Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
10 views9 pages

Module 4

Uploaded by

melcastudies
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
10 views9 pages

Module 4

Uploaded by

melcastudies
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 9

MODULE 4

PROTOTYPING
PROTOTYPING
It is a step to materialize an idea.

Prototypes are the sample version of the product you intend to function as a solution to a specific problem or
need. Through this, testing and iteration or repetition with improvement is possible before someone arrives into a
final output.

Prototypes come in different forms, from low to high fidelity, to simple sketches to innovative digital.
PROTOTYPING
Primitive Representation or Version of a Product
Smith (2019) defines Prototyping as building a Primitive Representation or Version of a Product that a design team or front – end
– development team typically creates during the design process.

An Experimental Process
Prototyping is defined by Interaction Design Foundation as an experimental process where design teams implement ideas into
tangible form paper to digital.

Building a Model of a System


University of Missouri – St. Louis defines Prototyping a s a process of building a model of a system.
Prototyping as an iterative process is a part of the analysis phase of the systems development life cycle as it converts
specifications into a tangible but limited working model.

Initial Stage of a Software Release


Techopedia defines Prototyping as “an initial stage of a software release in which developmental evolution and product fixes may
occur before a bigger release is initiated.
These kinds of activities can sometimes be called a beta phase or beta testing, where an initial project gets evaluated by a
smaller class of users before full development.
ADVANTAGE OF PROTOTYPING
It involves user

It saves money

Results in Higher User satisfaction

Exposes developers to potential future system enhancement


TYPES OF PROTOTYPE

According to Fidelity

According to Form
TYPES OF PROTOTYPE
According to Fidelity
Fidelity relates to the intricacy of the details incorporated on the prototype and its level of functionality. Depending on the product’s
development stage, the prototype may simply be presenting a small aspect or could be complete picture of the entire system.
The level of fidelity you choose should be appropriate for presenting to users in user testing so they can give focused feedback.

Low Fidelity Prototypes


These are usually paper – based ranging from sketches, hand – drawn concepts to print outs.
These are helpful to visualize a range of possible alternative design solutions, promoting brainstorming among the
members of the design team and the users.
An advantage of this approach is that, its simplicity makes the users to feel more comfortable in suggesting changes.

SAMPLES:
Paper Prototypes
Sketches
Journey Maps
Behavior Maps
System Flow Diagram
TYPES OF PROTOTYPE
According to Form

Role Playing
Role Playing or Experimental Prototyping, is a method that allows your design team to explore scenarios within the system
you are targeting physically.
It is usually used for capturing and expressing the users’ emotional experience of using a product or service and to gain an
empathic understanding of your users.
Role – Players reenact situations on the experience and use of the prototype to gain insights and seek areas for
improvement.

Physical Models
The purpose of a physical model is to bring an intangible idea, or two – dimensional sketch, into a physical, three
dimensional plane.
This allows for much better testing with users, and it can spark discussions about the form factor of the solution.
Materials that can be used here may range from papers, cardboards, clay, foam, or anything that can build physical models.
RAPID PROTOTYPING
It aims to develop learning experiences in a continual
design – evaluation cycle throughout the life of the
project.
This cycle, known as the spiral cycle or layered
approach, is considered to be iterative, meaning that
products are continually improved as the cycle
continues.

Rapid Prototyping allows the designer to start with


a low fidelity medium (such as paper and pen) and
move to increasingly higher fidelity prototypes as
time goes on.

There are two types of prototypes that can be


developed:
Vertical Prototypes – in-depth functionality for a
few or sample features.
Horizontal Prototypes – entire screen or the
whole prototype with no underlying functionality.
Thank you!

You might also like