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Mapa mental

Prototypes

mackenzie t Inglês

Conteúdo do mapa

Prototypes

  1. a hypothesis; candidate design solution for a design problem

  2. choice of structure depends on goals, tools, resources, and design completeness; tradeoffs to each

    • interactive (clickable) - designer must set response for each possible user action
      • time consuming
    • static - responses are provided real time by a person familiar with the design
      • wizard of oz
        • when user clicks, "wizard" decides what is next and serves it to the interface (users do not know what produces the response)
        • useful for AI-based systems (before actually developing the AI); complex functionality that is time consuming to create
        • steal the mouse
          • "wizard" is in the same room and navigates to next page while user is not looking
        • might be difficult for "wizard" to act as precisely as a computer
      • paper prototype
        • "computer" is a person in front of the user who manually moves papers based on user actions (taps)
        • wireframe for each screen user might encounter, including feedback
    • high fidelity
      • realistic system response
      • can test actual workflow and graphical/UI components
      • looks like live software to users so they will likely behave more realistically
      • designer is unoccupied and can observe test
      • less likely to be affected by human error
      • software: figma, adobe xd, etc
      • mimic final product closely
      • requires more decisions about details
    • low fidelity
      • requires less time to prepare
      • can make changes during test
      • less pressure on user; recognize work is not finished
      • easier to discard and improve on
      • "computer" errors are very negatively impactful on the test
      • sketch
        • fastest and easiest
        • most useful in the beginning of design process
      • bodystorming - use whole body to simulate behavior and interactions with users
  3. only testing final products is uniformed and risky

    • your design is tested whether you do it in a controlled setting or the public does it on release
  4. helps you make decisions; acquire knowledge, discard, and iterate

    • clear on what knowledge you want as it informs what details are needed in your prototype
    • learn how to decide based on time, resources, and tolerance for risk

Informações

Descrição
Mapa Mental sobre Prototypes, criado por mackenzie t em 10-06-2024.
Criado por
mackenzie t
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