Prototyping Approaches
Sketches
Definition
A sketch is a quick prototype, made on paper, to illustrate the first design ideas.
Importance
Probably the most important design technique to quickly propose several alternative ideas.
Medium
Use of media different from the final media (e.g. paper, cardboard)
Approach
- Drawing ... doesn't require too much talent
- (if possible) do the group design:
- each for themselves followed by exchanges
- exchanges from the start + common design
Advantages
- Quick to build
- sketching is much faster than programming
- Easier to change
- easy to make changes between user tests or even during a user tests
- no code investment
- Focuses the attention on the big picture
- designer doesn't waste time on details
- customer makes more creative suggestions
- Non-programmers can help
Characteristic
- Coverage
- Targeted features
- Approximate layout (display elements)
- User input (constraints)
- System output (structure)
- No data
- Medium and tools
- Paper
- Horizontal / Vertical
- Horizontal
- Fidelity level
- Low
Wireframes
A wireframe is a refined on computer media of a paper sketch
Importance
In the models, details not considered in the sketch are added (font, spacing, colors, ...) allowing a better appreciation of the rendering
Medium
- Computers
Approaches
Use of drawing tools or specialized tools to make wireframes
Characteristic
- Coverage
- Target features
- Realistic layout (display elements)
- User input (constraints)
- System output (structure)
- no data
- Medium and tools used
- computer drawing tool (or special wirefram tool)
- Horizontal / Vertical
- Horizontal
- Fidelity
- Medium
Interactive High-Fidelity Prototype
Very realistic prototype, allowing the user to interact with the system.
- Structure is present with a high resolution
- Realistic "look and feel"
- Screen layout is complete
- Colors, fonts, icons present
- Navigation is present
- Users can go through all planned tasks
- Error control/prevention
- Clear messages or input constraints for error prevention
- Users know what state they are in at all times
- Usability Satisfaction
- Definition of usability goals + tests
- Software Simulation
- with limited back-end (canned answers)
- horizontal and vertical prototyping
Characteristic
- Coverage
- All features
- Exact layout (display elements)
- User input (constraints)
- System output (structure)
- real data (or at least similar in scope)
- Help / Error capture
- Medium and Tools used
- Programming language
- Horizontal / Vertical
- Both horizontal and vertical
- Fidelity
- High