to user through computer)
- quick, cheap, easily change
- high fidelity
- look more like final system; can interact with user
- vertical (depth) [less function, more details]
- horizontal (breadth) [more function, less details]
- prototype
- What is prototype? (small-scale model; involve all stakeholders; can interact; interaction design)
- Why prototype? (design team communicate easily; interact with stakeholders; clarify requirements)
- low fidelity
conceptual design
- user requirements => conceptual model
- metaphor (understand functionality; identify potential problem areas; generate metaphores)
- interaction type (instructing; conversing, manipulating, exploring)
- interface type (shareable, tangible, manipulating, augmented reality)
concrete design
- acpect (colour; icons; buttons, interaction devices...)
- user characteristics & context (accessibility; cross-cultural design)
- cultural website guidelines
using scenarios
- sotrytelling about tasks & activities; express propposed situation
generating prototypes
- card-based prototype from use case (designner can get informal feedback)
- storyboard from scenario (show sequence of action)
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- Mind Map on Lecture 5a: Design Prototyping, created by JING SHIAN YEW on 01/08/2021.
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- JING SHIAN YEW
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