Prototyping is incomplete version of software being developed with a subset of features of the end product.
Why Prototype?
- Proof of concept. Will an idea even work?
- Design validation. Design is organic, so prototyping gives you an idea how something feels.
- Management buy-in. Helps to create a shared vision.
- Reduce misinterpretations. For stakeholders, developers, team members.
- Save time and money. Find and fix process problems early. Overcome design imperfections – often, real world data will change design.
- Power of show and tell.
Guidelines for Prototyping
- Short timeframes. A day, a week. Get something out there, iterate often.
- Build only what you need.
- Don’t be afraid to throw it out.
Types of Prototyping
Low Fidelity – Quick to develop, allows for exploration of ideas, can be more difficult to conduct user studies, zero coding. Includes activities such as paper prototyping using pen and paper, OmniGraffle. Carolyn Snyder wrote the book on Paper Prototyping.
Medium Fidelity – More real user experience, longer design and development time, still limited functionality. Use tools such as Axure, simple HTML, Balsamiq, PowerPoint, Napkee.
High Fidelity – Closer to reality. Greater design requirements. More development time. Can serve as reference platform for other groups (Engineering, QA, Marketing). Use tools such as Ajax with HTML, Flash Catalyst, Flash Builder, Axure, Balsamiq.
User Testing
Put real people in front of your product or service.
Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems - Book
Pitfalls of Prototyping
Be aware of the fidelity trap.
“Looks Done to me! Ship it!”
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